Has anyone had any problems with the mod not working at all, but SF1Edit not seeing any conflicts? Nothing I do to make the cutter change or uncap the range works. I have Darkstar Manufacturing, Starborn Knight, and the Hello Kitty Weapon Skins mods, so maybe those are preventing it from being changed? Even though I have UTC at the *very* bottom of my LO?
I haven't noticed an interference with Darkstar, other than what digitalboy pointed out. Darkstar specific cutters are not yet upgradeable until I make a Darkstar dependent version.
You're saying the mod isn't doing anything in your setup?
My guess is, it's because Starborn Knight is a full master, and UTC is a light master. Starfield loads ESM's in a different way than all other Bethesda titles. So even though it's at the bottom of the load order, Starborn Knight may still be loading after UTC and overwriting it.
Let me upload an optional file as a full master just to see what happens. Let me know how it works.
Hadn't seen the reply until now. I grabbed the updated version, small master, and the custom zoom reticle (with the ACOG like red chevron and crosshair) shows up. Hadn't noticed any conflicts with Darkstar Manufacturing either.
Not sure what ABakeDWaffles problem might trace to. I use MO2 to manage mods, so if he's using Vortex, perhaps that might be related?
Also, I think whatever the old version was doing messed with the increased range on the vanilla cutters. The Darkstar cutters had increased range, and the vanilla ones had vanilla range, with attachments.
I think you're on the right track with it being an artifact of how CE2 handles load orders of full vs. medium vs. small masters. It's also giving the xEdit team some headaches for supporting editing on anything but full masters. 4.1.5j is the latest build, but I keep a copy of 4.1.5g in my MO2 tools apps installed specifically so I can tweak medium masters since 4.1.5j disabled that function.
If you feel like narrowing down your enabled mods by disabling one potential offender at a time until you find the conflict I would be curious to hear the result of it.
So, uh, xEdit doesn't seem to be able to edit the esm for the mod, but it's a full master, so it should be able to? It can see it, but it's crossed out
The part with the cutter being unusable in scanner mode might have to do if it's missing the "harvest mineral" keyword.
Also, it disables weapon skins for me. I'm also using Darkstar Mfg, and the Darkstar cutters won't accept mods, but do appear in scanner, and I can apply skins to them.
The fact that you can kill with it doesn't change the fact it is a tool for mining and not a weapon. I killed ppl in the game with a hammer it doesn't means it is a weapon, it is a tool that used as weapon.
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Fixed cutter not working during scanner usage. Also, the unique cutter crosshair is working correctly now.
You're saying the mod isn't doing anything in your setup?
My guess is, it's because Starborn Knight is a full master, and UTC is a light master. Starfield loads ESM's in a different way than all other Bethesda titles. So even though it's at the bottom of the load order, Starborn Knight may still be loading after UTC and overwriting it.
Let me upload an optional file as a full master just to see what happens. Let me know how it works.
Hadn't noticed any conflicts with Darkstar Manufacturing either.
Not sure what ABakeDWaffles problem might trace to. I use MO2 to manage mods, so if he's using Vortex, perhaps that might be related?
I think you're on the right track with it being an artifact of how CE2 handles load orders of full vs. medium vs. small masters. It's also giving the xEdit team some headaches for supporting editing on anything but full masters. 4.1.5j is the latest build, but I keep a copy of 4.1.5g in my MO2 tools apps installed specifically so I can tweak medium masters since 4.1.5j disabled that function.
If you feel like narrowing down your enabled mods by disabling one potential offender at a time until you find the conflict I would be curious to hear the result of it.
I'll take it as an opportunity to discover how the FOMOD system works and build an option into it.
I'm still a mod n00b without much free time, so it might take a little while.
Also I'm wondering if it works with "Heller's Cutter".
In fact, Heller's Cutter is pictured in the screenshot :)
Also, it disables weapon skins for me. I'm also using Darkstar Mfg, and the Darkstar cutters won't accept mods, but do appear in scanner, and I can apply skins to them.
I can potentially make a version with Darkstar dependency so that those will be upgradeable too.
who is in fact...
the weapon....