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Ralecrim

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Everything posted by Ralecrim

  1. While a common framework for modders to work from is the most elegant way of working around the issue I've been using a workaround that is functional: The initial idea modders had of creating blocker esps was the right one, they just went about it the wrong way. I use enabler esps instead of blockers. I've modified the crafting mods I'm using and split em into two: a base one where all the ARMO, FURN, STAT, OMOD, etc. are and then an enabler esp where I moved all the COBJ and menu related FLST and KYWD. You can then enable them as needed when you go building keeping the base one always loaded so you don't lose your "objects". Personally I use two mod "profiles" - one for playing where I load the enabler for all the workbench related crafting (chem recipes, AE, etc) and one for building where I load the construction based ones and don't load the workbench ones. People with a lot of settlement object mods might need to break their profiles further down - ie one for building and then one for decorating.
  2. Actually there's a faster way to test plugins without having to restart FO4. You still need to close and reopen FO4Edit as xEdit never overwrites a plugin except on close. On fallout 4 enter "fcf" on the console after loading your save. That closes any open plugins and lets FO4edit write into it. Go to FOedit, make any changes, close it. Go back to FO4 and type "hlp <pluginname>" to load it. Be aware that hot loading plugins can have weird effects :)
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