File information

Last updated

Original upload

Created by

JonathanOstrus

Uploaded by

JonathanOstrus

Virus scan

Safe to use

Tags for this mod

643 comments

  1. JonathanOstrus
    JonathanOstrus
    • premium
    • 196 kudos
    Locked
    Sticky
    FAQ
    last updated 2023-11-16
    Spoiler collapsed so as to not be a huge giant wall of text.
    Spoiler:  
    Show

    Q01: Why should the Game\Data folder be used instead of Documents\My Games\Starfield\Data
    A01: Some users may be able to use either one without issue. But if a user has the user profile shell folder locations remapped, such as can happen with One Drive. Then other applications will encounter problems.

    Q02: Where should this be installed?
    A02: This should be installed to the Game\Data folder. It should not be placed under Documents\My Games\Starfield\Data

    Q03: I don't see the recycler in The Lodge. What's going on?
    A03: The plugin has not been properly installed or enabled. While the mod scene is in its infancy before Bethesda has official mod support. You will need to install the Plugins.txt enabler by Nukem. Then make sure your mod manager is correctly managing the plugins.txt. ModOrganizer2 requires a manual setup to turn this on. If it was installed to the Documents\My Games\Starfield\Data folder then it may need to be moved. See Q01. Apparently Vortex does not create, nor manage the plugins.txt at the time of writing. So you will have to manually do so following the instructions on Nukem's page.

    Q04: What if I installed v1.00 and the recycler is present but interacting doesn't do anything? (Also if you upgraded after this)
    A04: This would indicate the scripts were missing at the time of trying to use it. Vortex was not unpacking the mod archive correctly. If you left the plugin installed and enabled, and then continued playing. The save this will have kept the mod in a broken state. Upgrading after the fact will not fix it. If you have resolved the scripts missing issue. Then you should revert to a save from before installing this mod so it can properly startup. Proceeding through a NG+ should also correct the functionality.

    Q05: I'm receiving a message "FATAL ERROR: No module data has been configured. Item will not be modified." What do I do?
    A05: This happens under 2 circumstances:

    • The mod is installed and enabled but without the scripts. Then a save is loaded where the management quest starts but the setup quest does not configure it. Then a save is created and the game continued from this broken state.
    • If you load the game and the mod is configured. But then you load another save from the same area where it has not, and it tries to reconfigure again. It will get broken. This is a game engine bug present since Skyrim.

    • The only solution for both is to completely quit the game to desktop. Start it back up and load a save from before the mod was first installed. Then create a new save and continue from there.

    Q06
    : I transferred items but they did not appear in the output container and are still inside the recycler. How do I fix this?
    A06: This happened with v1.00-1.10. It was an issue that happens if the save you load immediately after installing the mod was inside The Lodge and you interacted with the recycler without first leaving and returning. The v1.20 update should prevent this from happening. To retrieve items that are stuck simply leave The Lodge and re-enter and they will be placed in the output container.

  2. JonathanOstrus
    JonathanOstrus
    • premium
    • 196 kudos
    Locked
    Sticky
    v1.50
    If upgrading from previous versions prior to 1.30:
    Outposts: If you have built recyclers at outposts you will need to scrap them and rebuild them. Recommended to scrap before upgrade.

    If you have stuck items in the recycler transfer container:

    • At The Lodge. Simply leave The Lodge and then re-enter and they will be placed in the output container.
    • At an outpost then the simplest is to jump to space and then return.
    You will need to submit them again to have the modules removed. 

    Changes

    • Added new legendary effects: Swashbuckler, Chilling, Lawful.
    Translation AlertThe plugin (.esm) file was changed so any translations will need to be updated.
    Older Releases
    Spoiler:  
    Show

    v1.40/1.45 Release Notes
    Changes

    • 1.45 - Added recipes for blank modules back to fix lock icon at workbench for some users.
    • Added icon to workshop crafting menu for the recycler.
    • Added clothing to the recyclers supported list so additional mods are not necessary for them to show up. You would still need a mod that adds legendary slots to the clothing for them to do be modable.
    • Changed material costs for applying modules. When removing modules you get 1 core per module removed. To attach a module without any cost reduction skill it costs 3 cores per module. At max cost reduction it is 1 core per module. So if you invest in crafting cost reduction you can eventually get it down to a free swap.
    • Removed add slots option as there's no longer a need since the base game now shows the module slot even if empty.
    • Removed hard overrides of leveled lists and changed to injection. This is to better support Xbox users who cannot conflict resolve.
    • Fixed category keyword for interior crafting of the recycler so it appears in ship decoration and player homes as well as outposts.

    v1.30 Release Notes
    Changes

    • Fixed typo in the name of a misc resource item for one of the legendary modules.
    • Fixed leveled list issue where the max item count may be restricted too much resulting in prevention of items not related to this mod from spawning.
    • Changed 3D model for recycler to use a down scaled vending machine. Should fit better in customizable locations.

    v1.20 Release Notes
    Changes

    • Fixed issue causing items to get stuck in transfer container when loading a save for the first time after installing while inside The Lodge.
    • Added additional checks to prevent possible item lockout.
    The plugin (.esm) file was unchanged so any v1.10 translations will still be valid.


    v1.10 Release Notes

    • The scripts were updated and are now packaged in a BA2 archive. If you previously did a manual install then you need to remove the loose script files. They will be the ones in Scripts\dm\*.pex and Scripts\Fragments\Perks\dm\*.pex. Simply remove the 2 dm folders.
    • Vortex install issues should be resolved.
    • A manual install should no longer be necessary as long as you have your mod manager of choice configured properly.

    Changes

    • Fixed inconsistent activation if you load the very first time while inside The Lodge.
    • Added code to remove the dummy module causing Treasure Map rewards to show an extra star. (vanilla game bug)
    • Added additional option to just add slots without removing modules.
    • Changed inventory 3D model for modules and cores.
  3. Jormundagiir
    Jormundagiir
    • member
    • 0 kudos
    I'm not sure what is going on but the recycler in the lodge says "error loading scripts". I don't know how to fix it. I've tried both the vortex and creation versions and they both have the same problem.
    1. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      That should only happen if the mod isn't installed correctly. Particularly if the BA2 archive file is missing.

      In the data folder you should have 3 files from this mod.
      dmLegendaryRecycler - Main.ba2
      dmLegendaryRecycler - Textures.ba2
      dmLegendaryRecycler.esm

      If all 3 are not present then it won't work right. If they are then I'm at a loss as to an explanation about why it failed.
  4. Meistgesucht
    Meistgesucht
    • member
    • 0 kudos
    This is such an essential Mod i do realy love the hardcore version. And i go crazy since i know about it, because i ending up activating and deaktivating this mod to make me abel to use it.
    There is a Mod (LEO) that i use since a while (pretty much since i play Starfield) and both togerther sadly do not realy like each other. "Legendary Effect Overhaul" is also a great mod and not less essential. In the LEO-Comments people do ask for a patch already too.
    So im pretty much write this post to beg for a patch here too. I do not know if that would be make able anyway.
    But if, please make it possible - it would be awesome !!
    1. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      Unfortunately it's basically not possible to make a patch. The way the Bethesda engine handles recipes for object modification items. It only supports one recipe per target module. Which means whichever mod loads first will have it's recipes shown.

      For the base vanilla modules, if you were to load LEO after this mod, then this mods recipes will be shown and used, but the actual effects of the legendary modules should come from LEO. However both this mod and LEO modify the peacemaker module. So if LEO loads after this mod then that one specific module won't be supported.

      Because of the first loaded file recipes issue, making a patch to add recipes for the new LEO modules to work with this mod is not possible. At least not without directly modifying the LEO file and removing the recipes from it. If you wanted to do that then you could use the xEdit script in the files section to make your own patch with recipes for the new modules.
    2. Meistgesucht
      Meistgesucht
      • member
      • 0 kudos
      Thanks for the reply and the information. Too sad I wish it could be like combined to make it even harder to edit Items. I would like to have a challenge. With Legendary Effect Overhaul, I think it's still too easy to get the perfect item.
  5. Babyboomer59
    Babyboomer59
    • premium
    • 83 kudos
    I had taken this mod out of my playlist many many..  months ago, way before any of the past updates because I felt it wasn't needed and made the game to easy, just like I don't feel as though power armor is needed in FO4 so I don't wear it but now with these latest patches and with the ability to play on extreme, I'm considering putting it back in my load order, unless you have an legendary with the Advanced addition Beowulf or Hard Target it takes for ever and lots of rounds to get through.   
  6. jcooleyw
    jcooleyw
    • member
    • 1 kudos
    Is there supposed to be a way to add modules to clothing or is it only spacesuits, helmets, boost packs, and weapons? I stripped clothing modules in the recycler, collected them from the box, and checked all of the crafting stations. Disregard, I just realized it only gave me the clothing items back and not the attached effect modules. I can add modules to space gear and weapons but cannot figure out where to add modules to clothing. Love the mod so far!
    1. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      Well you need to have **another** mod which enables adding legendary modules to clothing. This mod only makes the modules craftable, and facilitates removing them to transfer.
  7. Kellar21
    Kellar21
    • premium
    • 0 kudos
    It appears that with Darkstar Manufacturing, we can't add the Modules without completing DSM's research. Any possibility of a Patch for that?
    1. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      I'm not familiar with that mod or what/how it does things. If it creates recipes for the legendary mods on items, then it will directly conflict with this mod. There won't be a way really to fix it since the game system only allows one recipe per mod. So it will be directly dependent on whether that mod, or this one is loaded first. If that's not the issue going on, I don't know what to say. I won't have time to investigate things for a while, and frankly will probably have forgotten about it by the time I do.
    2. Kellar21
      Kellar21
      • premium
      • 0 kudos
      So If I want to keep your mod's recipes, I should load yours AFTER Darkstar Manufacturing?
    3. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      I forget exactly how that particular thing works. I think for the recipes it has to load first.
  8. antxs315
    antxs315
    • member
    • 0 kudos
    Please can you teach me something. I'd like to learn how these player container to other container work in CK.

    Based on the input items, I'd like to check items similar to what your mod do, and output something else.

    How do I achieve this? How can I check input items? I only know the basic script, and setting properties, some quest scripts.
    1. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      Well the way I have things setup:

      • The player uses an activator.
      • A script on the activator opens the container for depositing items.
      • A script on the deposit container monitors for when items are inserted.
      • Upon inserting a deposited item, script code does some kind of logic to determine what modules are attached. Specifically in this case it looks for keywords associated with the object mod item. Otherwise the base game has no facility to detect what modules are installed.
      • The script code then attaches empty modules in place to force a removal of the desired slot. Then removes the empty module so it's free.
      • The script then adds the desired components relevant to the removed modules to the output container.
  9. stevek1ng
    stevek1ng
    • member
    • 6 kudos
    This is a fantastic mod but the balancing feels slightly off to me.

    In normal mode, I found I had acquired an insane number of effects in not much time just from looting. It felt quite cheaty so I quickly changed to hardcore mode, admittedly before I fully understood how the system works. Maybe I missed something but I don't see how I would ever have a need to use the trading feature to buy upgrades.

    However in hardcore mode, the cores feel extremely hard to come by. While I agree with the concept of having to strip several effects in order to gain enough cores to apply a single one, to me it feels like the requirement is maybe too high? 11 cores to apply a single effect just seems super expensive.

    I love the mod all the same and I'm enjoying it! Perhaps I'll give the normal mode another try.

    Thank you.
    1. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      I appreciate the feedback. But well, it is "hardcore." But any kidding aside, if you get the crafting perk which reduces costs it has a pretty big impact in hardcore mode. Other than that, I didn't really do too much in consideration for balancing. Maybe I just didn't realize there were that many boss containers around for normal mode.

      In regards to the trade mechanic. The idea was that if you were having trouble finding a particular mod to strip off, or from a boss container, the trade option might have it since it refreshes every 2 days (depending on location time scale - whenever normal vendors reset for the area).

      There's nothing preventing someone from creating a patch, or tweaking the file for their own personal use. Either to increase/reduce the costs of cores, or to remove the leveled lists (though I would suggest just changing the condition to fail it). Or just change the results of the leveled lists.
    2. stevek1ng
      stevek1ng
      • member
      • 6 kudos
      Oh of course, I hadn't thought at all about about perks, and I am still quite early in my play through. It all makes sense. Great work
    3. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      IIRC with the cost reduction perk maxed, it provides 60% reduced cost. So on normal I think that brought it down to 1 core per slot, and either 4 or 5 for hardcore.
  10. PerceptionDoors
    PerceptionDoors
    • member
    • 0 kudos
    Thanks for the mod! Does this refresh items in the cargo hold if replaced? The trade options were not showing up so I deleted and replaced the recycler, which fixed it. However I now have extra cores and a lot of credits in my cargo hold and I’m trying to figure out what caused it. Thanks  
    1. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      If you had items in the recycler's output box when you scrapped it, that should be put into the cargo hold. That's a default game mechanic for any ship built items. At outposts I believe they go into player inventory. If not then they go in the cargo as well. It's been a while since I tested.
  11. SyntheJK
    SyntheJK
    • member
    • 3 kudos
    I noticed that for weapons, even without legendary effects, when modifying them at the weapon workbench, the first empty legendary slot always defaults to displaying "Anti-personnel." Has anyone else encountered this bug?

    Edit: Alright, I went through the historical comments and found that this issue isn't just happening to me. It seems to be just a visual problem and doesn't affect the actual functionality.
    1. JonathanOstrus
      JonathanOstrus
      • premium
      • 196 kudos
      Yeah it's a bug in the Bethesda files. It's only a display issue and nothing specific to this mod. Other mods which do similar things also exhibit the same issue.
  12. daedaddy
    daedaddy
    • premium
    • 691 kudos
    no dice. causes new game crashes on my end.