Can confirm there is a bug with 45 acp. I like this mod better, it's easier than the other crafting mod.
There seem to be 2 item ids for 45 acp. One works and the other doesn't. The non-functioning one doesn't show up when it gets added to your inventory and the item id is 00230687. The item id for the working 45 acp is 002B5598. Perhaps the non-working item id is used for 45 acp in this mod, and fixing it may be a simple matter of changing that 1 number.
Oi, mate; You shouldn't leave your mod like an unwanted bastard child, update/fix it and show some love please. You don't wanna have a psycho killer mod around here, don't you.
We can craft ammo now. Before this mod was needed now its obsolete beside for the grenade . If you can make a mod that just focus on crafting SMALL PRIMER that would be awesome.
As of 5/23/2024 this mod DOES still work, though when using mod organizer 2 add the compressed file to MO2 as a new mod and IGNORE the part about adding "sTestFile" to the StarfieldCustom.ini . when putting sTestFile in the ini it disables ALL plugins period. but the mod works just fine when added to MO2 WITHOUT adding that line to the Custom.ini
Though the mod author should get off their ass and at least update the install instructions if nothing else
You need to add a number of ammo to be given once the job is completed for .45 ACP and 40mm. At the moment they do not give anything after crafting them.
Until the mod author responds, it's an easy fix using SF1Edit 1) Expand crafting.esm "Constructable Object" 2) Click on co_mfg_Ammo_45cal 3) Go to the "NNAM - Amount produced" field (grayed out), right-click on the empty amount field, select "Add", and enter "50" 4) repeat for co_mfg_Ammo_40mmXPL 5) Exit SF1Edit and save changes to crafting.esm
I had to put *craft.esm in my plugin.txt file, and not sTestFile1=crafting.esm in starfieldcustom.ini to get this to work. for me, that ini file didn't work. I had to put the script needed for mods to work into starfield.ini. I've only crafted one type of ammo, it works so far.
Saw this, worked for me as well. Just note though the line that worked for me in my plugins.txt file was:
*crafting.esm
If you're a plugins.txt kinda person, you can skip the .ini update and simply use this plugins.txt method. You're just telling the game which mods you're trying to use with either method, so go with one method or the other (not both).
Eventually, when Bethesda officially supports mods to Starfield, mods will probably be enabled by listing them in a plugins.txt file (like Fallout and Skyrim). Until that official support, there is a mod to do that, "Plugins.txt Enabler" (https://www.nexusmods.com/starfield/mods/4157) and most people are switching over to it instead of the sTestFile method.
356 comments
There seem to be 2 item ids for 45 acp. One works and the other doesn't. The non-functioning one doesn't show up when it gets added to your inventory and the item id is 00230687. The item id for the working 45 acp is 002B5598. Perhaps the non-working item id is used for 45 acp in this mod, and fixing it may be a simple matter of changing that 1 number.
You shouldn't leave your mod like an unwanted bastard child, update/fix it and show some love please. You don't wanna have a psycho killer mod around here, don't you.
Look! Someone even wrote a Song because of this.
Though the mod author should get off their ass and at least update the install instructions if nothing else
1) Expand crafting.esm "Constructable Object"
2) Click on co_mfg_Ammo_45cal
3) Go to the "NNAM - Amount produced" field (grayed out), right-click on the empty amount field, select "Add", and enter "50"
4) repeat for co_mfg_Ammo_40mmXPL
5) Exit SF1Edit and save changes to crafting.esm
Pour ce faire j ai dû écrire la commande testfile etc ... dans starfieldcustom.ini + starfield.ini
*crafting.esm
If you're a plugins.txt kinda person, you can skip the .ini update and simply use this plugins.txt method. You're just telling the game which mods you're trying to use with either method, so go with one method or the other (not both).
Eventually, when Bethesda officially supports mods to Starfield, mods will probably be enabled by listing them in a plugins.txt file (like Fallout and Skyrim).
Until that official support, there is a mod to do that, "Plugins.txt Enabler" (https://www.nexusmods.com/starfield/mods/4157) and most people are switching over to it instead of the sTestFile method.