[RELz] CRAFTHelper

Post » Sat May 28, 2011 10:41 pm

I tested this myself for a while now, fixed all bugs I found and added all the features I originally wanted (= support for all mods I'm using), so I'm declaring this 1.0 :)

http://fallout3nexus.com/downloads/file.php?id=11098


CRAFTHelper

Author: schlangster
Version: 1.0
Date: 20-02-2010

==========================================================================
1. Introduction
2. Features
3. Requirements
4. Installation
5. Version notes
6. Credits
==========================================================================


1.Introduction

This is my attempt to further unify and polish the crafting process in Fallout 3 by extending CRAFT.

For users, it provides a single, consisent crafting menu, with clear categories and improved usability features.
The mods that are supported as of now are:
- FWE
- WMK
- Vanilla Schematics
- CRAFT - EnergyAmmo
- CALIBR Ammo Schematics
- Workbench and Crafting Expansion
- Bobby Pin and Tin Can CRAFTing

For modders, CRAFTHelper should ease the addition of new CRAFTable items.



2.Features

Contained in this package is the CRAFTHelper master file and a set of patches. The master file contains common item categories and scripts, and the
patches use these to integrate other popular crafting mods into a common, seamless menu.


CRAFTHelper itself is a modders resource. It provides:
  • Helper script to take care of the crafting process
  • Set up to 8 different required items with respective amounts, and up to 8 different resulting items with respective amounts
  • Support for individual item types, item health, failure chance, success/failure messages, crafting time, ...
  • Support for item categories (weapons, armor, misc. items, ammunition)
  • Generic support for creating multiple items of the same type at once. Availabe choices based on how many sets of required items the player carries.
  • Crafting now takes (game) time, visually indicated by a short fade-out. All crafting effects are optional and can be turned off in the configuration menu.

For further details, see the included modders guide.



3.Requirements

http://fallout3nexus.com/downloads/file.php?id=4447, tested with version 1.25

http://fose.silverlock.org/, tested with version v1.2 b2

For FWE patch:
http://www.fallout3nexus.com/downloads/file.php?id=2761, tested with version 5.0

For WMK patch:
http://www.fallout3nexus.com/downloads/file.php?id=3388, tested with version Version 1.1.8

For AS patch:
http://www.fallout3nexus.com/downloads/file.php?id=3447, tested with version 1.3
and
http://www.fallout3nexus.com/downloads/file.php?id=4514, tested with version 1.7

For EA patch:
http://fallout3nexus.com/downloads/file.php?id=9921, tested with version 0.91

For WCE patch:
http://www.fallout3nexus.com/downloads/file.php?id=782, tested with version 2.552

For TinCan patch:
http://fallout3nexus.com/downloads/file.php?id=8449, tested with version 2.0



4.Installation

1. Install all files in your Fallout 3 Data directory.
2. Select/Activate the plugins you want.

A short description of what each file does. The patches have to be loaded
after their respective main files!

---------------------------------------
(Required)
CRAFTHelper.esm - The master file containing CRAFTHelper scripts etc. Load after CRAFT. And before the other CRAFTHelper plugins.

---------------------------------------
(Optional)

CRAFTHelper_Vanilla.esp: Patch for original FO3 schematics.

CRAFTHelper_FWE.esp: Patch for FWE added items.

CRAFTHelper_FWEAlternateTravel.esp: Patch for FWE alternate travel plugin.

CRAFTHelper_WMK.esp: Patch to add WMK to the CRAFT menu. Also disables the WMK activation perk on workbenches.

CRAFTHelper_AS.esp: Patch for CALIBR Ammo Schematics - CRAFT.

CRAFTHelper_EA.esp: Patch for CRAFT - EnergyAmmo. Also includes minor tweaks so prices/requirements are in line with AS

CRAFTHelper_WCE.esp: Path for Workbench and Crafting Expansion.

CRAFTHelper_ReplaceWorkbenchScript.esp:
Changes the default workbench script so the CRAFT menu is directly activated. If your CRAFT menu now contains everything you need, activate this.
Also, for this to work make sure to deactive/deinstall the original CRAFT Activation perk esp!

CRAFTHelper_ReplaceWorkbenchScriptFWE.esp:
Alternative workbench script replacer for FWE users so the +10 repair bonus you get when standing next to workbenches is not overriden.

(Optional, separate download)

CRAFTHelper_TinCan.esp: Patch for Bobby Pin and Tin Can CRAFTing.

CRAFTHelper_SBReconArmor.esp: Patch for the Stealthboy Recon Armor that comes with CRAFT.

5.Version notes

v1.0. (20-02-2010)
- Bugfixes
- New patch for FWE optional travelling.
- Crafting effect/time are now optional

v0.3. (05-02-2010)
- Bugfixes
- New patch for integration of CRAFT - EnergyAmmo
- New patch for integration of Workbench and Crafting Expansion

v0.2. (04-02-2010)
- Fixed a couple of bugs
- Achievements for vanilla schematics that were previously missing
- New patch for integration of CALIBR Ammo Schematics - CRAFT

v0.1. (02-02-2010)
- Initial alpha release.



6.Credits

ianpatt and behippo and scruggsywuggsy the ferret, authors of FOSE
Highsight and ElminsterEU, authors of CRAFT
Mezmorki and Kai Hohiro, authors of FWE
Antistar, author of WMK
Tubal, author of CALIBR
Bilarion, author of CALIBR Ammo Schematics - CRAFT
Mr_Koffee, author of CRAFT - EnergyAmmo
Jake Zahn, author of Workbench and Crafting Expansion
Phoenix316, author of Bobby Pin and Tin Can CRAFTing
User avatar
Rhysa Hughes
 
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Post » Sat May 28, 2011 1:56 pm

A little bump cause I added 2 new patches for the stealthboy recon armor that comes with CRAFT, for and BobbyPin&TinCan crafting, as requested by olafreinhardweyer.
And since I was made aware by the same that it may not be totally clear what this mod does or what it's goals are:

(Workbench menu before)
Workbench activation perk selection [message box menu]+--CRAFT [dialog-style menu with occasional message boxes]| +--(many uncategorized items added by CRAFT mods)|+--Weapon Modifications [message box menu]| +--(wmk stuff)|+--Activate [message box menu]+--(more uncategorized items from the original game)


(Workbench menu now)
CRAFT [complete dialog-style menu]+--Weapons| +---(all weapons added by multiple mods)|   +--- Example1: Single Weapon -> Craft...|   +--- Example2: Grenades -> How many? 1-10 -> Craft...|+--Armor| +---(all armors added by multiple mods)|+--Misc Items| +---(all misc items added by multiple mods)|+--Ammunition| +---(all ammo added by multiple mods)|+--Weapon modification| +---(wmk stuff) |+--Other mod added top-level categories

The problem: Existing mods are not automatically integrated in this new structure, that's what all the patches are for. When I started this project, I soon realized that there was no way to add the features I wanted automiatically to all existing crafting mods, the best I could do was to maintain backward compatibility. Of course this mod is by no means an established standard or anything like it, so there's little incentive for anyone to use it (except its features of course :D). Maybe this will change some day, but until then I will simply create the compatiblity patches myself.
So if you would like to use this, but there are other crafting mods which are not yet integrated, you can request a patch in this thread, or on nexus.
User avatar
Rhi Edwards
 
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Post » Sat May 28, 2011 7:23 pm

Astounding. I can't believe I missed this mod. Picking it up now!
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Melanie Steinberg
 
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Post » Sat May 28, 2011 3:03 pm

Thanks for that explanation! Makes more sense to me now, downloading.
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helen buchan
 
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Post » Sat May 28, 2011 3:25 pm

i made a few plugins for this great mod:
-) VAPS (+ Ammo Toolbox Addon)
-) Dogmeat Leather Armor

Additionally, I tried to simplify the installation process by making it a fomod-file.
If you simply want to unpack the files, rename it to ZIP and extract them like you would normally do.

anyway, use them if you like. or put them on the nexus.
http://rapidshare.com/files/401162874/CRAFTHelper.fomod
cheers...

oh... I experienced some problems with the plugins, but I wasn't able to identify the source of it.
1) FWE: Repair Parts only sometimes works. Most of the times it does let me into the quantity choice (without saying i have no spare parts) but offers only "None" as a choice. (I do have more than 4 scrap metals in my inventory)
2) WMK: Everything seems to work fine, except the removal of modifications. They will get removed, but the original, modified weapon stays in the inventory.
10mm Pistol (SI) => 10mm Pistol + Silencer Kit + 10mm Pistol (SI)
I'd consider that a cheat ;D
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kyle pinchen
 
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Post » Sat May 28, 2011 9:51 pm

Hey, thanks Televator. Is that just a patch, like load after Dogmeat Leather Armor? I'll try it out. If it works you should put it on nexus and I'll link :)
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Brandon Wilson
 
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Post » Sat May 28, 2011 4:04 pm

That's strange. I've done both the actions you mentioned above with no problems (with CRAFTHelper loaded, of course). Can you replicate these regularly, and for the case of (2) with different weapon-modkit combinations?
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Naomi Lastname
 
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Post » Sat May 28, 2011 10:10 pm

Hey, thanks Televator. Is that just a patch, like load after Dogmeat Leather Armor? I'll try it out. If it works you should put it on nexus and I'll link :)

Yep, just load them directly after the mod. For example CRAFTHelper_DLAC.esp right after Dogmeat Leather Armor CRAFT.esp.
It just alteres the CRAFT-dialogue and the associated scripts.


That's strange. I've done both the actions you mentioned above with no problems (with CRAFTHelper loaded, of course). Can you replicate these regularly, and for the case of (2) with different weapon-modkit combinations?

Yes, I just took my beloved laser pistol, attached some additional lasers onto it, removed it, added a scope and ended up with 2 Laser Pisols, 1 Scoped Laser Pistol, 1 Lasered Laser Pistol and 2 more Mod Kits than I had before. :( I feel guilty right now.

So basically nothing gets removed from my inventory. Items will only be added to it.
And I've tried to narrow it down using FO3Edit, but everything seems ok.
I'm now trying to deactivate some unnecessary mods which might conflict.

By the way... Not only Repair Kit choices are bugged. I just added the stuff for 10 bottlecap mines to my inventory and it still won't let me craft them. So it seems, that the whole choice-system is a bit wonky in my game :(
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Jinx Sykes
 
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Post » Sat May 28, 2011 5:46 pm

I have the Dogmeat Leather Armor Schematic but there is no entry in the workbench for it when using CraftHelper and your patch. It's there with normal CRAFT.
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Wane Peters
 
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Post » Sat May 28, 2011 5:53 pm

I have the Dogmeat Leather Armor Schematic but there is no entry in the workbench for it when using CraftHelper and your patch. It's there with normal CRAFT.

It should be under "Create Armor".
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Amie Mccubbing
 
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Post » Sat May 28, 2011 12:13 pm

I see the FWE entries for fitted power armor and helmet but no dog armor.
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Latisha Fry
 
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Post » Sat May 28, 2011 12:27 pm

Ok I see the problem. In the CRAFThelper patch it's checking to see if you have all 3 notes. Should be note OR note OR note, not note AND note AND note.

Or, just remove the checking for note 10 and note 20, they're not even used.

Edit. after taking out the extra note checks it shows in the dialog but it shows under armor AND also as a top level selection.
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Abi Emily
 
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Post » Sat May 28, 2011 11:58 pm

Ok I see the problem. In the CRAFThelper patch it's checking to see if you have all 3 notes. Should be note OR note OR note, not note AND note AND note.

Or, just remove the checking for note 10 and note 20, they're not even used.

Edit. after taking out the extra note checks it shows in the dialog but it shows under armor AND also as a top level selection.

haha, yup. some last minute changes because i felt they made it cleaner than the previous version. riiight.
I'm currently looking into it. I will upload the fixed version later. sorry.


EDIT: Should be alright now. Tested it with all three dog-accessories.
http://rapidshare.com/files/401162874/CRAFTHelper.fomod


EDIT2: OK, i narrowed it down to one single mod that is causing all the problems: http://www.fallout3nexus.com/downloads/file.php?id=11135
I have no idea why, though. All it does is add a scripted effect to the explosions and the player. Maybe you want to take a look at that one.
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Myles
 
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