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Farming Missing in Workshop


KaineKatarn007

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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 up

settlements i cant feed them.

 

does anybody have any ideawhat i can do to get it back

my list of mods are as follows

 

alternate settlements

better settlement beds

build high

business settlements

drsb

fantastic food planters

homemaker

homemaker unlocked institute

more powerful windmills

nx pro farming

robot home defence

sactuary 111

scrap dead things

SSEX

SNB

SNB greenhouse

SNB Modulkar Doors

SNB Industrial Bridges

SNB Metal Windows

SNB The Bunker

SNB Wooden Wiondows

Spring Clean

Sttlement Keyword 0.8

simple bug fixs

 

does anyone think these may be incompatable

 

this is the run/load order

GameMode=Fallout4

Fallout4.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
Snap'n Build.esm=1
SpringCleaning.esm=1
ArmorKeywords.esm=1
AlternateSettlements.esp=1
ScrapScrap.esp=1
OCDecorator.esp=1
MakanarWeightStrength500.esp=1
Snap'n Build - Modules.esp=1
MakanarWeightBase80000.esp=1
EndorsCustomCombatArmor.esp=1
ExpandedSettlementBuildings.esp=1
Homemaker - SK Integration Patch.esp=1
Snap'n Build - SK patch.esp=1
Safe SSEx.esp=1
Homemaker - SSEx Compatibility Patch.esp=1
Rangergearnew.esp=1
SprintFix.esp=1
SettlementContainers_NoRespawn.esp=1
Homemaker - Bunker Disabler SK.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Snappable Covenant Walls.esp=1
OCDispenser.esp=1
Workshop_Planters.esp=1
Institute Clean.esp=1
BetterGenerators.esp=1
sanctuary111.esp=1
Settlement Keywords SSEX Patch.esp=1
Snap'n Build - Metal windows.esp=1
Snap'n Build - Roofs.esp=1
SnB - Windows.esp=1
EferasBetterBeds.esp=1
Build High - Expanded Settlements.esp=1
Snap'n Build - Immersive Modular Doorways.esp=1
Scrap Everything.esp=1
ScrapDeadThings.esp=1
Business Settlements.esp=1
eFFoodPlanters - Basic.esp=1
eFFoodPlanters - Extra Plants - High.esp=1
MorePowerfulWindmills100.esp=1
Move that Workbench!.esp=1
NX Pro - Farm Core.esp=1
NX Pro - Farm Core - Homemaker.esp=1
NX Pro - Farm Core - No Requirements.esp=1
SC_ExpandedScrapList.esp=1
Stackable Brick Wall Foundations.esp=1

Edited by KaineKatarn007
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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.

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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 by wax2k
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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

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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..

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