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I was checking xEdit for conflicts. Is DemolitionExpert04 supposed to be skipped by this patch? Looks like you can't craft Tier 4 explosives if VAFS is overriding YAE.
Blitz01, Blitz02, and Ricochet03 are being overridden as well. Wasn't sure if these changes were left intentionally.
DemolitionsExpert04 is automatically unlocked and given to the Player via Demolitions Skill 100, so that was probably intentional? I'm not sure familiar with VAFS and made that patch a while ago as a fan request, so I don't fully remember all the details of it, but if I did something, it was probably to let VAFS fully function. Keep in mind that a lot of what the vanilla Perks used to do were branched off as their own thing; if you're seeing some of the vanilla data still remaining on Perks like DemolitionsExpert or Rifleman, etc. it's because those settings were coded to act "normally" if given to NPCs, which isn't something you should do, but some modders do that and it was causing conflicts, so I had to edit them a special way.
As for Blitz01 and Blitz02, I don't think they even do anything in YAE, because I branched their effects off as their own thing and I think I forgot to assign them a function in YAE... I may have fixed this though. I'll look into this later if I remember. As for Richochet being overridden, that's probably so that it can function within the slow down time that VAFS causes, because it normally doesn't work with VATS.
A bit tired and answering this before bed, sorry for being vague. I'll try to peek at the patch tomorrow and if there's any funny business, if I remember.
Would the ECO Redux conditions and keywords for COBJ be incompatible with YAE? :O For example, the Molotov has the ECO condition "ECO_RecipeBench_ChemWeapon [GLOB:FE0C30C9]" equal to -1. Would adding that to the "HasPerk" and "GetBaseValue" conditions be acceptable? The ECO keywords usually tie things to ECO workbenches, like the Dirty Wastelander is tied to the "ECO_BenchModes_Food_BeverageAlcohol "BEVERAGE - ALCOHOL" [KYWD:FE0C3044]" keyword. Would it break things to add that keyword in a patch with the "yaeKeyword_AlcoholRecipe "ALCOHOL" [KYWD:EE4F9D5A]"?
yaeKeyword_AlcoholRecipe is a special Keyword used to place the recipe into the "Alcohol" crafting category, which is why it's specifically used in that section of the COBJ that decides such (I imagine it looks like a mess in xEdit, but it's quite organized in the CK and makes more sense). There's a separate area that determines which workbench that recipe actually appears within, and upon interacting with that workbench you're given the screen that displays the aforementioned crafting categories.
...I have no idea why ECO would need a global tied to a workbench, when as mentioned before, there is already a section that determines where the recipes are accessed. If I had to take an educated guess, that's just a weird naming convention the author uses, and most likely that global is a trigger for whatever ECO does to unlock the recipes; most likely there are multiple recipes that are unlocked at the same time, and it was just easier for them to all use the same global? Assuming I'm right, using that global in addition to the first two things you asked for is fine (I actually should have used globals for unlocked my recipes, but used AV instead, which is a bit of a story, although both should be acceptable, it's just that AV are tied to an actor, whereas globals are tied to the game themselves, blah blah).
As far as I know, you don't put globals in the "recipe category" section though, as I'm pretty sure that's reserved for Keywords that are specifically designed as "recipes". So unless ECO has been doing that, and knows something I don't (which they probably do) I wouldn't recommend it. But as a "Condition" for the recipe being unlocked in the first place: yeah, that should be fine.
As a quick side note, recipes that only have globals or AV's as their unlock Conditions that aren't met yet won't actually appear in the workbench for the Player unless there's a Perk listed as well. For instance, if HasPerk wasn't listed that Molotov, the recipe would remain invisible to the Player until that GetBaseValue Condition is met. Normally, this is what I strive for, as it's more unlock hidden recipes and having too many recipes displayed on the crafting menu can actually cause the Player's interface to lockup. However, some recipes are really important for the Player to know about, even if they can't make them yet, with explosives and medicine being particularly important, so I left those Perk requirements in; also because required Perks will actually show up visibly in the crafting menu. Probably not super useful information for you, but I bet there's some neat things you could apply this to for certain patches.
As always, you spell it out so well~ Sounds like I can safely let your mod override whatever it conflicts with and it will follow your conventions for whatever items. :D ECO is pretty much a complete overhaul of the crafting mechanic, and I use it in combination with DankRafft's full suite: NEO, LEO, LAB, LIF. There's actually a NEO patch already for YAE! :O Which is what brought me here. lol
I believe this came up a few months back, and we came to the conclusion that AN76 didn't need a patch? At least, I never heard from the person again who was trying to use it with YAE? So, I'm not sure. Nothing on the mod page suggests that it would conflict with YAE, although YAE does alter all foods and drinks, but vanilla Survival mechanics only cared about the "caps value" of what your character ate anyway, so I don't think there will be any issues there.
Pop it in xEdit and see if they conflict in any way? If it's something minor, I can attempt to address it, otherwise I don't really have the time or strength atm to reverse engineering an entire overhaul mod.
There is exactly 1 conflict with the Stimpak. lol Base Effect: Flashy_RestoreHealthStimpak "Restore Health Not Bones" [MGEF:D9070B8D] yaeEffect_RestoreHealthStimpak "Chem: Restore Health" [MGEF:E6535AB8]
So, I had to change how Stimpaks and Radaway work by quite a bit, because by default they were heal-locked based on Game Difficulty, which was preventing me from doing some Perk stuff with them. I also re-arranged some of entries on them, and what not.
Taken at face value of that MGEF name, I'm guessing that AN76 removed the Stimpak's ability to heal Crippled limbs. A lot of survival mods do that, although I'm pretty sure that's a different entry on the Stimpak itself? That other MGEF is a custom one from YAE obviously, and is what removes the Difficulty limitations mentioned earlier.
Anyway, if you don't want the Stimpaks to restore limbs, there should be a clearly labeled entry on it's "Potion" that says they do that (I think xEdit labels Potions as "ingestibles" though, or that might be foods; I can't remember). I'm not sure why a special MGEF would need to be made for that though. You should be able to compare their MGEF with mine easily though, and if YAE's MGEF is missing anything important, just add/patch that on top of YAE's MGEF, as it's really important for triggering certain Perks.
If not of this gives the desired effects with the Stimpak, poke me on Discord some day and try to quickly look them over to make a patch. This seems like an easy fix, but I'm not feeling well today.
Get well soon! :D Ingestibles is the word, yes~ lol I'd rather you be the one to take a look under the hood since AN76 is a fairly popular mod and the functionality of a Stimpak sounds pretty important. xD No rush! (:
Not sure if you have access to the VR version but if there's any way you can figure out a way to patch it to work with f4vr that would be cool although from what I understand it has something to do with level up menu rather than be exceptional but just figured I'd ask thanks for the great work either way hope you have a good day
S.R.O. had them inserted into LevelLists, but when I made the patch, I replaced them with my own version, so they should be around, but are probably rare. Also, the Empty Syringes are registered as "Ammo"; I did this so you could easily see how many you have for filling in the Ammo tab. So, check there too, you might have missed some you've found.
That said, you should be able to build them yourself, so long as you have at least Medicine Skill 50. I was actually testing the mod yesterday, and realized that I set this requirement a bit too high, so I'll be setting it to Medicine Skill 25 instead.
I'll throw up the archive in a few minutes; I meant to do this yesterday, but I didn't want to force another download on people so soon, but I guess it can't be helped, and it is quite a quality of life improvement. The update will also alter a bunch of the Syringe recipe requirements to make more sense, and should allow them to sit a bit nicer in the chem station.
EDIT: The Nexus' server is being weird right now, so I'm having trouble uploading the patch, even though it's tiny. Might be a while before I can get it on here.
Yeah I did notice they were ammo since I ended up spawning them through the console. I wonder if there is a conflict with SRO and Loot Logic Reduction. I still have only run into an empty syringe in one medical container so unless something is missing from the mod, I feel like there is a conflict there.
I wonder if there is a conflict with SRO and Loot Logic Reduction.
It's in the name of the mod. It's designed to lower the amount of loot you find, so it's likely either making the Empty Syringes really rare (keep in mind, they already had to compete against like 20 other syringes for drop rates) or it's flat out replacing the loot lists, and since the most of these items aren't vanilla, they might not get any attention.
So, I've been finally playing, and the Empty Syringes do seem to be pretty rare, but I did manage to find one inside a medic thing on the wall, at the apartments near the center of the map. I'm not sure how to increase the drop rate, though.
I've been asked this quite a few times in the past few months, and yeah, It's on my to do list. In fact, you can consider this Patch site to be the first step towards eventually doing that. Right now though, I'm quite worn out. I've been working on the main update I released a few hours ago for almost 2 months, at about 30 to 50 hours a week, so I'm pretty drained. After I've had some time to recharge and relax, I'll come back and see what I feel like working on.
23 comments
I was checking xEdit for conflicts. Is DemolitionExpert04 supposed to be skipped by this patch? Looks like you can't craft Tier 4 explosives if VAFS is overriding YAE.
Blitz01, Blitz02, and Ricochet03 are being overridden as well. Wasn't sure if these changes were left intentionally.
Thanks for your work.
As for Blitz01 and Blitz02, I don't think they even do anything in YAE, because I branched their effects off as their own thing and I think I forgot to assign them a function in YAE... I may have fixed this though. I'll look into this later if I remember. As for Richochet being overridden, that's probably so that it can function within the slow down time that VAFS causes, because it normally doesn't work with VATS.
A bit tired and answering this before bed, sorry for being vague. I'll try to peek at the patch tomorrow and if there's any funny business, if I remember.
For example, the Molotov has the ECO condition "ECO_RecipeBench_ChemWeapon [GLOB:FE0C30C9]" equal to -1. Would adding that to the "HasPerk" and "GetBaseValue" conditions be acceptable?
The ECO keywords usually tie things to ECO workbenches, like the Dirty Wastelander is tied to the "ECO_BenchModes_Food_BeverageAlcohol "BEVERAGE - ALCOHOL" [KYWD:FE0C3044]" keyword. Would it break things to add that keyword in a patch with the "yaeKeyword_AlcoholRecipe "ALCOHOL" [KYWD:EE4F9D5A]"?
...I have no idea why ECO would need a global tied to a workbench, when as mentioned before, there is already a section that determines where the recipes are accessed. If I had to take an educated guess, that's just a weird naming convention the author uses, and most likely that global is a trigger for whatever ECO does to unlock the recipes; most likely there are multiple recipes that are unlocked at the same time, and it was just easier for them to all use the same global? Assuming I'm right, using that global in addition to the first two things you asked for is fine (I actually should have used globals for unlocked my recipes, but used AV instead, which is a bit of a story, although both should be acceptable, it's just that AV are tied to an actor, whereas globals are tied to the game themselves, blah blah).
As far as I know, you don't put globals in the "recipe category" section though, as I'm pretty sure that's reserved for Keywords that are specifically designed as "recipes". So unless ECO has been doing that, and knows something I don't (which they probably do) I wouldn't recommend it. But as a "Condition" for the recipe being unlocked in the first place: yeah, that should be fine.
As a quick side note, recipes that only have globals or AV's as their unlock Conditions that aren't met yet won't actually appear in the workbench for the Player unless there's a Perk listed as well. For instance, if HasPerk wasn't listed that Molotov, the recipe would remain invisible to the Player until that GetBaseValue Condition is met. Normally, this is what I strive for, as it's more unlock hidden recipes and having too many recipes displayed on the crafting menu can actually cause the Player's interface to lockup. However, some recipes are really important for the Player to know about, even if they can't make them yet, with explosives and medicine being particularly important, so I left those Perk requirements in; also because required Perks will actually show up visibly in the crafting menu. Probably not super useful information for you, but I bet there's some neat things you could apply this to for certain patches.
Hopefully all that rambling makes sense.
Sounds like I can safely let your mod override whatever it conflicts with and it will follow your conventions for whatever items. :D
ECO is pretty much a complete overhaul of the crafting mechanic, and I use it in combination with DankRafft's full suite: NEO, LEO, LAB, LIF.
There's actually a NEO patch already for YAE! :O Which is what brought me here. lol
Pop it in xEdit and see if they conflict in any way? If it's something minor, I can attempt to address it, otherwise I don't really have the time or strength atm to reverse engineering an entire overhaul mod.
Base Effect:
Flashy_RestoreHealthStimpak "Restore Health Not Bones" [MGEF:D9070B8D]
yaeEffect_RestoreHealthStimpak "Chem: Restore Health" [MGEF:E6535AB8]
Taken at face value of that MGEF name, I'm guessing that AN76 removed the Stimpak's ability to heal Crippled limbs. A lot of survival mods do that, although I'm pretty sure that's a different entry on the Stimpak itself? That other MGEF is a custom one from YAE obviously, and is what removes the Difficulty limitations mentioned earlier.
Anyway, if you don't want the Stimpaks to restore limbs, there should be a clearly labeled entry on it's "Potion" that says they do that (I think xEdit labels Potions as "ingestibles" though, or that might be foods; I can't remember). I'm not sure why a special MGEF would need to be made for that though. You should be able to compare their MGEF with mine easily though, and if YAE's MGEF is missing anything important, just add/patch that on top of YAE's MGEF, as it's really important for triggering certain Perks.
If not of this gives the desired effects with the Stimpak, poke me on Discord some day and try to quickly look them over to make a patch. This seems like an easy fix, but I'm not feeling well today.
Ingestibles is the word, yes~ lol
I'd rather you be the one to take a look under the hood since AN76 is a fairly popular mod and the functionality of a Stimpak sounds pretty important. xD No rush! (:
That said, you should be able to build them yourself, so long as you have at least Medicine Skill 50. I was actually testing the mod yesterday, and realized that I set this requirement a bit too high, so I'll be setting it to Medicine Skill 25 instead.
I'll throw up the archive in a few minutes; I meant to do this yesterday, but I didn't want to force another download on people so soon, but I guess it can't be helped, and it is quite a quality of life improvement. The update will also alter a bunch of the Syringe recipe requirements to make more sense, and should allow them to sit a bit nicer in the chem station.
EDIT: The Nexus' server is being weird right now, so I'm having trouble uploading the patch, even though it's tiny. Might be a while before I can get it on here.
Yeah I did notice they were ammo since I ended up spawning them through the console. I wonder if there is a conflict with SRO and Loot Logic Reduction. I still have only run into an empty syringe in one medical container so unless something is missing from the mod, I feel like there is a conflict there.
wall, at the apartments near the center of the map. I'm not sure how to
increase the drop rate, though.