1396 comments

  1. DankRafft
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    I currently have very little free time and really appreciate if you do your research first before asking your questions below. I expect you to have read the description page and relevant articles. I will not answer questions that arise from ignoring those resources.
    Above you can find the "Search comments" function, specific to the posts section. Also, you always have the option of using your browser's search function (CTRL+F) to search any other page on this mod site for answers. If that doesn't lead to a satisfactory result, post your question below. Other users may also be able to answer them.

    I wish you a good time and thank you for your support.
  2. DankRafft
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    Reports from users running the alpha version of RobCo Patcher (NG) will be ignored or deleted going forward. I don't have the time to investigate issues that arise from ignoring the warning both on ECO's description and on RobCo Patcher's download page, using a highly unstable mod version, and expecting me to fix the issues you created yourself. Report your problems with the alpha build on the RobCo Patcher page where they belong.
  3. Dr3amL0g1c
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    I like this mod, and the suite of mods around crafting that you've published. I'm running, ECO, LEO & NEO. I just have one issue. When I installed all three mods, whenever the option to use the INNR was available, I choose to disable it, without exception. Nonetheless, when I play the game these mods are generating Complex Sorter in the DATA folder. Perhaps, I've misunderstood something about the mods or missed a detail in reading the text you've provided on them. So correct me if Im wrong ... Since I intentionally choose to not use the INNR at all, should the mod still be generating those files?

    I'm also experiencing what I Imagine is bug of sorts, where the crafting recipes under the utilities tab at the Chem Station are being duplicated. Is there a setting in the ini files of the complex sorter I can tweak so it doesn't do that. The recipe doesn't change at all. It just gets duplicated. It seems to me an unnecessary redundancy. These are settings holotapes for mods.

    I've already filtered the comments for similar comments. Specifically "duplicate recipes" ... The only result was a comment from you. Thank you in advance. 
    1. DankRafft
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      I like this mod, and the suite of mods around crafting that you've published. I'm running, ECO, LEO & NEO. I just have one issue. When I installed all three mods, whenever the option to use the INNR was available, I choose to disable it, without exception. Nonetheless, when I play the game these mods are generating Complex Sorter in the DATA folder. Perhaps, I've misunderstood something about the mods or missed a detail in reading the text you've provided on them. So correct me if Im wrong ... Since I intentionally choose to not use the INNR at all, should the mod still be generating those files?
      A Complex Sorter plugin can't be generated automatically, without you starting that process, especially not on runtime (when playing the game). That is always something you do, by starting xEdit and Complex Sorter and instructing it to generate a plugin based on your load order. Besides, INNR isn't necessarily tied to Complex Sorter (or vice versa).
      Also, none of my mods you listed generate anything. You get the files you chose form the installer and that's it, nothing will be added later on. So, I'm not sure what you're referring to.

      I'm also experiencing what I Imagine is bug of sorts, where the crafting recipes under the utilities tab at the Chem Station are being duplicated. Is there a setting in the ini files of the complex sorter I can tweak so it doesn't do that. The recipe doesn't change at all. It just gets duplicated. It seems to me an unnecessary redundancy. These are settings holotapes for mods.
      I've also experienced that once or twice at some point in my years of playing the game and it happened even way before ECO (or its predecessors) was a thing. I don't know what the cause is, it might be a vanilla bug or related to another mod. ECO doesn't affect the Chem Station and its Utility section at all, they are left vanilla. It couldn't be caused by ECO, nor can I fix it.
      I'm afraid you have to look elsewhere. Maybe check your mods that actually modify the workbench menus, vanilla workbenches, and the vanilla recipes in them.
    2. Dr3amL0g1c
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      I think it must be something related to Fall_UI then as its the only other mod with anything related to sorting and tagging that I have installed, to my knowledge. Maybe, the Attachment Pack. Appreciate the help in narrowing it down. I suspect it was related to these mods because they are named in those Data files but its just as likely to be an issue from FIS. Thanks for the prompt and detailed response. Much appreciated!
    3. Dr3amL0g1c
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      Managed to track it down. It's created by LEO and auto generates with install of LEO. I'm guessing as a base, in the event a person does use Complex Sorter? Ok. No problem. Thanks again for the help. 
    4. DankRafft
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      Are you referring to the following files that come in the "Complex Sorter" folder?

      • LEO_Patcher.ini
      • Dank_LEO.ini
      If so, those aren't auto-generated but installed with LEO. ECO has similar ones.

      • ECO_Patcher.ini
      • Dank_ECO.ini
      They are part of the file (archive) you download from this site.

      They are just there in case you ever want to run Complex Sorter (CS). They contain some (optional) instructions for CS. If you never start CS (in xEdit) they won't do anything. Those aren't related to INNR either.

      If you don't want to see that folder, you can simply delete it, even though that action is functionally pointless.
    5. Dr3amL0g1c
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      Yea, those are the ones. I figured they must be as you've mentioned instructions for Complex Sorter and in the absence of using it, they are functional. Rookie mistake. I assumed since they were there they served a purpose other than instructions for an optional sorting operation. All *sorted* out (pun intended). Best crafting mods available! Top Tier work! 
  4. Alloy4Ghost
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    Adding LEO+ECO+NEO
    You just have EVERYTHING YOU NEED on this damn game.
    You want to hide an ugly armor? got it.
    Modifiy your legendary gear? got it.
    Add ballistic weave to whatever you want? got it.
    ALL OF THIS, without any bug. SO yes, i recommend the every DankRafft mod 👍
    1. DankRafft
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      Glad you like it. Thanks for the kind words. :)
  5. argoz501
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    which version do i need to use in a downgraded game?
    1. cheshiremolotov
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      If you used simple downgrader and have the backported BA2 mod you can pretty much use every non-F4SE mod of Fallout 4 on nexus. So if it has a plugin 99.9% of the time go ahead and get the latest version. If it is an F4SE mod get the non-NG version.
  6. WasteLandCaravaner
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    this mod would be 100% perfect if the Change firing modes option was changed from four to only have vanilla semi auto and vanilla full auto
    1. DankRafft
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      That's something you can do yourself with FO4Edit. Search the comments for "firing" or something similar. I had explained how to do so once or twice in the last couple of months.
    2. WasteLandCaravaner
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      ok thanks for the info ill look into it just sucks that the search comment option is turned off otherwise i would of looked for the post you made about it
    3. WasteLandCaravaner
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      so i found the section you were talking about and i edit so it only had default and full auto as the options but for some reason when i switch i see the message semi auto but in xedit i dont have that option any more
    4. DankRafft
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      Then you edited only one of the two mentioned and necessary forms. One form controls the actual firing modes available it switches between, the other controls the messages shown. Both have to match each other.
    5. WasteLandCaravaner
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      ok so i figured it out after i posted this turns out there was 3 diffrent things i needed to edit not just the 2 you talked about when i searched for "firing"
    6. DankRafft
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      Since we're talking about the firing mode switch in Quick Mod here, there are only two form lists per weapon type.

      Guns:

      • ECO_QM_AMS_Gun_Mods
      • ECO_QM_AMS_Gun_Notifications

      Melee weapons:

      • ECO_QM_AMS_Melee_Mods
      • ECO_QM_AMS_Melee_Notifications

      And based on your initial comment this is about the gun options, so two forms in total. What is the third form you edited?
    7. WasteLandCaravaner
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      i had to edit
      ECO_QM_L_G_Sub_Mode "Firing mode mods" [FLST:FE000AA6]
      ECO_QM_M_G_Sub_Mode "Firing Mode Menu" [MESG:FE000AAA]
      ECO_QM_AMS_Gun_Mods
      ECO_QM_AMS_Gun_Notifications
      if im remembering right
    8. DankRafft
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      The first two are irrelevant for the Attack Mode Switch. They only affect the Quick Mod menu, while removing items from them doesn't provide a benefit as you select an item directly from a list, without having to cycle through them.
  7. xTheRage
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    Weapons from America Rising 2 have duplicated names like 'Enclave AE-9A1 Rifle Enclave AE-9A1', what could it be? it's the only modded weapon I have with that problem
  8. brentongarcia2
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    Hello,
    I recently updated to next-gen, then downgraded, and now i am having trouble attaching and detaching legendary modifications. I was wondering if anyone had the same problem, (or if it just does not work w next-gen), or maybe a fix? 
    thanks in advance
    1. DankRafft
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      Microchips are part of LEO, this is ECO's mod page.

      Besides that, maybe you have those troubles because you're using LEO's RobCo Patcher plugin and RobCo Patcher which is only compatible with old gen (excluding the buggy alpha release for NG). LEO by itself is version agnostic and thus fully compatible with the next gen version.
    2. brentongarcia2
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      Thanks for the clarification, I had some issues with the legendary modification mod, so i fully went and deleted that mod. Had to do little bit of troubleshooting, because the EE menu wouldn’t even show up, but just downloaded LEO, and it works perfectly, thanks a lot boss. 
  9. pknecron
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    I have ECO, LEO, and NEO installed, but NONE of the base game armours have any BW slots.  I have it enabled in MCM, and some of the mod armours I have installed have it, just nothing from the base game armours.  Is there a trick to it?
    1. DankRafft
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      I'm assuming by BW you're referring to ballistic weave, right? If so, none of the vanilla and "pure" armour pieces have that slot by default. Neither ECO nor NEO change that situation. But ECO allows you to add it to any item via its Universal Equipment Enhancement slots as explained on the description page.
      As for your mod armour that have the weave slot, this is most likely due to the authors of those mods providing the weave slot right away.
  10. DragonBreakGod
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    Hi everyone. Quick question.
     
    I intend to start a new game with the following mods:

    BPAO - Brotherhood Power Armor Overhaul (https://www.nexusmods.com/fallout4/mods/11978)
    CPAO - Consistent Power Armor Overhaul (https://www.nexusmods.com/fallout4/mods/11234)
    Some Assembly Required (https://www.nexusmods.com/fallout4/mods/44235)
    Impervious Power Armour (https://www.nexusmods.com/fallout4/mods/7584)

    But I found that the power armor don't have the 2nd "misc" and "material" slots (they don't show up, even with the options enabled on MCM)
     
     Is there a way to fix this? Is it about load order or just a conflict between the mods?
     
    Thanks for your time.
    1. DankRafft
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      How did you apply ECO's entry point to the items in question?
    2. DragonBreakGod
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      Right, I completely forgot about the Box to apply the entry point. My bad, I'm a moron.
  11. wxMichael
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    For anyone using the Discord xEdit builds (versions later than 4.1.5f) there is a new beta update that is compatible with versions up to at least v4.1.5m on the Discord server linked from the Complex Sorter page's sticky posts.
  12. kahrnivor
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    I wish to place the additional ammo from Munitions - Additional Ammo into the weapons workbench so that I can used the additional ammo types in any weapon. That mod doesn't come with the ability to do that. What changes do I need to make so they show up? 

    So it turns out the 9x39 conversion is present.