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Ten rules to get a mod setup with a lot of workshop & crafting mods to work


wax2k

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  • 5 years later...
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this is a great resource. i have been playing F04 on ps4 for long time got use to certain load orders but finally gave up because of the constant 0kb save error and limitations Sony puts on mod creators.

i have recently switched to PC version on F04 with next gen update. i pretty much understand concept of mods and how they work with each other. the load order even with LOOT from vortex tends to be a little off. so seeing the load order suggestion manually rearranged on this post has helped me tremendously. 

forgive me, i am still a newb, so just 2 quick questions.

i do not see where it would be suggested for mods that add new factions and npc replacers would go (I.E. deadly raiders mod and raiders replace radscorpions mod)? My understanding of load order logic in the example given on this post, i am assuming it would be right before follower tweaks or that general area.

lastly,  also where would you suggest mods that change or add to interiors and expand settlement area go, i use to refer to them as "land mass changes", (I.E.  all settlements expanded mod, Beantown interiors and subway runner)?

generally I am too OCD to trust LOOT enough to sort my load order completely as already noticed a few mods not going where they should as per the mod author's instructions. I prefer to keep things organized and the above load order list helps. Also if you have any other newbie "simplistic" (LOL) suggestions that would be great. I do have a very up to date pc and so not having any issues with FPS, loading times or other performance even with everything running on ultra settings. I do tend to like a hefty modded game and i make sure to thoroughly read mod descriptions to ensure no conflicts between mods. 

Thank you greatly in advance for any responses. 🙂

 

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I have taken great care over these last 20 years to develop habits that ensure a very stable and reliable mod set and it changes slightly with each new game. I will share with you what i have learned overall and specifically about Fallout 4.

Generally i have learned:

To keep my set modest. Only one mod that does a certain thing and not three flavors of something similar with inevitable overlap.

I haven't used Loot since Oblivion because it was extremely useful back when xEdit and Wyre Bash were in their infancy and the avg user couldn't see what was going on between plugins so easily but it's an antiquated program now and not really needed. Especially for FO4 as more and more contingencies are baked into the engine to prevent plugins from destroying each others records. If you choose your mod set wisely you won't need anything but Wrye Bash to sort your load order but if you skate the line of multiple mods doing something similar then you'll need to bust out xEdit to sort out the conflict.

Most everything you need to know about an individual mod's sorting needs can be found on any given mod page and the rest can be gleaned from it's comments, then trial and error. FO4's gameplay actually lends itself to easier load order sorting because a good 40-50% of the content added is placed dynamically so there is no way for there to be a conflict and F4SE leaned further into that by providing a large infrastructure that pushes that number well up over 60%. Which type of mods are loaded first or last is much less important on this cycle.

Having said that it IS still important for some.

This is how i generally group plugins in FO4

  • Master files(esm and master flagged ESP)
  • Light master files(ESL-these if made correctly don't require any load order sorting which is why they are stuck with the masters at the top of the list.)
  • UI, Gameplay and Mechanic Changes
  • Mods that add new items to the game world
  • Mods that add new spaces to the world
  • Mods that add new quests to the world
  • Mods that overhaul systems
  • Mods that alter quests
  • Mods that alter world spaces
  • Mods that add workshop items
  • Mods that replace meshes and textures
  • Mods that alter settlements
  • mods that add or alter NPCs
  • Mods that add or alter companions.

And here is an example of my load order for reference.

Spoiler

00  Fallout4.esm
01  DLCRobot.esm
02  DLCworkshop01.esm
03  DLCCoast.esm
04  DLCWorkshop02.esm
05  DLCWorkshop03.esm
06  DLCNukaWorld.esm
07  Unofficial Fallout 4 Patch.esp  [Version 2.1.5]
08  WorkshopFramework.esm  [Version 2.3.20]
09  YouAndWhatArmy2.esm
0A  BakaFramework.esm
0B  BakaFullscreenPipboy.esm
0C  [A0] KT_Framework.esm
0D  AmericaRising2.esm
0E  SouthOfTheSea.esm
0F  AshlandStationSettlement.esp
10  ResourcesExpanded.esm
11  Homemaker.esm  [Version 1000]
12  Q_MuckPoolHarvest.esp
13  Q_ACUnitFanContainer.esp
14  CanarySaveFileMonitor.esl  [Version 1.0]
15  Slower Leveling - Half Speed.esl
16  StoreAllJunkButton.esl
17  PrecisionEnhancedWorkshopShader.esl
18  RelocateFastTravelMarkers.esl
19  SetMaxSettlers.esl
1A  NQAS - VaultTec.esl
1B  BasicMining.esl
1C  Resources Expanded - Recipes.esl
1D  UniversalDisassembler.esl
1E  RecruitRESettlers.esl
1F  RecruitArlen.esl
20  ChCl.esl
21  RecruitIsabelCruz.esl
22  K198Recruit.esl
23  RecruitKat.esl
24  RecruitMac.esl
25  RecruitMagnolia.esl
26  Vault81Recruitment.esl
27  LarannKiarRecruitModsAIOArchivePackESL.esl
28  Dank_ArmorPaintExtended.esl
29  Dank_ArmorPaintExtended_CIS.esl
2A  GraveDigger.esl
2B  GraveDigger - Gravestones.esl
2C  HoloTapeDisplays.esl
2D  [A0] KT_Framework_Addon.esl
2E  [F1] KT_DLC_Magazines.esl
2F  SKKPlaceableMapMarks.esl
30  SettlementMenuManager.esp
31  Backpacks of the Commonwealth.esp  [Version 1.6.4]
32  Crops_Decreased_Food_Rating.esp
33  AshlandStation_ModerateLighting.esp
34  JOTCPatch AmericaRising2 DLC.esp
35  CartographersMapMarkers Commonwealth.esp
36  CartographersMapMarkers FarHarbor.esp
37  CartographersMapMarkers NukaWorld.esp
38  CartographersMapMarkers Patch.esp
39  SKKDynamicTimescale.esp
3A  SKKMoveWorkshopMarkers.esp
3B  SKKWorkshopAccessMonitor.esp
3C  [A0] KT_BaseObjectSwapper.esp
3D  [F1] KT_DLC_RobCoPatcher.esp
3E  [B1] KT_DLC_PinUp.esp
3F  [B1] KT_DLC_RobCoPatcher.esp
40  [B2] KT_DLC_Western.esp
41  [B2] KT_DLC_RobCoPatcher.esp
42  [B3] KT_DLC_SciFi.esp
43  [B3] KT_DLC_RobCoPatcher.esp
44  [B4] KT_DLC_TheTerror.esp
45  [B4] KT_DLC_RobCoPatcher.esp
46  [C1] KT_DLC_BoardGames.esp
47  [C1] KT_DLC_RobCoPatcher.esp
48  HoloDisplay_Automatron.esp
49  IncreasedSettlerPopulation20.esp
4A  CAPP.esp
4B  Ketaros_MissingMags.esp
4C  RealComics.esp
4D  ComicCollector.esp
4E  dD-Enhanced Blood Basic.esp
4F  WET.esp
50  timetravel.esp
51  SKKHandyFarmers.esp
52  PD_LowerWeapon.esp  [Version 1.4]
53  FastTravelFromQuestHubs.esp
54  FastTravelFromVault81.esp
55  Strong Back Plus.esp
56  WAYN_CompanionTracking.esp
57  WAYN_CompanionTracking_Automatron.esp
58  FallComplete.esp
59  Nuka-World Collectable Markers.esp
5A  Homemaker - Bunker Disabler.esp  [Version 1.54]
5B  GKX Metal Detector.esp
5C  GKX Junk Recipes.esp
5D  LootableCrates.esp
5E  LootableCrates MergedDLCs.esp
5F  IH_LV_Cars_Have_loot.esp
60  Q_MSTT2MISC.esp
61  GOT.esp
62  ModdableRobotSettlers.esp  [Version 1.16]
63  SoldierStarter.esp
64  InsideJobs.esp
65  InsideJobs_UFO4P.esp
66  BTInteriors_Project.esp  [Version 9.3.2]
67  stumbleuponinteriors.esp
68  plenty 'o' exploration.esp
69  BTITIP.esp
6A  The UnderPassage.esp
6B  GKX Apple Tree.esp
6C  Covscript.esp
6D  3DNPC_FO4.esp
6E  3DNPC_FO4Settler.esp
6F  3DNPC_FO4_DLC.esp
70  3DNPC_FO4-UFO4P.esp
71  SouthOfTheSea[Previs].esp
72  JOTCPatch SouthOfTheSea DLC.esp
73  3DNPC_FO4[Previsibines].esp
74  W.A.T.Minutemen.esp
75  LR Ultimate Edition.esp
76  WATLRMM.esp
77  Eli_Armour_Compendium.esp
78  Enhanced Vanilla Armor and Clothing.esp
79  AzarPonytailHairstyles.esp
7A  Dank_LEO.esp
7B  Dank_ECO.esp
7C  Dank_ArmorOverrides.esp
7D  Dank_LEO-Automatron.esp
7E  Dank_ECO_DLCRobot.esp
7F  Dank_ArmorOverrides_DLCRobot.esp
80  Dank_LEO_DLCCoast.esp
81  Dank_ECO_DLCCoast.esp
82  Dank_ArmorOverrides_DLCCoast.esp
83  Dank_LEO_DLCNukaWorld.esp
84  Dank_ECO_DLCNukaWorld.esp
85  Dank_ArmorOverrides_DLCNukaWorld.esp
86  Dank_ECO-LEO.esp
87  Dank_ECO-LEO_ChipPatch.esp
88  Dank_ECO-INNR.esp
89  Dank_INNRoverride.esp
8A  Dank_ECO_DisablePlacedItems.esp
8B  Castle walls restored.esp
8C  Pip2000MkVi_Replacer.esp
8D  Ketaros_World.esp
8E  Northland Diggers.esp  [Version 1.4]
8F  a111 Workshop Vanilla Idles New.esp
90  Visible Idle Markers.esp
91  Ladder.esp
92  Zippo1.esp
93  Zippo Lighters Display.esp
94  MoreToys.esp
95  MoreToys_DLC.esp
96  Dogmeat and Strong Armor - Tumba Munky.esp
97  NewPADisplay.esp
98  DogmeatHelmetsAndHats.esp
99  RemoteExplosives.esp  [Version 1.1]
9A  cVc Dead Wasteland 6.esp  [Version 3000]
9B  cVc Dead Wasteland 6 DLC.esp
9C  cVc Dead Wasteland 6 DLC2.esp
9D  cVc Dead Wasteland 6 DLC3.esp
9E  cVc Fishery.esp
9F  cVcMenuUntagged.esp
A0  Fishing.esp
A1  GKX Gone Fishin.esp
A2  FO4 Fishing Compendium.esp
A3  WareHouseExt.esp
A4  WareHouseExt-Clean.esp
A5  DeployableTurretsPack.esp
A6  SettlementGardenBot.esp
A7  GardenBotWaterPatch.esp
A8  SettlementDeliveryBots.esp
A9  PackBotModels_esp.esp
AA  SettlementMedicBot.esp
AB  SettlementFixerBot.esp
AC  Snappy_HouseK.esp
AD  Snappy_DLC03.esp
AE  SSEX.esp
AF  SnapBeds.esp
B0  K9TacticalHarness.esp  [Version 1.1]
B1  WorkingFridges.esp
B2  NotJustBasements.esp
B3  Eli_Display Shelves.esp
B4  TurretStands.esp
B5  GrafsSecurityFences.esp
B6  VerticalConduits.esp
B7  DoYourDamnJobCodsworth.esp
B8  DoYourDamnJobCodsworth_WorkshopAddon.esp
B9  SanctFixedBridge.esp
BA  Build High - Expanded Settlements.esp
BB  BetterSettlers.esp
BC  BetterSettlersNoLollygagging.esp
BD  BetterSettlersCCAPack2.0.esp
BE  BetterSettlersMortalPack.esp
BF  AmazingFollowerTweaks.esp
C0  Bashed Patch, 0.esp

My about me page on my profile has a list of F4SE mods included in my base install.
 

 

 

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