File information

Last updated

Original upload

Created by

Meridiano

Uploaded by

MeridianoRus

Virus scan

Safe to use

Tags for this mod

33 comments

  1. MeridianoRus
    MeridianoRus
    • premium
    • 344 kudos
    Locked
    Sticky
    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.
  2. Darkfalcone
    Darkfalcone
    • premium
    • 0 kudos
    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?
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      In 2.1.0 this should not be so. Did you install mods from Creations menu? You probably need to relaunch the game.
    2. Darkfalcone
      Darkfalcone
      • premium
      • 0 kudos
      Yes, after relaunching the game, the issue is gone. Thank you so much!
  3. Kodizeraa
    Kodizeraa
    • member
    • 1 kudos
    Hello, I love your mod! Any chance of adding the med pack and ship parts to the list? :D
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      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.
    2. Khambr
      Khambr
      • member
      • 2 kudos
      I was just about to get in here and ask does this automatically apply to other things that are from mods.

      Disregard my previous nonsense, I just read the changelog.
  4. sca
    sca
    • supporter
    • 248 kudos
    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?
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      You will need to enable the plugin in Creations menu or using your mod manager, if any.
  5. Rbland15
    Rbland15
    • member
    • 0 kudos
    Just downloaded and it says the cost is 1 credit but wont let me craft. 
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      - For craft, check your inventory for the Credits item in the Aids section.
      - For research, the same + new game is required.
  6. keithvsmith1977
    keithvsmith1977
    • premium
    • 60 kudos
    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. 

    https://www.nexusmods.com/starfield/mods/4170
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      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.
    2. keithvsmith1977
      keithvsmith1977
      • premium
      • 60 kudos
      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. 

    3. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      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.
  7. Basstanck
    Basstanck
    • member
    • 0 kudos
    I tried tis mod and it is not working completely.

    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.
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      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.
    2. Zetrix1991
      Zetrix1991
      • supporter
      • 0 kudos
      Anyone found a fix for this? because i disabled this mod mid save and complete any research now, not even console completes it
    3. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      You need a new game (not plus) if you change research recipes mid-game.
  8. marshalparadox
    marshalparadox
    • member
    • 0 kudos
    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 
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      Empty files in "Edit Scripts/lib-sf1" must be replaced with full from GitHub.
      ESL-flagged plugins must NOT be loaded.
    2. marshalparadox
      marshalparadox
      • member
      • 0 kudos
      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.
    3. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      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.
    4. marshalparadox
      marshalparadox
      • member
      • 0 kudos
      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 
  9. H3xx
    H3xx
    • premium
    • 39 kudos
    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...
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      You can find it in "Edit Scripts\Easy-Craft-And-Research.pas". You will need MXPF Updated for it to work though.
    2. H3xx
      H3xx
      • premium
      • 39 kudos
      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?
    3. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      This is how it looks.
      drive.google.com
    4. H3xx
      H3xx
      • premium
      • 39 kudos
      So just load all relevant mods, and run the script on your mod? Am I reading that right?
    5. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      Install MXPF Updated.
      Load all plugins except ESL-flagged with "Easy-Craft-And-Research.esm" at the bottom and run script on it.
      Yes, almost right.
  10. Aetheogh
    Aetheogh
    • member
    • 0 kudos
    MO2 will not install the mod due to errors. 

    You to need to recheck to make sure you got your file directory into the right places  DATA & Scripts   
    1. MeridianoRus
      MeridianoRus
      • premium
      • 344 kudos
      I believe "set Data as <data>" method is mentioned in the MO2 tutorial.
  11. Niceeee