This mod will probably require update if the game updates. In that case, please, be patient. - Confirmed working with 1.14.70. - Confirmed working with 1.14.74.
Hello, I need help! The first time I installed this mod, it worked: all research and crafting only need 1 credit. Then I installed other mods like the GRINDterra and the REV-8 Pro, the research requirements are back to its original requirements. Only the research section though. The crafting section still needs 1 credit for everything.
Is there any mod that I installed that might overwrite this one?
I believe med pack and ship parts are not craftable. If you can craft them, this comes from a mod. If that mod is full plugin, you can patch it with xEdit script provided. Otherwise, you can only make a "manual" patch.
For manual download do I need to set the mod into a load order or will the mod just run itself once all the files are placed in the proper game folders?
Honestly, it's too bad xEdit won't let you just put credits in as a resource as it would work if it didn't block you and you wouldn't need the script/sfse/toml/etc. to convert credits to a resource. There is a mod that uses credits as a resource from before when xEdit was "released" for Starfield.
There was an option to link credits to a custom resource but this requires a change in the credits record. I really don't want to make this edit. I hope we will have a components-related functions for misc records at some point.
In that mod I linked, he just put the credits themselves as the resource, AKA 0000000F, but xEdit won't let you do that and throws an error. If you check his ESP file in xEdit, you'll see. Obviously he didn't use xEdit though or had a custom hacked version of it though, becasuse his mod is also an EPS and not an ESM. Edit won't even allow me to edit his file, because of that.
I was talking about IRES resources and linking MISC to IRES but I see your point. Sure, it will work if I use a binary editor, but one of the features I need is xEdit patching, including new mods recipes into Easy Craft And Research. Any regular user must be able to run the provided compatibility script, this eliminates tedious manual patching and helps with current plugins limits.
The cost is in Credits now as intended by the mod. But when I try to complete a research it does not get to 100% it stays at zero percent and the project is not finalized.
This happens with any project that have its recipe changed mid-game. This issue is not happening with new game (I mean not new game plus). I think all projects are baked into saves with their status and this means all required materials are also baked. You can try a completely new game.
I am having some trouble applying the patch to mods It keeps saying the path can't be found. I believe I copied everything over correctly any tips you can give
I'm new with using xedit so sorry if my questions may be obvious. I did replace the files with the ones you linked in the github and there are no esl tagged plugins.
I can see "Edit Scripts/lib-sf1/mteFunctions" is not found, this means you've not managed. Also I can see 2 vanilla ESL-flagged plugins on your screen.
Ok I figured it out. Didn't have the edit scripts from the mod download. Also I put the files from the edit scripts folders in xedit instead of in their respective folders. Got everything patched up thanks for the response
In the description, you mention an Xedit script to patch mods that add craftables, and I was wondering where it is, as I cannot find any .pas file in the mod...
Okay, I attempted to use it, but it didn't seem to work. Is there a specific workflow that I need to follow? Do I need to add every mod that adds craftable items individually, or is it supposed to be a mass operation that works on everything loaded?
33 comments
- Confirmed working with 1.14.70.
- Confirmed working with 1.14.74.
Is there any mod that I installed that might overwrite this one?
Disregard my previous nonsense, I just read the changelog.
- For research, the same + new game is required.
https://www.nexusmods.com/starfield/mods/4170
The cost is in Credits now as intended by the mod. But when I try to complete a research it does not get to 100% it stays at zero percent and the project is not finalized.
ESL-flagged plugins must NOT be loaded.
Also I can see 2 vanilla ESL-flagged plugins on your screen.
drive.google.com
Load all plugins except ESL-flagged with "Easy-Craft-And-Research.esm" at the bottom and run script on it.
Yes, almost right.
You to need to recheck to make sure you got your file directory into the right places DATA & Scripts