Some players can't remove trash hill into submarine enter, and I still understand how repair this bug. To solutions this, me need more info. UPD: Mod updated and added optional patch "Unpacked scripts". Use it, and if it don't help you with this problem, report me
First off, thank you for updating the mod. My issue with the trash hill was solved and I can use the submarine for travel and I can assume that I can also repair it when it breaks down. I really enjoy the concept here and am excited to turn this rust bucket into a cozy home. I'll give it a more thorough testing tomorrow, but I want to again thank you because I've been using Fallout 4 and the Yangtze submarine to deal with my submechnophobia. I have a fear of man-made objects in the water. I use a clearer water mod and for a long time I wasn't even able to get near the submarine without experiencing horrible anxiety. Even playing with the submarine model out of the water with console commands, warping it around the Fens and resizing it only marginally helped my fear. I hope your mod makes it even easier.
One thing I have noticed is the repair kit recipe when I used my settlement's chemistry table doesn't recognize components that exist in junk items (for example, it doesn't see the adhesive inside duct tape in my work bench, but if I drop the tape and scrap it, that singular bottle of adhesive is recognized). Not a really big problem, but I had to get creative collecting all of the components from my existing junk. It may have only a bug at that settlement, more testing tomorrow.
I've only briefly looked at the plugin for this mod, but a few things to keep in mind to the playerbase here. The mod author is fine to use this as a plugin cleaning guide if they want.
43498 and 4362F could use position forwards from UF4OP, and 1B10B6, 1B10C5, and 1D5C07 are precombined references that got moved. (This breaks them in the interior)
xEdit -qac (QuickAutoClean) has a ITM count of 32, UDR of 5
The following headers are pointless to keep in the plugin as they have no subrecords: 26840, C9D24, 3B381, 5226E, 15054F, xx003A6F (DLC03NucleusDUPLICATE000), and the entire worldspace block of xx000B0F (DLC03FarHarborDUPLICATE000)
The latter two I assume were attempts to copy the existing records at some point in development, and the other five just have their precombine information removed for some reason.
Additionally, the DLCCoast Map Image record is missing and got copied over to the plugin.
Installed the mod, made repair kit, can't clear debris. Downloaded and placed the scripts into Data\Scripts\Source, boarded the ship, cannot clear the debris. Loaded prior save, uninstalled, re-saved, did it all again with a fresh install of the mod, same issue. Am I putting the scripts in the wrong place? And why aren't they included with the original mod download, why are they optional?
Hello, I updated the mod and add optional patch (Unpacked scripts). It's can help you with your problem. And "Source scripts" in optional files, it's don't patch, and resource it needed other modders.
Hello. Just reed the instruction. You need make repair kit on chemical workbench. When it be into you're inventory, you can go to the trash hill and clear the submarine.
By chance has anyone came across the problem where it doesnt remove the debris? i craft the repair kit from the chem station but still no removal /repair.
Same here. The repair kit doesn't remove debris, and can't access any terminals. In the CK, APL_Firstload will not even show properties, so it looks like the script is broken without the source files available. Adding the pex versions from download 2 to \Scripts\Source fixed it for me.
You said you fixed this mod But I don't understand how you did it, If you wouldn't mind expanding on this sentence "Adding the pex versions from download 2 to \Scripts\Source fixed it for me" I don't know what a PEX version is. I assume you're adding something to the scripts in data files?
Love the initial concept of this mod, but is there a way to disable the breakdown mechanics for those that only want the sub?
One of the following would have me using and endorsing this mod immediately:
an alternative build file that contains everything, excluding the breakdown mechanics
a feature toggle for breakdown mechanics during mod installation
an MCM menu for this mod with the option to toggle the breakdown mechanics feature (and any other applicable options, if desired)
I appreciate the hard work that goes into these type of features, but I've also found that they can introduce multi-faceted failure points for those of us running with many mods (this is a modding community after all).
Thank you for your consideration and I hope to hear back from you soon!
Hello! I don't think what MCM menu is a good idea, as it will force people to download additional mods and create dependencies on them. I prefer to make my mods as less dependent on other mods as possible, as this scares away many potential users and creates unnecessary problems with mod support and updates. But, I can create alternative version without breakdown mechanics, it's a realy good idea. And can attract new users to my mod. Thanks for advice!
23 comments
UPD: Mod updated and added optional patch "Unpacked scripts". Use it, and if it don't help you with this problem, report me
One thing I have noticed is the repair kit recipe when I used my settlement's chemistry table doesn't recognize components that exist in junk items (for example, it doesn't see the adhesive inside duct tape in my work bench, but if I drop the tape and scrap it, that singular bottle of adhesive is recognized). Not a really big problem, but I had to get creative collecting all of the components from my existing junk. It may have only a bug at that settlement, more testing tomorrow.
43498 and 4362F could use position forwards from UF4OP, and 1B10B6, 1B10C5, and 1D5C07 are precombined references that got moved. (This breaks them in the interior)
xEdit -qac (QuickAutoClean) has a ITM count of 32, UDR of 5
The following headers are pointless to keep in the plugin as they have no subrecords: 26840, C9D24, 3B381, 5226E, 15054F, xx003A6F (DLC03NucleusDUPLICATE000), and the entire worldspace block of xx000B0F (DLC03FarHarborDUPLICATE000)
The latter two I assume were attempts to copy the existing records at some point in development, and the other five just have their precombine information removed for some reason.
Additionally, the DLCCoast Map Image record is missing and got copied over to the plugin.
And "Source scripts" in optional files, it's don't patch, and resource it needed other modders.
You need make repair kit on chemical workbench. When it be into you're inventory, you can go to the trash hill and clear the submarine.
Adding the pex versions from download 2 to \Scripts\Source fixed it for me.
Thanks for info
One of the following would have me using and endorsing this mod immediately:
- an alternative build file that contains everything, excluding the breakdown mechanics
- a feature toggle for breakdown mechanics during mod installation
- an MCM menu for this mod with the option to toggle the breakdown mechanics feature (and any other applicable options, if desired)
I appreciate the hard work that goes into these type of features, but I've also found that they can introduce multi-faceted failure points for those of us running with many mods (this is a modding community after all).Thank you for your consideration and I hope to hear back from you soon!
I don't think what MCM menu is a good idea, as it will force people to download additional mods and create dependencies on them. I prefer to make my mods as less dependent on other mods as possible, as this scares away many potential users and creates unnecessary problems with mod support and updates.
But, I can create alternative version without breakdown mechanics, it's a realy good idea. And can attract new users to my mod. Thanks for advice!
Cheers,
Sagitarii