Featuring a few QOL features and 1 more aid item I missed off (again!), a fix for the Empty/Filled syringe not returning an item, and another main file purely for those that just want the base SESR experience - No new Recipes, no chem changes/additions, no multi use water bottles! I know not everyone wants those features, so a new up-to-date file removing them has been released!
I would also love to bring this mod to Fallout:London, which I plan on working on soon, I'm still figuring out how to patch mods together, and when I do there will also be releases for other popular mods!
Hi! Is it for new version of the game only? Old Archive 2 can't open the archive, and also - naming looks like incorrect, Stop Eating Scrap! Redux - Chem Recipes.BA2 where should've been Stop Eating Scrap! Redux - Chem Recipes - Main.BA2.
Since Next-gen is a total trash, can you please optionally release version for old .exe if you really made for a new version only? And if not - then smth is wrong with your BA2 archives
The new updated version is for the Next Gen update, however the file under "Old Files" is for before the game update so it should work fine. Also the naming doesn't really matter, all previous versions had the same naming format (CK makes you name it yourself), I just added an optional file with a few extra features. Give the file under "Old Files" a try, it should work fine, I just updated it for Next Gen in case the update broke anything
Buuut...Okay, there's backported Archive support for old .exe (mod). The thing is that your update is more than adjustment to new exe as i see, some fixes are present too so...I just wish you would make 2.0 for old exe, or confirm that it's safe to use with old exe with Backported Archive support mod
Your mentioning files under old files without mentioning what file ..... every version i have downloaded has warned me of it being for a different version of fallout 4 so i guess its a pass
Version 1.0, as it was made way before the next gen patch came out (it does have the upload date on it)
This just adds scripts to items, and those paths weren't changed in the next gen updates so regardless I don't see why this wouldn't work on an older version
Hey there, love the mod except for one thing. I don't like new items being created for the ingestibles, since I have to make patches for a few other mods that then makes this a hard dependency.
Made an xEdit script to get rid of those, so I have a patch for vanilla purists. Would you be alright with me uploading it, or do you want it on your mod page here? I can send you the script and .esp if you'd prefer that.
For anyone not enjoying the sound of drinking while eating any prewar food i suggest opening up fo4edit and finding the files that give you the scrap after eating they contain the sound files that play when you eat certain foods just remove them so they aren't loaded i did the same with animation framework and the throw away bottle sounds so it doesn't break the immersion i have with give me that bottle thinking of just removing the throw animations but not sure what that would do yet EDIT still looking for a way to attach immersive animations framework to the not fully filled versions of bottled water that or just remove these i find it anoyying having all these 1/3 2/3 /3/3 waters in my inventory
Alternatively you could download the "Lite" version as it doesn't add the muilt-use water containers, those are more for people wanting to use the mod in survival so they have a better way of storing water
I was using this mod briefly before my rig crashed and upon rebuilding and activating my mod list wrye bash says this mod has a different bsa than fallout 4 expects. This is not a problem with this mod but my game. Has this happened to anyone else? I'm new to this error...
Hello, I am right now using your 2.1 version(non chem), Can I upgrade to 3.0 simplified ? I have a 2day playthrough going on :) thanks for a great mod!
Why this mod includes a script from f4se (ScriptObject.pex)? is it the original or it's modified? Is it intended for those who don't use f4se? It's in a ba2 file tho, so it gets overwritten by f4se original files anyway.
It's just leftover from when I packed the files, it can safely be discarded, in all honesty I don't even know why it's there since I didn't modify any scripts.
Any suggestion on how we could implement a patcher to apply this to ingestibles added by other mods? I was hoping to do something in Synthesis to add the scrap back to those items and to, perhaps, edit any cooking recipe to also require the scrap.
Another related question is, how would you handle recipes that require purified water? Would you "cook", for example a soup, inside that empty bottle and return it after eating the soup, or would you just return the plastic bowl and discard the bottle altogether?
Hey there, for cooking recipes, only the junk that is physically shown on the "cooked" item come back to you, so if the final consumable is in a bowl, you'll receive a bowl. Any item that is used to craft a product is used up completely as it is in vanilla, and I'm honestly not sure if that's something that can even be changed as each recipe is set to only create one item.
As for your own patches, I honestly couldn't tell you as I'm still trying to work out myself how to add my own patches to mods like Wasteland Imports, but I will at some point, hopefully, be patching a handful of mods to work with this
Thanks, for the answer. Yeah, the main issue is that there is not an obvious rule that tells you what each item should return.
In relation to the cooking, the only thing I could though of is translating the ingredients to resources and patching the cooking recipes accordingly (manually this is almost impossible, but with a synthesis patcher not so much). The process would be like having a recipe category named "Prepare Cooking Ingredients" or something like that to translate the ingestibles into ingredients (like opening the can with beans so you get the beans on one side and the can on the other).
(Right now I am working on a mega patcher for Hunter of the Commonwealth Creature Integrator, but who knows, maybe I will give it a try at this crazy idea).
I *can*, but first I'd need a consumable item to tie the script to in the first place. I am however in the process of making my own mod to add in milk that will also make use of the same script
It might? I haven't tried tbh, all it does is add scripts to the consumables in Far Harbour and Nuka World, it might work without them but I really couldn't say, you could always give it a try
67 comments
Featuring a few QOL features and 1 more aid item I missed off (again!), a fix for the Empty/Filled syringe not returning an item, and another main file purely for those that just want the base SESR experience - No new Recipes, no chem changes/additions, no multi use water bottles! I know not everyone wants those features, so a new up-to-date file removing them has been released!
I would also love to bring this mod to Fallout:London, which I plan on working on soon, I'm still figuring out how to patch mods together, and when I do there will also be releases for other popular mods!
Remember to only install one of the 2 Main files!
Since Next-gen is a total trash, can you please optionally release version for old .exe if you really made for a new version only? And if not - then smth is wrong with your BA2 archives
The new updated version is for the Next Gen update, however the file under "Old Files" is for before the game update so it should work fine. Also the naming doesn't really matter, all previous versions had the same naming format (CK makes you name it yourself), I just added an optional file with a few extra features. Give the file under "Old Files" a try, it should work fine, I just updated it for Next Gen in case the update broke anything
However, this mod doesn't utilise F4SE so regardless it should work on the old exe just fine.
This just adds scripts to items, and those paths weren't changed in the next gen updates so regardless I don't see why this wouldn't work on an older version
Made an xEdit script to get rid of those, so I have a patch for vanilla purists. Would you be alright with me uploading it, or do you want it on your mod page here? I can send you the script and .esp if you'd prefer that.
I dont know if you do patches but I would love to see one https://www.nexusmods.com/fallout4/mods/64406
or maybe take some inspiration and also add the hydrating effect to the Vim soda XD
I also noticed that there are some fixes for the wasteland survival magazin 3 affecting certain consumables and restored sounds at Community fixes merged (https://www.nexusmods.com/fallout4/mods/74945), Fixer (https://www.nexusmods.com/fallout4/mods/87016) and the Unofficial Patch (https://www.nexusmods.com/fallout4/mods/4598) that you maybe wanna forward.
Is it intended for those who don't use f4se?
It's in a ba2 file tho, so it gets overwritten by f4se original files anyway.
If it gets overridden anyway, then it's fine
Another related question is, how would you handle recipes that require purified water? Would you "cook", for example a soup, inside that empty bottle and return it after eating the soup, or would you just return the plastic bowl and discard the bottle altogether?
As for your own patches, I honestly couldn't tell you as I'm still trying to work out myself how to add my own patches to mods like Wasteland Imports, but I will at some point, hopefully, be patching a handful of mods to work with this
In relation to the cooking, the only thing I could though of is translating the ingredients to resources and patching the cooking recipes accordingly (manually this is almost impossible, but with a synthesis patcher not so much). The process would be like having a recipe category named "Prepare Cooking Ingredients" or something like that to translate the ingestibles into ingredients (like opening the can with beans so you get the beans on one side and the can on the other).
(Right now I am working on a mega patcher for Hunter of the Commonwealth Creature Integrator, but who knows, maybe I will give it a try at this crazy idea).
some mods do, i have a few that "requires" dlc's that i dont have and they work fine