0 of 0

File information

Last updated

Original upload

Created by

DapperDemon

Uploaded by

dapperdem0n

Virus scan

Safe to use

Tags for this mod

11 comments

  1. Doggias
    Doggias
    • member
    • 0 kudos
    This seems to needlessly invalidate other manufacturing extended/cannibalism mods with its change to human meat. Would it be possible to invert the change to replace FOLON human meat with that of Manufacturing Extended? Respectful of your time, of course.
  2. Bellagar
    Bellagar
    • member
    • 1 kudos
    How did you add the corgi to the butchery table, Ive been meaning to create a patch for mutant menagries cavalcade of creatures but looking through the esp I can't figure out how to get it to recognize new/other creatures.

    Edit: nevermind Im a dumbass, when testing make sure to replace the butchery machine so it can update the scripts/leveled list. All you need to do is add race entries/butchery entries to the scripting on the auto butcher
  3. DarkArbiter117
    DarkArbiter117
    • member
    • 2 kudos
    it would be great if you could check the recycler, I wanted to use it with Folon but it doesn't work properly, when I saw your mod I thought you also modified that problem but I saw that it doesn't 😥
    1. RSBacon
      RSBacon
      • member
      • 0 kudos
      It works fine for me so the problem might be a mod conflict on your end!


    2. dapperdem0n
      dapperdem0n
      • member
      • 12 kudos
      unfortunately, it's probably a bug with the base DLC contraptions. I had trouble with Components Redone and had to uninstall it to get any machines to work right. Something about the models being different throws things off and things get stuck. I suspect some of the remodeled Folon components have the same problem, but I don't actually know enough about how the code works to figure out why, I've been trying to look into it when I have time
  4. able to add a patch for this mod? https://www.nexusmods.com/fallout4/mods/17392
  5. TheWillOfDavis
    TheWillOfDavis
    • premium
    • 1 kudos
    do i need the "Manufacturing Extended - Far Harbor Addon" for this?
    1. dapperdem0n
      dapperdem0n
      • member
      • 12 kudos
      you don't, and it shouldn't conflict. this doesn't change any machines from it. I couldn't see any records in xedit of Fallout London including things that those machines are for, so I left it out
  6. Steele74
    Steele74
    • member
    • 0 kudos
    Nice! I was using the machines in my London Bridge settlement to scrap armour, weapons, everything. ASMR bonus watching them chunk away. But before this patch, the machines often had script hang-ups on custom items unique to London. They often spit them back out still assembled. Or just went still. I will test this out today.
    1. dapperdem0n
      dapperdem0n
      • member
      • 12 kudos
      this patch does not make any changes to the recycler, so I don't think it would fix that unfortunately, but when I have time I can try to see if I can figure out what might be causing something like that. I've had that issue with some unmodded Contraptions Workshop DLC machines too, and with a mod that changes models for the basic resources, so I think it might be an issue with the base game machines having trouble with certain custom models. unfortunately I'm not confident I can understand the scripting enough to figure that out just yet
  7. demonocolips
    demonocolips
    • member
    • 0 kudos
    thanks for this. loved using manufacturing extended for different farm settups and well it dont quite right.