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Settlement Shops Menu Category Disappeared


Deprive

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me, too. I disabled all of them, added one by one until I first saw the break at the alternate settlements mod. That's what did it for me. At least I think. Here's the order I reenabled mods and still got shops to work.

1. Disabled all mods/plugins

2. Reenabled Grassy Landscapes (my favorite!) Shops available.

3. Reenabled Settlement Keywords and then Alternate Settlements Shops no longer available.

Gee, 2d try found at least one mod that broke it!

I suspected this one might be the culprit simply because of its sheer size.

 

No idea what else to be done, because I've used the alternate materials for almost all of my settlements and taking it off will pretty much destroy them all. You can't disable, then build some shops, then reenable and still have your old stuff there. Once it disappears, it's gone, although there's something to be said for hovering turrets.

 

It's unfortunate, because this is likely the second gamebreaking mod (and no shops is a game breaker for me). The first was the spring cleaning mod which messed up the floors and prevented you from building properly on them.

 

And this is why I generally avoid modding. Too much can go wrong. In any event, my game's down after 30 levels. I'm not happy.

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Jut to verify, I ran it all again but loaded a different order and quite a few more mods but it still came down to alternate settlements busting things up. it's either the keywords, then, or the settlements file itself. Either one. I also tried to see if shops were somewhere else. Nada.

 

So it appears you have to choose between shops and those nice brick walls you always wanted! rats.

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I believe SK and/or Homemaker MOVE the shop category,

 

for the life of me i cant remember where to at this very second but I think it goes under resorces, where the food and stuff is, maybe check there?SK

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.

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thanks to everyone so far. My first impulse was to check resources and then misc and there was nothing there. I'll check again, and if I come up with something useful I'll share. Hopefully if anyone knows the mod creator maybe they can get them to weigh in on what might have happened. Alt Settlements is a really useful and lovely little mod and I'd like to see it work on my game.

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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:

 

Missing categories is often largely due to an incompatible mod. This will hopefully be resolved when more mods convert to using Settlement Keywords. For now there is in an option to make your own compatibilty patch .esp until more mods convert. You will no longer need a compatibilty patch when all mods convert. :smile:

So I will repost this here. (My experience level with FO4EDIT is beginner.)

This is not my guide that I link, I just used it to make my patch. I can not stress enought how important it is to at least read the linked guide. It is very detailed and has pictures. All credit for the guide goes to Zrynoth.


Guide: http://www.scribd.co...lving-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.

Hopefully this helps, it will get quicker the more you do it and it is an easy way to fix some conflicts. A player can also learn to change FORMIDS to do things like increase the radius of lights. It took me longer to write this than it did to make my first compatibility patch and it was my first time using FO4EDIT.

 

 

Here is a list of the mods I use: (skmerge0.6.esp is my overall compatibilty patch)

 

Fallout4.esm
SettlementKeywords.esm
Homemaker.esm
Worsin's Garage.esm
ArmorKeywords.esm
Robot Home Defence.esm
Homemaker - Greenhouse and Bunker Disabler.esp
Homemaker - Unlocked Institute Objects.esp
SuperHelpfulItemTidying.esp
TagBag.esp
Perk Magazine Material Fix.esp
FO4SeasonsMoreGrassLow.esp
DarkerNights.esp
DarkerNightsDetection.esp
BetterNightVision.esp
TrueStormsFO4.esp
TrueStormsFO4-ClimateSettings.esp
TrueStormsFO4-Performance-Fog.esp
fog.esp
Remove Interior Fog.esp
DarkerNights-TrueStorms.esp
DDP_BAB_M1.esp
AlternateSettlements.esp
Snap and Build - Greenhouse.esp
OCDecorator.esp
SummonerOnlyBots.esp
Flags of the Old World.esp
Locked Doors - Destructable.esp
Locked Doors - Indestructable.esp
Locked Doors - Player House(optional).esp
Move that Workbench!.esp
Business Settlements.esp
ConvenientStores.esp
Fusebox Generator.esp
AIO SS.esp
ModelRobotDisplay.esp
NukaColaDisplayStand.esp
Dont Throw Stones.esp
DDP_Bridge_mark1.esp
DDP_Ramps_mark1.esp
DDP_Elevators_mark1.esp
DDP_Bridge_mark1_Institute.esp
DD_All_the_COncrete.esp
DD_Power_armor_option.esp
DD_bobblehead_stands.esp
DDP_Lightbox1.esp
Craftable Institute Elevators - all in one - Homemaker.esp
ZerasPaintings.esp
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Ammo Special.esp
Crafting Workbenches - Junk Items.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Pre War and Manufactured.esp
Various Flare Guns.esp
Various Flare Guns - Optional (Crafting Ammo Workbench).esp
LegendaryModification.esp
ChineseStealthArmorLegendaryMod.esp
LegendaryModificationMisc.esp
LegendaryModification2LM.esp
LegendaryModificationCSA.esp
LegendaryModificationGroknak.esp
LegendaryModificationRemoveLevelEC.esp
LegendaryModification2LMRemoveLevelEC.esp
LegendaryModificationMiscRemoveLevelEC.esp
LegendaryModificationCSARemoveLevelEC.esp
LegendaryModificationGroknakRemoveEC.esp
AnyModAnyWeapon.esp
LegendaryMod2LMAnyModAnyWeap.esp
LegendaryModification2LMAKPatch.esp
Armorsmith Extended.esp
[PPE] Armoursmith Extended + Crafting Workbenches [Patch].esp
Identify Power Armor Frames.esp
Buildable_PAFrame_v1.3.esp
Weapon Mods Mod - WBO.esp
CommChemExpanded.esp
CommChemExp-BetterItemSorting-Patch.esp
Craftable Armor Size.esp
GlovesOfTheCommonwealth.esp
Gloves of the Commonwealth - Crafting.esp
Gloves of the Commonwealth - ASE.esp
Logical Recipes.esp
ArtilleryFlare.esp
NuclearQuickfire.esp
Simple Intersection.esp
Switched Power Pylons - Increased Radius.esp
LoweredJetpakAPDrain.esp
NoFallDamage.esp
AerysFO4Customs.esp
Companion Infinite Ammo and Unbreakable Power Armour.esp
Home Plate Workbench.esp
AirportWorkBench.esp
CarryWeight99999.esp
CarryWeight200Strength.esp
Easier Hacking - 1 Word.esp
Easy Lockpick.esp
Guaranteed Pickpocket.esp
InfiniteFusionCore.esp
NoObjectLimit.esp
LongerPowerLines3x.esp
Scrapper Corpse Highlighting.esp
ScrapperRangeExtension16x.esp
TargetReconEyewear(NonReplacer).esp
VatsOverThere_IncreasedVATSRange_AimIncreaseMaxed.esp
DisableAllFaction.esp
MoreShipments_50.esp
ShipmentSize_125.esp
VendorCaps_50k.esp
SkjAlert_RS+.esp
Covenant Turrets.esp
ExpandedSettlementFWHeight.esp
BetterSettlers.esp
BetterSettlersHeavyArmorOnly.esp
BetterClothing.esp
WPFDU_Defense_NPR_x1000.esp
WPFDU_Generators_x1000.esp
WPFDU_Water_x1000.esp
Summoner.esp
SettlerRenaming.esp
MoreAmmo.esp
Blood Angels Death Company Paint.esp
MMP4APA-blue.esp
MMP4APA.esp
N7 X1PowerArmor.esp
PowerGoggles.esp
RRP4APA.esp
X1_BOS.esp
Enclave SpaceMarine Black Templars.esp
Worsins-Paint-Garage-lite-with-bonus.esp
ZW's F4 Power Armor Overhaul.esp
More Where That Came From Diamond City.esp
More Where That Came From - Classic.esp
WeaponRacks.esp
WeaponRacks-Tools-Weightless.esp
WeaponRacks-Weapons-Vanilla.esp
NX Pro - Farm Core.esp
[PPE] NX Pro (Domesticated Species) [Add-On].esp
NX Pro - Farm Core - No Requirements.esp
NX Pro - Farm Core - Valdacil's Item Sorting.esp
ValdacilsItemSorting-AidWeightless.esp
ValdacilsItemSorting-Ammo.esp
ValdacilsItemSorting-ArmorByClass.esp
ValdacilsItemSorting-CosmeticsByClass.esp
ValdacilsItemSorting-ExplosivesSortBottomWeightless.esp
ValdacilsItemSorting-Junk.esp
ValdacilsItemSorting-MiscWeightless.esp
ValdacilsItemSorting-NotJunk.esp
ValdacilsItemSorting-Perks.esp
ValdacilsItemSorting-Weapons.esp
VIS-PatchDisplayStand-ModelRobot.esp
VIS-PatchDisplayStand-NukaCola.esp
VIS-PatchWeaponRacks-SortBottom.esp
VIS-PatchZephyrWarriorF4PAOverhaul-ByClass.esp
skmerge0.6.esp

 

Edited by kingculex
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Here's my current order.

 

GameMode=Fallout4

Fallout4.esm=1
SettlementKeywords.esm=0
Homemaker.esm=1
SpringCleaning.esm=1
Snap'n Build.esm=1
Simple Intersection.esp=1
New Landscape Grass v2.esp=1
PPH Min.esp=1
AlternateSettlements.esp=0
Guard Rug - D3.esp=0
Guard Rug - D6.esp=0
Guard Rug - D1.esp=0
ScrapDeadThings.esp=1
Safe SSEx.esp=0
SpringCleaning_GrassDirt.esp=1
SpringCleaning_SancConcrete.esp=1
Snap and Build - Modules.esp=1
Snap and Build - Patches.esp=1
CraftableAmmo.esp=1
CraftableAmmo_plus.esp=1

 

 

SSex isn't loaded at all. I've shifted order all over the place and got the same result every time.

 

If I select Set Kywrds and Alt Settlements, I get the borked shops. If I leave it off, everything else is fine.

Again, I've also tried this with nothing BUT the launch program, Setkywrd and ALt Settlments, too, so it wasn't another mod messing with it. As I said above, that was my first test.

 

It's a shame, really, because if I could just get a mod with the stone work materials for walls, floors and ceilings I'd be set without anything else (wanted Medieval Resurrectionist Architecture going!)

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