If the ini file does not exist, it will be generated at the first start; The default settings only disable alchemy, miscellaneous, ingredients, ammo and books. So if you want to disable weapons, explosives and armor you have to change the settings in the ini file.
I am sorry to ask this of you but I hope you don't abandon this mod because of the new fallout 4 update. when f4se gets updated would you please update this?
The mod works wonderfully. But I wanna ask, what is considered alchemy and ingredients? Is alchemy aids item (stimpacks, drugs, food and drink) and ingredients it's raw material (animal and plant raw materials)? Am I correct? Thank you.
First of gotta say i love the modularity and the way this mod works!
Second a bit of feedback. The setting for Misc seem to include junk, components & loose mods... Id like to ask if a couple more Blacklist examples could be added?
The only functional option so far is the one already provided. sMiscBlacklist = ObjectTypeLooseMod
Would love to see some examples covering the categories of junk & components aswell. Tried myself to pull editor ids with FO4Edit for these groups, but havent had any luck so far.
48 comments
If the ini file does not exist, it will be generated at the first start;
The default settings only disable alchemy, miscellaneous, ingredients, ammo and books. So if you want to disable weapons, explosives and armor you have to change the settings in the ini file.
You can open the overwrite folder by right-clicking the text that says 'overwrite', the last entry of the list of Mods on the left in MO2
Second a bit of feedback.
The setting for Misc seem to include junk, components & loose mods...
Id like to ask if a couple more Blacklist examples could be added?
The only functional option so far is the one already provided.
sMiscBlacklist = ObjectTypeLooseMod
Would love to see some examples covering the categories of junk & components aswell.
Tried myself to pull editor ids with FO4Edit for these groups, but havent had any luck so far.
Best of luck!
Covo