Is it possible to add abraxo requirements as it exists in the game
It could be as simple as it requires 1 abraxo in the machine in order to clean all its contence and is removed from the container during the dirty to clean switch
Although i would love a way to get multiple uses out of one abraxo as well we are not meant to put a whole box in for a wash that would be insane lol Perhaps it will allow 20 uses(or configurable) before removing the box from the machine Just assume these machines have a storage built in for the powder that slowly insets the necessary amount in each wash which tbh im suppressed real world machines dont already do lol
Rather than try to change an item into one with multiple uses, I think an easier solution would be maintaining one box of Abraxo per use, but allowing up to 10 or 20 outfits to be selected in each load cycle.
Just simple question, do npc's interact with it or is it just the MC, because gonna go for a baby with a few npc's(harem) and I don't want to do the laundry(LOL) you gotta kill stuff and feed all my kids(LOL)
Sorry for another question, but the mod features a suspiciously huge amount of scripts (at least judging from the loose files version). Are all of them necessary?
That's an artifact of the build system I wrote to package my mods and the libraries they use. Just because a script is there doesn't mean it is running constantly (or even at all). And just because a script is in use doesn't mean it is a resource hog or will slow your game down. The main library this mod uses, Recipe Container, was rewritten to be even more efficient and gentle on the user's system.
the mod features a suspiciously huge amount of scripts (at least judging from the loose files version). Are all of them necessary?
@dsp2003 When I first read this I thought you were referring to +10 scripts at most, I just checked the loose files and there are 356 individual scripts in total, if I'm not mistaking. Just WTF?!
TL;DR: Scripts aren't a bad thing.
I beg to differ. Scripts can be very harmful at times and can create irreversible damage to the savegames. Seing 356 scripts in total, I really can't help myself but think are they all necessary...
I use AWKCR and VIS-G invetory sorting, so I was wondering if this mod would be compatible with my setup and wanted to check with FO4Edit, but I guess you handle everything with scripts. The sorters also affect the components and add (Resource) prefix to components and I noticed that you do have some scripts handling scraps which adds functions like; result.Add(makeConversion(c_Aluminum, c_Aluminum_scrap))
So in short I'd like to ask 2 questions, 1- Are all these scripts necessary (scripts like Vault111ExitDetector, teleporter, RacemenuHandler etc) ? 2- Would this mod be compatible with sorters and AWKCR?
1). Not literally all of them, no, but the ones that aren't necessary aren't running and/or doing anything anyway (at least as far as this mod goes).
1a). The package manifest is something that a build tool I wrote assembles based on the dependencies this mod has on my other published works. For example, the Vault111ExitDetector very much is necessary. This and other items named are merely name place holders for scripts that have since been moved into another of my libraries to lower the number of dependencies.
I use my build tools to assemble these manifests for packing because I've had a very bad experience with the Creation Kit's ability to detect required files and include them appropriately.
1b). I'm a professional software engineer with over fifteen years of experience and I'm very familiar with the Papyrus engine in Bethesda games. Both the Laundry Machines scripts & the scripting libraries it depends on have been written to do the least amount possible to accomplish their tasks while still enabling me to deliver a reliable and streamlined experience for my users. In 1a, I freely admit that not literally every single one of the scripts packaged here is required, but the overall collections most certainly are. For example, the Chronicle framework does an awful lot of things with both the Jiffy and InjectTec framework that this mod would have to re-write every time it needed their functionality.
The number of scripts packaged is deceptive, too, since many of them are very small extensions of much more significant abstract scripts intended to provide said abstract functionality in a specific context relevant to that extension.
If you're especially curious, all of the source is available on the relevant pages here on the Nexus. As I've said, each of the libraries included here are very important to the overall functionality.
1c). As stated previously, scripts aren't necessarily a bad thing. While they are capable of causing damage to a save file, that does not mean they necessarily will. Those that do are the fault of the programmer rather than the mere presence of a script that may not be doing anything at all. I realize the community has been burned by very lousy Papyrus programmers in the past - especially in mods for previous Bethesda titles, but that in no way means you're being burned by my work.
Incidentally, I didn't claim that scripts are never bad, just that they're not intrinsically bad. Responding that they merely can be bad isn't especially helpful.
2). Yes. I do nothing that would conflict with sorting mods such as editing existing records in the Laundry Machines plugin file.
Glad this exits and it's not even that old. There only is one other "laundry mod" but that one os outdate and seems to have bugs the creator did never took care of (the mod I'm talking about is from 2016!!) But I don'twant to bash on that, just express how happy I am that this one here exists! Kudos!!
Does this override the default washer and dryer in the vanilla build menu or is it it's own thing; I'm having difficulty locating it (probably Workshop Rearranged's fault but want to rule out alternative reasons)
As tempting as these washing machine mods are, I just wish there was a mod that made clean clothes become dirty over time so that they'd be more frequently usable. y'know?
21 comments
I LIKE IT !! =D
It could be as simple as it requires 1 abraxo in the machine in order to clean all its contence and is removed from the container during the dirty to clean switch
Although i would love a way to get multiple uses out of one abraxo as well we are not meant to put a whole box in for a wash that would be insane lol
Perhaps it will allow 20 uses(or configurable) before removing the box from the machine
Just assume these machines have a storage built in for the powder that slowly insets the necessary amount in each wash
which tbh im suppressed real world machines dont already do lol
Thank you for the mod.
Bethesda modelled so many objects, yet most of them for absolutely arbitrary reasons are non-functional.
One question, though. What will happen if you put an object that washer's script is unable to convert? Will it disappear or remain as-is?
Sorry for another question, but the mod features a suspiciously huge amount of scripts (at least judging from the loose files version). Are all of them necessary?
That's an artifact of the build system I wrote to package my mods and the libraries they use. Just because a script is there doesn't mean it is running constantly (or even at all). And just because a script is in use doesn't mean it is a resource hog or will slow your game down. The main library this mod uses, Recipe Container, was rewritten to be even more efficient and gentle on the user's system.
@dsp2003 When I first read this I thought you were referring to +10 scripts at most, I just checked the loose files and there are 356 individual scripts in total, if I'm not mistaking. Just WTF?!
Seing 356 scripts in total, I really can't help myself but think are they all necessary...
I use AWKCR and VIS-G invetory sorting, so I was wondering if this mod would be compatible with my setup and wanted to check with FO4Edit, but I guess you handle everything with scripts.
The sorters also affect the components and add (Resource) prefix to components and I noticed that you do have some scripts handling scraps which adds functions like;
result.Add(makeConversion(c_Aluminum, c_Aluminum_scrap))
So in short I'd like to ask 2 questions,
1- Are all these scripts necessary (scripts like Vault111ExitDetector, teleporter, RacemenuHandler etc) ?
2- Would this mod be compatible with sorters and AWKCR?
1a). The package manifest is something that a build tool I wrote assembles based on the dependencies this mod has on my other published works. For example, the Vault111ExitDetector very much is necessary. This and other items named are merely name place holders for scripts that have since been moved into another of my libraries to lower the number of dependencies.
I use my build tools to assemble these manifests for packing because I've had a very bad experience with the Creation Kit's ability to detect required files and include them appropriately.
1b). I'm a professional software engineer with over fifteen years of experience and I'm very familiar with the Papyrus engine in Bethesda games. Both the Laundry Machines scripts & the scripting libraries it depends on have been written to do the least amount possible to accomplish their tasks while still enabling me to deliver a reliable and streamlined experience for my users. In 1a, I freely admit that not literally every single one of the scripts packaged here is required, but the overall collections most certainly are. For example, the Chronicle framework does an awful lot of things with both the Jiffy and InjectTec framework that this mod would have to re-write every time it needed their functionality.
The number of scripts packaged is deceptive, too, since many of them are very small extensions of much more significant abstract scripts intended to provide said abstract functionality in a specific context relevant to that extension.
If you're especially curious, all of the source is available on the relevant pages here on the Nexus. As I've said, each of the libraries included here are very important to the overall functionality.
1c). As stated previously, scripts aren't necessarily a bad thing. While they are capable of causing damage to a save file, that does not mean they necessarily will. Those that do are the fault of the programmer rather than the mere presence of a script that may not be doing anything at all. I realize the community has been burned by very lousy Papyrus programmers in the past - especially in mods for previous Bethesda titles, but that in no way means you're being burned by my work.
Incidentally, I didn't claim that scripts are never bad, just that they're not intrinsically bad. Responding that they merely can be bad isn't especially helpful.
2). Yes. I do nothing that would conflict with sorting mods such as editing existing records in the Laundry Machines plugin file.
But I don'twant to bash on that, just express how happy I am that this one here exists! Kudos!!
https://www.nexusmods.com/fallout4/mods/28886