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Aeradom

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Posts posted by Aeradom

  1. No, none of them are defunct. Also that's not even close to a full list.

     

    Here's the full list: http://www.nexusmods.com/fallout4/users/8671518/?tb=mods&pUp=1

     

    You might find craftable letters and numbers less necessary with WW, since the DLC had its own version. They're quite different however.

     

    To be clear, I was meaning his little settlement mods, not ALL his mods I apologize if that wasn't clear, as I'm really not trying to demean DD or anything. I am curious though, I saw that the new DLC has a Fusion Reaction though...

  2. So, with the WW DLC that has just been released, I've heard that several of the DD mods are now defunct. But when looking at the list, it didn't seem like there was a lot. In fact, only one I could see was the Fusion Generator I suppose. So does anyone know precisely which mods are defunct? Here's the full list (I think) if that helps:

     

    1x1 Craftable Foundation Piece

    Craftable Animated Bridges

    Craftable Animated Flagpoles

    Craftable Castle Wall Patches <---- FAVORITE MOD EVER!!!!

    Craftable Floor Support

    Craftable Pillars and Support braces

    Craftable Ramps and Rails

    Craftable Solar Panels and Fusion Reactors

    ESP ONLY - Infinite Settlement Budget

    Stackable Concrete Foundations

     

    If there's more, please let me know only if I it's not in the DLC.

     

  3.  

     

     

    That was the mod I meant to post, the Craftable Ammo. Also, how do I get the text like you do over the link?

     

     

     

    1] Type what you want the Link Text you want it to be. Craftable Ammunition

    2] Find the link you want to link to: http://www.nexusmods.com/fallout4/mods/1018/?

    3] Highlight the text you want to be the link and click on the "Chain with Green Dot" icon on the toolbar.

    4] Enter the link into the URL box: Craftable Ammunition

     

     

    That makes sense, thanks for that!

  4. I'm asking this question as I'm building up a mod list for myself and realize that I've got a lot of mods that I'm looking to install, even after sorting through and knocking out ones that overlap or ones I'm just saving for another play through. What I'd like to know is a) as the title says, how many you are running and b) what's the limit you would put on how many mods you'd run (or is there any)? I'm just a bit nervous about throwing too many mods into the game, but perhaps that worry is unfounded. You all could probably tell me more about that sort of stuff.

  5.  

     

    SnB on its own works without patches. No clue about the other mod, you'd have to ask Elianora.

    SSEX doesn't have that many items for you to want the SK version of it, but if you want it, you'll also have to grab the community patches that are floating around between WW and SK. Also, there's no official patch between SK and SSEX, there's only the SSEX version of SSEX, which should be used instead of the main mod, not same time as the main mod. Any other SK-SSEX patches you have should be uninstalled.

     

    That makes sense actually, as the patch I found was from January and hasn't been updated. And I know from reading over the posts that the name of the ESM changed so, that patch probably wouldn't work anyways. Now, on the topic of SK since you bring it up, I'm slightly confused as to why SSEX says it's incompatible but on the SK page it says it's not. Now I'm assuming that the reason the SK page says that is because it's not been updated since February and if I'm correct you didn't release SK version until march, so that would make sense. I am curious though, when you're playing, do you use the SK version or the Vanilla version?

     

    I don't play with SK or SSEX on. Used to have SK when I spent time building, but 8-900 hours invested in that are enough. I play very little, and I do it mostly to play test my main mods. SSEX is just maintenance, I don't need the stuff inside it much. It was just a shame to let it continue being used in a poor state, so why not offer my help to update it to more playable standards?

     

     

    Fair enough. My line of thinking right now is two fold: I know in the poll that Homemaker is the clear front runner and considering that (until you came on) SSEX had fallen into disrepair, it's understandable that Homemaker would take the lead on it. And I think right now, because there are more people that use Homemaker, there's more interest to keep it going with patches for SK and whatever. My issue though moving forward is, and just letting people know if they don't know, that Nova (the mod author of Homemaker) has taken a break and I'm concerned moving forward that at some point down the line the mod will become... not dead but in a shape similar to where SSEX was a few months ago. For that reason, I'm leaning towards SSEX as at least that is getting updates when necessary. Now, I will acknowledge that in the sticky, you mentioned taking it on (which by the way, I echo what one poster and say thanks for all you do) to handle the bugs that were there. Incidentally, what is happening on that front? I'm assuming that you aren't handling that mod as well at this point with it not being updated for two months.

  6. SnB on its own works without patches. No clue about the other mod, you'd have to ask Elianora.

    SSEX doesn't have that many items for you to want the SK version of it, but if you want it, you'll also have to grab the community patches that are floating around between WW and SK. Also, there's no official patch between SK and SSEX, there's only the SSEX version of SSEX, which should be used instead of the main mod, not same time as the main mod. Any other SK-SSEX patches you have should be uninstalled.

     

    That makes sense actually, as the patch I found was from January and hasn't been updated. And I know from reading over the posts that the name of the ESM changed so, that patch probably wouldn't work anyways. Now, on the topic of SK since you bring it up, I'm slightly confused as to why SSEX says it's incompatible but on the SK page it says it's not. Now I'm assuming that the reason the SK page says that is because it's not been updated since February and if I'm correct you didn't release SK version until march, so that would make sense. I am curious though, when you're playing, do you use the SK version or the Vanilla version?

  7.  

    Did you know all the wall/floor textures he uses are from main game? They fit, you just have to make your whole settlement themed around what you chose. Obviously, they look better than just shabby sheets of metal with holes in them.

     

     

    Hello Ethreon, I'm glad you could join the discussion. I'm curious, I know that SSEX is fine with WW, but I'm curious as far as the compatibility with the others mods mentioned above. I know with SK I would need a patch if i use SSEX, and I know from reading Functional Displays compatibility section that it is compatible with no patch needed. Have you heard of any issues, or know of any with Crafting Fury 9000 GTX or Snap'n Build?

     

    Edit: Oh, and I just heard the CK is due out next week. I saw you were looking to update SSEX next week as well, will you be going ahead and doing the update, or wait for CK and do it then?

  8. My first choice was SSEx, but the mod seemed largely abandoned at the time so I instead went for Homemaker. Either of those two offers more than enough to not have to use them both. I installed Alternate Settlements some time ago and while it's far from a bad mod, the style just wasn't my thing. The textures just don't feel like they belong anywhere. I tried out every single floor or wall for a personal home in Sanctuary, but I ended up removing them all. Too clean and don't feel like Fallout. The snappable rugs and wallpapers on the other hand are a lot more interesting to me and I wish the creator would release those as a seperate mod.

     

    Glad I bumped into this topic, didn't realise SSEx is being worked on again. Might consider switching out Homemaker for that. I'll have to look up if replacing Homemaker will make the objects I placed down disappear.

     

    While I'm can't speak specifically for that mod, I do know that with any mod, if it's installed, the assets will also be removed and sometimes more. For instance, if you have a container that has items in it, and you don't take them out before updating it, they will be erased. So yeah, if you've built a lot with Homemaker, and you aren't having any issues with it right now with WW (which, I'm curious if you've bought it) then I'd advise keeping with it, and trying out SSEX in your next play through.

  9. I think there really should be more community involvement to make standards. Like the keywords resource mod. That way people can make mods that are more intercompatible. Settlements items should work in such a standard as it is sure to have lots of mods to it once the GECK is out.

     

    We need to work together on such huge mod overhauls or things that work on the same things at the same time.

     

    Agreed. Take the three Big Mods out of that list; Alternate Settlements, Homemaker, and SSEX. I've got to imagine that there's a lot of overlap (Troy from SSEX admits as much with Homemaker) and assuming these aren't original assets and just unlocking ones that a pre-existing, it would seem that these mods really should be rolled into one big one that just unlocks it all. Because, there's no way, without installing and going through and doing inventory, to find out which mods have what. Be a shame after all to have one thing that I really want in SSEX, but not to have it because Homemaker has more of what I want. I suppose I could use all three, but then, what's the load order?

     

    Just letting you know, already edited the OP but just incase you didn't notice, after more research I know that Homemaker will be taking a leave of absence, and SSEX is up to date with the recently launched DLC but might not be working with SK.

  10. You will have to place it down inside the border, then pick it up and move outside wherever you want. Just make sure border timeout is turned off.

     

    Ah okay then, I guess the last question I have is how do power lines work outside of the green zone? Like say I put up some turrets along the river bank, can I get the power lines to move across the green zone to hook up to them? Or, if setting up towers is needed, will the lines move from them to the turrets?

  11. Thanks to all that contributed to the other thread, as it really helped sort out what mod(s) to get to be rid of those pesky gaps in my walls (and a special thanks to Darth Wayne for chiming in and letting me know that you could actually use both without having to mess around with things). This time around it's a little different as I'm not trying to figure out which individual mod is the best, but more trying to figure out which one gets the most bang for the buck or at least to eliminate any overlap. In previous games I've played and modded, I generally try and stay away from several mods that ostensibly do the same thing. However, it would seem that at this time, there are several mods that add more stuff to craft for your settlement. For that reason, I'm thinking about using possibly multiple mods, as some of mod authors even recommend as such. But when I looked over the mods, I couldn't decided from the videos alone which one was the one I preferred. To top it off, all these mods seem to be pretty active, as only one having not been updated in the past couple weeks. I've heard that there can be issues with mods that add custom categories, so I'm cautious about using mods that do so. I could go on, but I think I'd like to hear about which mods you all use and in which combination, as well as any incompatibilities or mods that you use that do something similar that I might of not noticed.

     

    Alternate Settlements by Stuyk: http://www.nexusmods.com/fallout4/mods/5118/?

    Homemaker - Expanded Settlements by NovaCoru: http://www.nexusmods.com/fallout4/mods/1478/?

    Settlement Supplies Expanded by Troy Irving (Now Being Worked On By Etheron): http://www.nexusmods.com/fallout4/mods/1145/?

    Crafting Fury 9000 GTX by Elianora: http://www.nexusmods.com/fallout4/mods/10758/?

    Functional Displays by SecretAgent99: http://www.nexusmods.com/fallout4/mods/5080/?

    Snap'n Build by ad3d0: http://www.nexusmods.com/fallout4/mods/7393/?

     

    Edit: Just a heads up, I'm thinknig of taking Homemaker off the list as it would appear that the original creator is taking some time off (wish her the best of luck if she reads this). With that being, after looking around the posts, I noticed that one commentor said that SSEX is working right now with the new WW DLC and this was confirmed in the sticky by Ethreon. Apparently though, SK isn't working with SSEX at the moment, or at least that's what one poster said.

  12. It lets you place everywhere, including clipping into a wall or floor or anything that might be in the way of that perfect positioning, and in the air, if you want for example to decorate a tree...

     

    Everywhere you say? This may be a dumb question, but what about outside of the green zones. Like in Sanctuary, I'd like to put some defenses on the opposite side the bridge to protect my water purifiers. Does it allow me to do that?

     

    I know Ethreon referenced "border timeout" and I just wanted to verify that's what that means (sorry I'm a dumby and can miss somethings sometimes.)

  13.  

     

     

    Not worth making a merged patch, and the automatic merging does't apply to constructible objects, you have to do it manually. With the knowledge and certain scripts, it takes around 1 minute.

    cry.

     

     

     

    Problem is, I probably don't have the knowledge. I'm a veteran of using mods with FNV and Skyrim, but I've never actually gotten into the gritty of using tools. And scripts making me nervous because that's the sort of stuff that if mishandled, can ruin a save.

     

    Not that kind of scripts. xEdit scripts are made with same scripting language as the tool itself, and they handle tasks solely inside the tool (eg. changing names, Editor IDs etc.). They're automation tools, and exist as a separate mod that can be downloaded and installed in the script folder of FO4Edit.

     

     

    On a side note, I just checked on your links and noticed that you have a mod that actually might be doing what I want it to anyways. I think what appealed most to be about Snapable Junk Fences is the fact that they do snap, which would make it much quicker to use. I notice that your Vanilla Extensions mod ( http://www.nexusmods.com/fallout4/mods/10032/? ) does this. I'm curious, how does your mod differ from Snapable Junk Fences, and since you are talking about taking the best of both worlds, I'm curious if you've integrated this into your mod.

     

    You can use both. Just make sure the junk fences are below SI in your load order. You also don't have to edit something in xEdit, as the junk fences already have the same changes SI gives them. It also allows you to place them on water and sink them halfway into the ground.

     

    To sum it up:

    Use the snapping fences if you want to build quick walls without holes (and battlements).

    Use the SI or Place Everywhere if you don't want to be limited to the snap nodes. However I am not sure if SI will be enough to make them seamless...

     

    A small hint: The tcl command, which disables collision, will also disable snapping. :wink:

     

    Oh hey! That's so cool that you came to post, and since you the mod author, I suppose that resolves the issue quite nicely. One quick question while I have you, other than being able to place things in ludicrous positions (which I'm not looking to do), is there any thing that Place Everywhere mod does that the combination of yours and SI doesn't?

     

    Edit: I'm an idiot, and for whatever reason didn't see you mentioned PE in your post. My bad. Might I assume though that by your comment, if you were going to recommend one or other to work with yoru mod, you'd choose PE?

  14.  

    Not worth making a merged patch, and the automatic merging does't apply to constructible objects, you have to do it manually. With the knowledge and certain scripts, it takes around 1 minute.

    cry.

     

     

     

    Problem is, I probably don't have the knowledge. I'm a veteran of using mods with FNV and Skyrim, but I've never actually gotten into the gritty of using tools. And scripts making me nervous because that's the sort of stuff that if mishandled, can ruin a save.

  15. Pro of SI - elements that have it can slightly fit into each other.

    Con - it will not work to elements it wasn't applied to, since SI is basically a set of AVIFs that have to be added via a plugin editor (like FO4Edit).

     

    Pro of snappable junk fences - they snap.

    Con - rather finicky sometimes, and it can stop you from placing them at different positions other than the snapping ones when elements are close to each other.

     

     

    Best outcome - Snappable fences + SI properties.

     

    Can you do that? I mean, like load SI after Snapable?

     

    Place Everywhere ftw

     

    That was another one I considered, and am certainly happy to add it into the original post if others agree that it's superior to the other two. Honestly, the only reason I didn't consider it was that it did more than I was looking for it to do. And seeing as I wanted this to be a more even comparison, and wasn't looking to place tables in walls or buildings on top of buildings, I decided it might be too much for my to install off the bat. The other thing I noticed is that it requires F4SE, and for me, the less I have to install to get what I want, the better as that means less things that can go wrong, you know?

     

    I wouldn't want them snappable because I don't build fences in a square pattern, so unless you can work it out so I can snap them at any angle it would only work for square fences.

     

    Actually, with Snapable fences, you can in fact built at an angle. In the video, Gopher shows how with using the junk fences with tire, you can actually have your wall curve.

  16. Welcome, and thank you for taking the time to look at this topic for what I hope will be a very informative thread (and hopefully series of threads). Up front, I'll let you know that I've not been able to try any of these mods; so I clearly cannot provide an opinion one way or the other. However, it is my hope that through a discussion of the pros and cons of these mods down below, it can be established which is the superior mod. Now let me be clear that when I say "superior", I don't just mean in terms of quality of content, but also stability, frequency of updates, easier to install/uninstall if necessary (i.e. presences of strings), as well future plans (i.e. if one mod author says he will continue to update as opposed to another one who is stepping aside). My hope isn't just that this topic will help me in picking out mods for my new play through (with my new GTX 970 :cool: that hopefully with give me above 30 FPS without turning my game into a Picasso painting), but also that by creating threads like these, it will help others that come onto the forum looking for advice as to which one is better. Once either a consensus has been formed, I'll update the original post highlighting some of the key points on both sides so that should anyone else have this same question down the road, they can quickly get answer. With all that aside, let's get started with our first face off:

     

    I don't know about you, but the most annoying thing when I first started playing the game (besides the fact that my game looked and played like crap on my old 6950) was those damn holes in the walls of the settlements. It was so frustrating to try and get them lined up just right only to see gaping holes in the wall. It's might be a little thing to you, but for me it completely blows away any immersion to step back and see all these holes that Raiders, Super mutants and whatever other horrors the wasteland has can just squeeze right on through (or at least shoot all my settlers through). Fortunately, there has come two individuals to offer a solution to this problem:

     

    Simple Intersection by Draco856 (http://www.nexusmods.com/fallout4/mods/2683/?)

    Snapable Junk Fences by Darth Wayne (http://www.nexusmods.com/fallout4/mods/9000/?).

    On this one, I have a bit of a head start thanks to Gopher who has covered both mods in his amazing videos and thus a lot of my understanding comes from him (if haven't checked him out, you should and I'll link the aforementioned videos at the bottom) For that reason, at leas ton the surface, this one at least on the surface does seem like a no brainier. Snapable Junk Fences looks to be far simpler and quicker to use, was updated only a few weeks ago (as opposed to Simple Intersection that was last updated Jan 31) and would appear to alter far less things and be confined to Junk Fences (which is really the reason I'm looking at these mods.) However, it's for those reasons that I'm surprised to see Simple Intersection have nearly six times as many endorsements. Thus I'm left wondering if I'm missing something as it would appear the community largely favors Simple Intersection.

     

    But like I said, I wouldn't know at the moment, so I'm eager to hear your thoughts.

     

     

    My Verdict: Snapable Junk Walls WITH Place Everywhere. To my surprise, you actually can use both. According to DarthWayne, the author of Snapable Junk Walls:

     

     

    You can use both. Just make sure the junk fences are below SI in your load order. You also don't have to edit something in xEdit, as the junk fences already have the same changes SI gives them. It also allows you to place them on water and sink them halfway into the ground.

     

    To sum it up:

    Use the snapping fences if you want to build quick walls without holes (and battlements).

    Use the SI or Place Everywhere if you don't want to be limited to the snap nodes. However I am not sure if SI will be enough to make them seamless...

     

    A small hint: The tcl command, which disables collision, will also disable snapping. :wink:

     

    The reason I chose Place Everywhere instead of Simple Intersection is mainly because I'm also looking to put some things outside of the settlement proper. As Ethreon pointed out:

     

     

    You will have to place it down inside the border, then pick it up and move outside wherever you want. Just make sure border timeout is turned off.

     

    Thanks for all that have responded! I will lead this topic open, and if new information becomes available that requires me to edit this post, I'll do so.

  17. If you're using Mod Organizer, the only one that takes effect is the one in your MO profile. EDIT: Assuming you're launching Skyrim through MO, which you should be (or the mods won't be activated).

     

    I am. I'm just wondering if that is normal? Because the different skyrimprefs have different settings to them, even though I run everything (all mods, tesv edit, wrye bash, etc.) through MO. So I'll be okay with how it is then?

  18. So, I was going to reinstall ATTK because it was starting to mess up and in the process discovered I had 3 different skyrimprefs.ini files floating around on my computer. Also, there not the same to make things even more complex. So is this normal? Should I be concerned?

     

    One is in the Skyrim Folder

    One is in My Games

    One is in my MO Profile.

     

    Edit: I forgot to state the obvious but, Where is it normally? And if this isn't normal, what should I do? I'm not having any issues at the moment except not being able to load ATTK.

  19.  

    as I switch to third person, select myself

     

    This step is completely redundant.

     

    Anyway; press the sprint button while running and you'll see...

     

    First off, like the quote. It's a star trek reference right? If it isn't, then it should be.

     

    In any event, I figured it was but nothing else had worked so wanted to attempt it. And sprinting just causes me to run at normal sprint speed, still no faster.

  20. I've just completed installing my mods, and wanted to do a test to see how stable it would run. After I got out of the cave from Helgen, I decided to follow the advice of a post and set the player speed to 1500, and run around for a while to see if any problems occur. The PROBLEM occurs before I even get started, as I switch to third person, select myself, then put in the command "player.setav speedmult 1500". However, once I exit the console command, I'm still running at normal speed. I've tried a new game with no mods and still, am not able to run any faster when I put in the command. I've reset the ini's and that hasn't seemed to work. I'm at a bit of a loss for what's going on. Can someone helpe me?

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