Mod articles

  • Extension Description: Munitions - Ammo Expansion Project

    CONTENT

    This plugin adds Munitions' new ammo types to ECO's ammo conversion framework so that you can use these ammo conversions on any weapon, either from a workbench or ECO's Quick Modification menu.
    Furthermore, it also adds crafting and scrapping recipes for those new ammo types to ECO's workbench (Ammo Station mode). All of them are available in quantities of 10 and 100 (explosives in 1/10) as usual.
    The scrapping recipes operate on a 2:1 ratio (1 component for 2 ammo pieces), the same as ECO's scrapping recipes for vanilla ammo.
    If you have ECO's improved INNR installed, this mod will make use of it and display custom naming rules for the new ammo conversions.
    Munitions' INNR injection was disabled because it is incompatible with ECO's INNR (and m...

  • ECO Extension Description Hub

    Available Extension Descriptions:

    Burst-Fire Framework (BFF)
    Munitions - Ammo Expansion Project
    Real Time Cover Penetration Framework
    Tactical Reload
    Uneducated Reload
    ...

  • Extension Description: Tactical Reload

    Preface

    Stand-alone version that doesn't rely on ECO: Tactical Reload - Ingame Switch

    I wasn't quite sure how useful something like this would be. Until recently I had no experience with Tactical Reload (TR). Therefore I decided to run some tests with an early version of this mod. I found the option/toggle to be quite convenient. Then I thought this could also be quite handy for people running multiple of those frameworks where you need to patch everything in: one patch for TR, another one for another framework, a third one that fixes bugs with and balances the original weapon mod and than a final one to combine them, etc. pp. This simple plugin should make everything easier in that regard and lighten a load order.

    For maximum RELOADYNESS you could also ...

  • Extension Description: Uneducated Reload

    <<< PREFACE >>>

    Uneducated Reload already comes with ECO support by default but that is for "old" ECO. It doesn't work with ECO Redux. Now, with this installed, ECO Redux gets the same functionality.

    For maximum RELOADYNESS you could also install Tactical Reload extension.


    <<< CONTENT >>>

    This ESL-flagged plugin does exactly two things:

    Adds a new slot to ECO's dynamic equipment enhancement system, that can be accessed from any workbench, that holds two options (Enable and Disable) to control UR on any gun.
    Adds a new sub-menu to ECO's Quick Modification menu where you can toggle UR on the fly.

    This is how you use the workbench variant:

    Follow ECO's usua...

  • Extension Description: Burst-Fire Framework (BFF)

    The vanilla game doesn't offer any burst fire functionality for its selection of guns. This is where Burst-Fire Framework (BFF) comes in. This mod utilises both BFF and ECO to enable you to apply burst fire mechanics to any weapon conveniently from within the game at the press of a button.

    <<< CONTENT >>>


    Five new options within ECO's "FM: Firing Mode" slot that make 2-, 3-, 4-, 5- and 6-round bursts available
    Full integration into ECO's Quick Modification menu (Firing Mode sub-menu)
    The 3-round burst mode is also available from ECO's Attack Mode Switch
    Makes use of BFF's Interruptive Burst-Fire which scales with your weapon's automatic rate of fire and is the more elegant and compatible solution of the two available ones <...

  • Extension Description: Real Time Cover Penetration Framework

    Preface

    I had this on my to-do list for quite some time and every time I tried to start working on it something else was more important. But I finally got around finishing it, so here it is!


    Content

    This ESL-flagged plugin contains several new options for ECO. Those allow you to utilize the cover penetration mechanic part of jojosmo's Real Time Cover Penetration Framework. Here is a breakdown of the key parameters:

    This works with any gun, no patches required.
    Two projectile options, one is a pistol projectile, the other a rifle one. The difference is purely cosmetic.
    Both of the aforementioned categories have another two options each. A default option and one for suppressed guns, the latter can be used on anything if yo...

  • ECO Quick Mod Menu Creator - FO4Edit Automation Script

    <<< PREFACE >>>

    This is the xEdit script I use to automate parts of the creation of submenus for ECO's Quick Mod system. At first I created them manually, but some weapons have a ton of mods available and it became a tedious task to include all of them by hand. Now the creation of a submenu takes a single press of a button (combination, to be precise).

    Since I was already using some of fireundubh's xEdit scripts, I figured I could use one of them as a base, modifying its code and create my desired functionality. That was way easier than I anticipated. So, here it is, for you to create your own submenus.




    <<< USAGE >>>


    Download the file, extract it with 7-Zip or an equivalent that...

  • Tutorial - Enable trace logs to debug ECO

    If you're experiencing a problem with one of ECO's features and want to report it, it is extremely helpful if you include ECO's debug/trace log right away. That way I don't have to make guesses. Those logs contain information about the processes running in the background when you use certain features that have scripted components.

    To start using the logs you first have to enable that functionality. This is achieved by making changes to your Fallout4Custom.ini in the folder ..\Documents\My Games\Fallout 4\. It should look like this:

    
    bEnableLogging=1
    bEnableTrace=1

    Alternatively, you could use BethINI to enable those functions. The respective options within BethINI are found under the General tab and Papyrus section. There...

  • Tutorial - Adding new workbenches (modes) to the Universal Workbench

    The code of ECO's Universal Workbench is modular. That means you can expand the list of workbenches/modes in its list in a few seconds by using xEdit. No scripting knowledge necessary. The images below are from previous ECO versions and don't reflect the current EditorIDs anymore. But the corresponding text is up to date.
    ---

    Start xEdit and load both Dank_ECO.esp and the plugin that contains the workbench you want to add.

    It's important that your new workbench mode (furniture record) has an invisible model attached to it. Otherwise, it will cause clipping with the Universal Workbench model. You can use the same invisible model I provided with ECO and used for my own invisible workbenches, shown below. For sake of simplicity you can copy the Chem Station form...

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