Ethreon Posted January 19, 2019 Share Posted January 19, 2019 I offer an alternate plant mod which include planters if you need such. SSEX has been updated, though I haven't bothered to fix the latest bugs as I just lack the interest. Link to comment Share on other sites More sharing options...
Guest deleted208907332 Posted May 23 Share Posted May 23 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. Link to comment Share on other sites More sharing options...
worm82075 Posted May 24 Share Posted May 24 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. 1 Link to comment Share on other sites More sharing options...
Frogzilla82 Posted July 22 Share Posted July 22 A little odd having homemaker, which can randomly crash the game, and the old awkcr that seems to have other mods that have replaced it. Link to comment Share on other sites More sharing options...
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