KaineKatarn007 Posted January 26, 2016 Share Posted January 26, 2016 (edited) played through FO4 now ive been addding mods for another play through. ive manage to get the game stable i can play it for quite a long time. but the farming category in the workshop is missing so when it comes to setting upsettlements i cant feed them. does anybody have any ideawhat i can do to get it backmy list of mods are as follows alternate settlementsbetter settlement bedsbuild highbusiness settlementsdrsbfantastic food plantershomemakerhomemaker unlocked institutemore powerful windmillsnx pro farmingrobot home defencesactuary 111scrap dead thingsSSEXSNBSNB greenhouseSNB Modulkar DoorsSNB Industrial BridgesSNB Metal WindowsSNB The BunkerSNB Wooden WiondowsSpring CleanSttlement Keyword 0.8simple bug fixs does anyone think these may be incompatable this is the run/load orderGameMode=Fallout4Fallout4.esm=1Homemaker.esm=1SettlementKeywords.esm=1Snap'n Build.esm=1SpringCleaning.esm=1ArmorKeywords.esm=1AlternateSettlements.esp=1ScrapScrap.esp=1OCDecorator.esp=1MakanarWeightStrength500.esp=1Snap'n Build - Modules.esp=1MakanarWeightBase80000.esp=1EndorsCustomCombatArmor.esp=1ExpandedSettlementBuildings.esp=1Homemaker - SK Integration Patch.esp=1Snap'n Build - SK patch.esp=1Safe SSEx.esp=1Homemaker - SSEx Compatibility Patch.esp=1Rangergearnew.esp=1SprintFix.esp=1SettlementContainers_NoRespawn.esp=1Homemaker - Bunker Disabler SK.esp=1Homemaker - Unlocked Institute Objects SK.esp=1Snappable Covenant Walls.esp=1OCDispenser.esp=1Workshop_Planters.esp=1Institute Clean.esp=1BetterGenerators.esp=1sanctuary111.esp=1Settlement Keywords SSEX Patch.esp=1Snap'n Build - Metal windows.esp=1Snap'n Build - Roofs.esp=1SnB - Windows.esp=1EferasBetterBeds.esp=1Build High - Expanded Settlements.esp=1Snap'n Build - Immersive Modular Doorways.esp=1Scrap Everything.esp=1ScrapDeadThings.esp=1Business Settlements.esp=1eFFoodPlanters - Basic.esp=1eFFoodPlanters - Extra Plants - High.esp=1MorePowerfulWindmills100.esp=1Move that Workbench!.esp=1NX Pro - Farm Core.esp=1NX Pro - Farm Core - Homemaker.esp=1NX Pro - Farm Core - No Requirements.esp=1SC_ExpandedScrapList.esp=1Stackable Brick Wall Foundations.esp=1 Edited January 30, 2016 by KaineKatarn007 Link to comment Share on other sites More sharing options...
wax2k Posted January 26, 2016 Share Posted January 26, 2016 Can't say much without the actual load order including patches etc.. But SSEx is a thing you should get rid of. Link to comment Share on other sites More sharing options...
SharraShimada Posted January 26, 2016 Share Posted January 26, 2016 You have numerous mods that add items to the workshop. Due to the hard-cap we have to the number of items the workshop can handle, i think you reached the end of the line for that. There is only one solution at the moment: minimize your mods affecting the workshop-menu.Community is already working on it, with settlement keyword mod for example, generalizing some things to reduce the categorie-load. You may check, if there are updates for your mods. But be aware, that you can´t safely change a mods version within a running savegame. You may have to start a new game. Link to comment Share on other sites More sharing options...
wax2k Posted January 26, 2016 Share Posted January 26, 2016 (edited) When using SK, AWKCR and workshop/crafting mods, that either incorporate these or only use vanilla categories, the keyword cap is not an issue anymore. And at least with the mods I have used so far, apart from one or two mods in the early days of FO4-modding, there have been no major issues when updating them on an ongoing game. An example for a working load order without issues, using the latest versions of SK and all workshop-related mods, choosing SK-incorporation wherever possible and/or mods, that only use vanilla categories: Fallout4.esm=1 SpringCleaning.esm=1 SettlementKeywords.esm=1 Snap'n Build.esm=1 Homemaker.esm=1 Simple Intersection.esp=1 AlternateSettlements.esp=1 NX Pro - Farm Core.esp=1 NX Pro - Harvest Overhaul.esp=1 NX Pro - Farm Core - No Requirements.esp=1 ExpandedSettlementBuildings.esp=1 Colored Workshop Lights.esp=1 Craftable Institute Elevators - non walled.esp=1 DDP_Bridge_mark1_Institute.esp=1 DD_Spiral_staircases - Institute.esp=1 Dont Throw Stones.esp=1 DD_why_am_i_doing_this.esp=1 DD_Power_armor_option.esp=1 DDP_Lightbox1.esp=1 DD_Michael_Faraday_Time_yo.esp=1 DD_Sesame_street.esp=1 DD_I_Ran_Out_Of_Funny_Names.esp=1 AlternateFurniture.esp=1 Siles - ModernBobbleheadRobotModelStand.esp=1 Siles - ModernMagazineShelf.esp=1 Siles - TheCollector.esp=1 Friffy_Fixed Rugs.esp=1 Eli_PlantPots.esp=1 TurretBallEN.esp=1 DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1 NX Pro - Farm Core - Homemaker.esp=1 NX Pro - Farm Core - Spring Cleaning.esp=1 Homemaker - SK Integration Patch.esp=1 Homemaker - Greenhouse and Bunker Disabler SK.esp=1 Homemaker - Unlocked Institute Objects SK.esp=1 Build High.esp=1 EndorsCustomCombatArmor.esp=1 Vasstek_Vaultsuit.esp=1 Nanohelmet.esp=1 NanoArmor.esp=1 ASPrototypeR74.esp=1 WraparoundNVG.esp=1 Armorsmith Extended.esp=1 Glowing Eyes.esp=1 extendedLightsWS - No shadows.esp=1 200%pipboy.esp=1 300%Shadows.esp=1 SC_ExpandedAnimation.esp=0 SC_ExpandedBuildings.esp=0 SC_ExpandedConcrete.esp=0 SC_ExpandedDirtGrass.esp=0 SC_ExpandedHedges.esp=0 SC_ExpandedLanterns.esp=0 And even more is possible, when done right. Again: if the OP posts his load order and version info, it will be possible to give advice. Edited January 26, 2016 by wax2k Link to comment Share on other sites More sharing options...
KaineKatarn007 Posted January 27, 2016 Author Share Posted January 27, 2016 thanks for replying . i reinatalled some mods and got the farm/food category back.but now im getting CTD when i try to open the door menu. :) fallout 4 eh. typical i tried to get rid of SSEX but it wouldnt even 2/3 into the start screen when i did remove it.i reinstalled it and the farm/food was there started to work on sanctuary and it CTD. will try to play with it Link to comment Share on other sites More sharing options...
wax2k Posted January 27, 2016 Share Posted January 27, 2016 CTD when hovering on the doors section, or CTD when hovering on a certain door? The latter is a known SSEx door, the first most probably related to load order or indirectly to SSEx as well. Again: Can't say much without the actual load order including patches etc.. Link to comment Share on other sites More sharing options...
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