Jump to content

kingculex

Banned
  • Posts

    42
  • Joined

  • Last visited

Everything posted by kingculex

  1. I really hate to point this out but the issue with workbenches seemed to exist way before SK. Gambit77 found some way to fix it with his Armorsmith workbench, Weaponsmith workbench, and Armor and Weapon Keywords Community Resource (AWKCR). It is the same limitation as the workshop. I ran into it running just Crafting Workbenches and other item crafting mods, I had no settlement mods installed. @SirTwist *shakes a supersledge at Bethesda* Yes, it is that ridicules keyword limitation at work. SK is a work in progress and continues to improve.
  2. I updated AWKCR to 1.69. I updated Armorsmith to 2.6. I updated Crafting Workbenches to 2.0. Created new workbenches. *Found the categories glitch still in Crafting Workbenches. Disabled all mods except for my settlement mods. Found the categories glitch still in Crafting Workbenches (the AMMO and Junk workbenches) even after disabling all my other workbench mods. :sad: The Armorsmith Workbench and the Weaponsmith Workbench made by Gambit77 does not have the categories glitch any longer. :smile: The only mods I had active at the time: Also tried it with this load order: Seems to be now isolated to only the Ammunition and Junk workbenches added by Crafting Workbenches. The Armorsmith and Weaponsmith workbenches take the place of the other workbenches created by Crafting Workbenches. :smile: Update: Opened the mods in FO4EDIT. In a way Gambit77 did hard code the keywords in his Weaponsmith and Armorsmith workbenches.. The keywords used to make the categories in his Weaponsmith and Armorsmith workbenches are a part of ARWKCR! :smile: Crafting workbenches still uses keywords for its categories that are not a part of ARWKCR. :sad:
  3. You are welcome. Yeah, it sucks and I have ran into corrupted saves before. Still stumped on what did it. *shrug*
  4. Ok let me clarify it a bit. The issue of the Shops not showing up at all is not caused by Alternate Settlements by itself. It is mainly caused by another mod conflicting with Settlement Keywords. (A mod that adds its own categories/menu to the workshop might conflict and cause the issue.) Alternate Settlements uses Settlement Keywords. Any mods that just add their items to the vanilla categories/menus should be fine. A list of the mods you are using would be nice to diagnose which ones are causing this issue. Several have already been updated to work with Settlement Keywords and have compatibilty patches available for them. Settlement Keywords has a list of mods that fully support it and partially support it. SSex seems to be compatible with it with the patch InfernoKun listed. Here is a guide with some directions on how to make your own personal compatibilty patch: Here is a list of the mods I use: (skmerge0.6.esp is my overall compatibilty patch)
  5. Hate say it but this is puzzler one. All you did is update Armorsmith extended and Armor keywords. Everything you built with Homemaker, SSex, Snap'n Build, and Functional Weapon Racks is now gone. But everything is still available to be built again in the workshop? VERY ODD. Usually the mods would have to become deactivated for the items to vanish. But the mods are not deactivated if the items are available in the workshop to be built again. I am stumped. My suggestion is to disable all your mods and renable them one at a time. If that does not work try to go to a slightly older previous save and see if everything is still gone. Sorry I can not be more help. :sad:
  6. A forum dedicated to SK for mod authors and mod users to communicate would be great. More cooperation between mod makers would also be great because the lack of cooperation is how we got into our current mess. Even if Bethesda doubled the limit we still might have issues with conflicts simply because of a lack of cooperation. Luckily SK does not mess with any mods that just add their own items to the vanilla categories. SK is am attempt to try to unify everyone. Here is a picture of the FORMID List that makes up the structure menu. The far right FORMID List is the one out of my compatibilty patch that combines the ones from Homemaker, SNB Greenhouse, and SK together so everything works.
  7. Thank you Mac2636 but that is not the purpose of AKCR, it is mainly for sorting inventory which is unfortunate. Gambit77 clarified that it does not add category keywords in a response to someone asking them to add similar information to what Settlement Keywords provides at the bottom of its description page. Gambit77 wrote: "Yes we'll add this info, although at the moment the keywords this adds aren't menu category keywords, which is what's important for avoiding the formlist cap bug. So right now the the count for those first two is 0. Although there will be a new update coming out. We're basically setting up shared Armorsmith and Weaponsmith workbenchs with a shared set of menu category keywords for both. Literally every modder that added new workbenches for armor and weapon crafting is switching to the new system and it should drop our combined menu category keyword footprint by a sizeable amount."
  8. There does seem to be some interesting issues if Settlement Keywords is loaded after Homemaker. One player reported Restraunts being missing from the Stores menu until they move Settlement Keywords up in load order. Homemaker has its own format of the workshop menus. There were or are issues with NMM installing Homemaker 1.31d fully and it was causing CTDs in the Workshop. Manually installing and in some cases copying the meshes folder from 1.3 version of Homemaker over to the data folder often works. Or some meshes were simply missing from the latest version of Homemaker. Settlement Keywords is not needed if you do not have a mod that requires it. Unfortunately, the latest version of NX PRO Farming does require it. From the posts under Craftable Pillars and Support braces - Mostly works at night mostly- by DDProductions83 "Ahhh, since you may not read my reply in the comment below, the reason people are getting ctds is due to where you put the columns, under Structures>Misc. My guess is it's conflicting with homemaker or some such silliness. I moved everything to structures>wood>misc and no more ctd." Maybe DDProductions83 used version 1,0 of Cractable Pillars and Support braces in their DDProd AIO HOLY CRAP IT'S ONE ESP mod? I will not go into SSEX since it is a mess. NovaCoru (author of Homemaker) is even talking about stopping making compatibilty patches for it. **My suggestion is to disable all your mods and then enable them one at a time starting your game and accessing the workshop each time to see if the CTD happens. This will narrow down which are causing the CTD. (I know it will take might take sometime but I had to do it with an odd ball CTD myself.)
  9. You hit the nail on the head my friend and are 100% correct.
  10. This is the same limitation that is in the Workshop but in the Workbenches. Settlement Keywords is made to work around the limitation in the Workbenches. I mentioned it to Stuyk(author of Settlement Keywords) and it is the same limitation that was in the Workshop. Currently there is not a framework/structure in place for workbenches like Settlement Keywords is trying to provide for the workshop. I ran into this workbench limitation when I was just adding item crafting mods before I even added any building/workshop mods like Homemaker or Alternate Settlements. All the recipes seem to be availble for me but stuffed into 1 category and the category sometimes gets renamed based on load order. Sorry to say but I do not think there is a current fix for it as far as I know. *shakes a sledge hammer at Bethesda*
  11. Odd, I can change the load order of SK in NMM without any issues. Granted it is loaded under Fallout4.esm which is the main file for all of Fallout 4. So yes, SK is loaded second to it. Settlemt Keywords tries to get around the menu limit by giving all the mod authors a framework to work with instead of adding their own custom menus which start to conflict with each other. Does it work? Yes. Is it a work in progress? Yes. AS + Homemaker + SnB does work if one uses the compatibilty patches. Homemaker now has a Settlement Keywords compatibility patch as an option in its latest version. (Work is progress and some items missing from it.) SnB has had a compatibilty patch for Settlement Keywords since version 0.4a of Settlement Keywords and it should still work. SSEX is just really bugged and Nova(author of Homemaker) is planning on stopping even making compatibilty patches for it with version 1.32. Nova will go through SSEX and try to find the stuff missing from Homemaker. @Demonikone Thank you, I will mention the description of Alternate Settlements should be updated since Nova has now made an SK patch for Homemaker. The mods I am currently using.
  12. SK moves the shop menu to the Resources tab. Do not ask me why, I do not know. I moved it back when I made my custom SK compatibilty patch.
  13. @alliyah The ALTSET-OCD-CompatabilityPatch.esp patch is outdated and for older versions of ALternate Settlements and OCD. OCD had it for awhile on their download page. @Everyone Settlement Keywords does work and for now several of the mods require compatibilty patches until they are ported to Settlement Keywords. The compatibilty patches are often provided by the mod author. This my load order and everything works because I use my own custom compatibilty patch.
  14. @Demonikone Alternate settlements is completely compatible with Homemaker if a user uses the Homemaker Settlement Keywords patch. SSEX is not compatible with Settlement Keywords unless you use the patch now available on the nexus. Alternate Settlements requires Settlement Keywords so that would make it incompatible with SSEX if you do not have the SSEX Settlement Keywords patch. Settlement Keywords is not needed if you do not have a mod that requires it like Alternate Settlements. I used Alternate Settlements, Homemaker, SSEX until Homemaker updated and included the majority of stuff provided by SSEX. @gjellyfish The main issue with CTD going into the workshop menu is often caused by missing meshes and only sometimes caused by incompatibilty between mods. NMM currently has an issue with fully installing the current version of Homemaker and CTD are happening because of it. Here are how some people have fixed it: 1. Manually download Homemaker 1.31d or 1.31. 2. Unzip it. 3. Open the Homemaker folder when it is unpacked and go to the Data folder. 4. Open your Fallout 4 install directory. 5. Copy the Meshes folder from the Homemaker data folder to the Data folder in Fallout 4 install directory. If that does not work: 1.Disable all mods. 3. Enable Homemaker. 4. Start game. 5. Go into save game and try to access workshop to see if a CTD happens. (If no CTD happens then it is a conflict with another mod causing it. If CTD occurs then it is Homemaker.) 6. Exit game without saving if CTD did not happen. It is time to figure out which mods are incompatible if CTD does not happen. 1. Enable your mods one at a time. 2. Start the game each time you enable a mod and try to access the workshop menu. (I know it will take a while with 100+mods.) 3. Repeat until CTD occurs. 4. Decide which mod to keep. -edit- This is my load order, keep in mind it may not be useful for you because I use my own custom compatibilty patch named skmerge0.6.esp and it fixes several conflicts between the mods I use. It replaces the compatibilty patches of other mods.
  15. Remove Settlement Keywords unless you use a mod that requires it like Alternate Settlements or Alternate Furniture.
  16. First off it is not my guide that I link, I just used it to make my patch. Reading the guide I link is highly recommended. It is very detailed and has pictures. All credit for the guide goes to Zrynoth. Guide: http://www.scribd.com/doc/235574282/Guide-to-Make-a-Patch-for-Solving-Conflicts ***Make sure you back up your mods just in case you do something wrong. Nothing should happen to the them if you select a new file when you first do **Copy as an override into...*** and then the new file when you select **Copy as an override into...*** for the next FORMID list.*** But here are the steps a bit more detailed to go along with the guide. These do not replace the guide but should help make it easier. Inside FO4EDIT: 1. Apply the filters as described in the guide. 2. When you select the first FORMID list in Settlement Keywords and right click and select **Copy as an override into...*** a warning window will pop up. 3. Select "Yes, I am absolutely sure" 4. Select a new file which is an option at the bottom of the "Which files do you want to add this record to?" list. (Its a list of all the mods loaded into your Fallout 4. 5. Name the new file something you can remember. 6. Go to the next FORMID list in Settlement Keywords and select "copy as override into" again but select the new file you created, 7. Do this till each FORMID list in Settlement Keywords is added to the new file you created. (The Red ones should be the only ones showing up if the filters are applied. The FORMIDS with RED TEXT and RED BACKGROUND are the ones you need to concentrate on.) 8. Open the first FORMID list by clicking on it and you will see a FORMID list from each plugin that has its own version of that FORMID list. The each FORMID list has the name of which mod it comes from at the top of it. (Fallout.esm, Homemaker.esm, Alternate settlements.esp, etc.) 9. In the FORMID list from each mod you will see some are red. Compare the FORMIDS in the lists to the FORMID list you added to your new file. Alternate Settlements and any mods already compatible with Settlement Keywords should be fine so focus on the ones like Homemaker. 10. You next click on the Red FORMIDS in the list that Homemaker (or any conflicting mod) adds and drag them to the blank space at the top of the list in your new file. (The FORMID list in your new file should be a duplicate of the Settlement Keywords list.) The blank space is located where on the left of the view window it says FORMIDS and should be right under the name of the mod. You should see a plus sign next to your mouse pointer. 11. Drop the RED FORMID there to add it to the list 12. Repeat for each conflicted FORMID. The color of the text of the FORMID should change from red in your FORMID in your new file. Might change to yellow/orange or green. It is ok as long as the text of the FORMID is not red. 13. Repeat steps 8 to 12 for each FORMID list until all the Red Text FORMIDS are added to the FORMID lists in your new file and they are no longer red. The color of the background does not matter. 14. Save the file when all FORMID lists in your new file no longer have red text in your new file. It should be an .esp file. (Ctrl+S to save or you should be prompted to save when closing FO4EDIT.) 15. Load the new .esp file after you save it last in your list of mods (last in your load order) so it does not get overwritten. Thank you leithesky for this alternate way to do step 10. 10a. Select the blank space under the name of the new file/mod you created when you did **Copy as an override into...*** the first time. 10b. Right click on it and select ADD. 10c. A new lFORMID that says "NULL - Null Reference [00000000]" should be added to the FORMID list in your new file. 10d. Repeat 10b and 10c until you have enough "NULL - Null Reference [00000000]" FORMIDS. You can always remove extra. 10e. Drag the RED TEXT FORMIDS from the conflicting mod to the "NULL - Null Reference [00000000]" FORMID. 10f. Drop the dragged FORMID from the conflicting mod on top of the "NULL - Null Reference [00000000]" FORMID. (A plus sign should be on your mouse.) 10g.The dragged FORMID should overwrite the "NULL - Null Reference [00000000]" FORMID. 10h. Repeat for all RED TEXT FORMIDS until they are added the FORMID list in your new file/esp. (The text of the FORMID should change from red you might have to repeat it if it is still red. You can always remove duplicate ones if duplicate categories show in the build menu.) Hopefully this helps to make your own conflict resolution patch/esp. Now if you get comfortable with FO4EDIT you can dive in and change values like making Peeled Wood Walls cost 2 cement. Make sure you first do this: In the Right-Side View Tab, right click and make sure "hide no conflict rows" is unchecked. Here is the FNVEdit Training Manual if you need it. It is basically the same program with a different name. http://www.nexusmods.com/newvegas/mods/38413/? Thank you Ethreon for linking the manuel in the Alternate Settlements forum.
×
×
  • Create New...