136 comments

  1. Babaloo321
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    THERE IS CURRENTLY A BUG WITH v4.0.2 AND ABOVE OF ROBCO PATCHER THAT WILL CAUSE THE GAME TO AUTOMATICALLY CTD IF YOU USE THE COBJ PATCHER INI THAT THIS MOD HAS.

    IN ORDER TO REGAIN NORMAL GAME FUNCTION, PLEASE REMOVE:

    F4SE\Plugins\RobCo_Patcher\constructibleObject\Wasteland Imports - Reloaded\MojaveImports.esp.ini

    YOU CAN REINSTALL THE MOD FOR THAT SPECIFIC FILE AGAIN WHEN THE BUG IS FIXED ON ROBCO PATCHER'S END.
  2. Babaloo321
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    FOR USERS OF V1.0.0 OF THE FILE "WIR - Vanilla Weapon and Effect Additions":

    PLEASE UPDATE TO AT LEAST V1.1.0 OF THAT FILE IF YOU ARE USING V1.1.0 OF THE MAIN FILE, AS V1.0.0 OF "WIR - Vanilla Weapon and Effect Additions" IS NO LONGER COMPATIBLE WITH V1.1.0 OF THE MAIN FILE!
  3. Olioster
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    Is it intended that the Medic perk does absolutely nothing for regular Stimpaks?

    EDIT: Nevermind, I thought I had properly resolved all conflicts but I hadn't.
    1. Babaloo321
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      No, you were correct. Unfortunately, I didn't realize that the new Stimpak healing effect that I added in v1.2.1 (To attempt to bypass the forced limb healing of the old, vanilla effect) wouldn't work the same as the old one. Apparently, what makes the Stimpack MGEF Archetype unique is that it makes the ingestible heal based on a percentage of total health, scaling up as level and endurance increase.

      It seems that it's not possible to remove limb healing from Stimpaks while having it heal like a Stimpak, that being by total health percentage, and not by a flat amount (You really don't want that).

      I've tested this all night, and I've come to the conclusion that any way forward in fixing this would be far beyond my current level of skill in modding. I've added back the original Stimpack healing effect, but this also means that Stimpaks will continue to heal limbs for the time being.
    2. Olioster
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      I see what you're saying. Taking ranks in Medic did increase stimpak heals but not by a percentage of your maximum health and it wasn't an intended change, just a side effect of you trying to make stimpaks not heal limbs.
    3. MikeBreezy92
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      I tried to do this ages ago and found it worked through a full playthrough fine. It forced you to use the other healing items more and the new stuff like Super Stims. Is there a way we can just keep the non-percentage rate. 
    4. Babaloo321
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      Good news! This issue is now fixed with the release of Stimpaks - Heal No Limbs - F4SE by Zzyxzz!

      I will update the mod soon to forward the changes they made to the Stimpak item, and add them to the auto-inject Stimpak, as well.

      That mod will be required going forward.

      Edit: Uploaded!

      Edit 2: After mulling it over, I've decided to remove the requirement. Instead, in v1.3.0 I've made the mod detect if you have Stimpaks - Heal No Limbs - F4SE enabled and add the previous changes automatically if you do. I made sure to have it check for both versions of Stimpaks - Heal No Limbs - F4SE, so either one will work with this mod.
  4. Cujo515
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    I'm having the same trouble with RobCo Patcher, but I don't see a constructibleobject folder in either. This one only has formlist, ingestible, leveledList, npc, and weapon
  5. BlazeStryker
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    I'm using the Force Lock Disabler. This is NOT due to conflict so much as redundancy. I play with The Machine and Her AND Fallout Who Regenerated. If you have the Sonic lockpicking, asking others like Kit to pick a lock, and the Force Lock Disabler, so much as glancing your cursor onto a locked container brings up a menu of how you might want to defeat it.
  6. YokieWartooth
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    Does anyone know if this mod makes Wasteland Imports work correctly with FIS - Item Sorter installed? 
    I have the original WI mod which doesn't add the item sorting, but I'm looking to see if this one has that added in, I'm not seeing it anywhere.
    1. purelithium
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      No, it doesn't i'm searching for a fix.
  7. SpartanK4102
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    Just wondering if this needs to be updated for the Next gen Robco. I'm getting crashed whenever I try to load the game with this installed but I'm not sure if that's something that Robco needs to update or this mod.
    1. Babaloo321
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      I don't know if it is incompatible with the NG version of RobCo Patcher, but since it has a disclaimer that it may cause crashes, it's probably better to wait until it has most of it's issues ironed out.

      One thing that does cause a CTD upon startup is if you have not removed the ini file located here: "F4SE\Plugins\RobCo_Patcher\constructibleObject\Wasteland Imports - Reloaded\MojaveImports.esp.ini", as per the first sticky post at the top of this page.
    2. SpartanK4102
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      There was no INI located there already so it most likely is from Robco itself. I got a similar answer form the author of Improved America Rising too. Appreciate the feedback!
    3. SpartanK4102
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      Update: I didn't change anything but a few days ago I loaded my game up and forgot this mod was enabled due to me doing some testing. I noticed the force lock while playing and saw the chems names changed. It's been running fine without any crashes since

      Edit: Turns out I at some point disabled the robco patcher. Seems this mod doesn't crash without it but obviously the level list changes don't work
  8. DatOneBo
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    the original WI mod does so much intrusive changes... can someone make a LITE version that adds these items to the levelled lists, and thats it. it does more harm than good by modyfing vanilla stuff.
    1. ZeroXwish
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      Yeap
    2. clownshoes234
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      do this
  9. clownshoes234
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    could you make a version that only includes the leveled list? idk why but i have not seen a single stick of dinamite or tin grenade, broken bottle, etc in my game with the normal version
    1. Babaloo321
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      Do you have RobCo Patcher and F4SE properly installed?

      Also, are you on Next-Gen? Or are you on Old-Gen? I ask because RobCo Patcher (and this mod by proxy) doesn't work on Next-Gen yet.
    2. clownshoes234
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      i do have them both properly installed, and im currently playing on old gen
    3. clownshoes234
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      dude none of the items are spawning, ive been playing for days and ive never seen one of them.
      i can obtain the static placed ones (like the tin grenade cans near station olivia), or through the console, but they dont spawn on any enemy.
      could you make a leveled list only patch?
  10. MalachiDelacot
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    Thank you for your work and sharing.
    Endorsed, and kudos to you....
  11. Xeniu
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    It looks like this mod is incompatible with complex vendors; by that, I mean meeting people and salesman weekly magazines don't affect item
    price.
    Nevermind, apparently there is a hard cap on how low prices you can get for items, and I hit it without using magazines. It makes this magazines kind of useless, though, since all you need to hit that cap is 12 charisma and only one Tales of a Junktown Jerky Vendor.
    1. Babaloo321
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      Try using BetterBarterCap by reficule
  12. nukagobbler
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    Anyone else crashing at Diamond City?  I was enjoying this mod everywhere else until I persistently CTD near the entrance upon loading a save. It kills my save unless I disable the mod and its patches (ECO, NEO, Munitions, WIR Vanilla Addition). My crashlog is here: https://pastebin.com/yME7WZqa. It's a real shame too since this integrates items that I miss from FO3 and FNV so well.
  13. DominaMagnolia
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    Is it possible to remove the original mod or am I stuck with it?