About this mod
Extensive, modular and highly compatible equipment overhaul and expansion of the crafting system. Configure the mod to your liking via holotape or MCM.
- Requirements
- Permissions and credits
- Changelogs
- Donations
This mod is part of a series of mods that complement each other but are independent and can be used individually:
[ Equipment and Crafting Overhaul (ECO) ] -|- [ Legendary Effect Overhaul (LEO) ] -|- [ New Equipment Overhaul (NEO) ]

This tiny patch is by no means necessary to use ECO in Fallout London. In fact, ECO is fully operational without it. The patch simply makes some very minor alterations. Here's the complete list of changes:
- Makes the Bottlecap Mine recipe require FoLon's custom Bottlecaps to craft.
- Alters ECO's Extended INNR in order to change some strings to use British English spelling.
- Disabled placed container in base game. This didn't do anything with Fallout London installed anyway.
If you're not interested in using ECO's Extended INNR you can safely skip this patch.

There's not a lot to it but for the totally new players out there I'm going to describe the basic modding setup steps here regardless:
- Download and install a modern mod manager. Nexus' own Vortex and Mod Organizer 2 are the most commonly used ones.
- Make the game use Archive Invalidation as explained in this article. Vortex mod manager does it automatically for you.
- Download ECO from the Fallout 4 mod page linked above under Requirements. Get the main file (preferably via the MOD MANAGER DOWNLOAD button) from the FILES section and install/enable it from within the mod manager. The mod manager will read the FOMOD installer the mod comes in and presents you with some choices regarding the mod. Everything included in ECO's main file should technically work with FoLon. I can't guarantee the same for the extensions under Optional Files.
- Select the Extended INNR plugin from ECO's installer, as it is required for this tiny patch.
- Download this mod's file from the FILES section and install/enable it from within the mod manager as well.
- Once done make sure that all mod plugins both from ECO itself and this mod's one are enabled in your mod manager's plugin pane.

Just like ECO itself, this is compatible with everything. It doesn't contain any overrides of base game or Fallout London data, thus can't conflict with mods that do.
The plugin comes in form of an ESL-flagged ESP file. Due to the ESL flag it won't count towards your ESP/ESM plugin limit but can be sorted like any other ESP.

Can I update the mod mid-playthrough?
Yes, updates in a running play-through are possible and recommended unless the changelog specifically says otherwise. So, for your own good, form a habit of reading Patch Notes / Change Logs before updating any mod. That saves you from a lot of trouble in the long term.
How do I update the mod?
The same way as any other mod. Your mod manager (usually Vortex or Mod Organizer 2) can update mods automatically. In addition to that make sure to read the changelog before you update. In some rare cases updates in an already running play-through should be done with caution. There is a warning in the changelog when that case applies.
If you're managing your mods manually then simply override the files of the previous version with the new ones but I won't provide any support in that case.
Is it safe to uninstall the mod mid-playthrough?
The following part is entirely about mods that come with an engine plugin (ESM/ESP/ESL) and/or Papyrus scripts. You can safely uninstall mods that solely consist of textures, models, animations and the like.
Yes, it is safe if you revert back to a save file that existed before you installed this mod. The only other 100% safe method is to start a new playthrough. Other than that the engine doesn't support uninstalling mods mid-playthrough. That is why the game will show a warning when you try to load a save with a mod plugin missing that got baked into your save. Bethesda devs also made clear statements in that regard, that it is never safe to uninstall a mod mid-playthrough. Doing so regardless is considered bad practice. Installing a mod almost always modifies some things in your save and you can't revert that without going back to a state (save) before installing the mod in question. And there's nobody who can predict what will result from doing it anyway.
That's all I have to say in that regard. I won't provide a simple Yes or NO for that method. Make your decision based on the information provided or do your own research. It is your responsibility to deal with problems that may arise from uninstalling mods. I don't want to see any comments with users crying that something broke in their game and they lost hours of progress.
I have a problem with ECO not covered here. What to do?
Go to ECO's original mod page and check its Description page, especially the extensive FAQ section.
Where can I provide feedback for ECO?
If it is related to the use in FoLon specifically then use this page's Posts section. Otherwise, if it is about ECO in general go to ECO's original mod page and use its Posts section.
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