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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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Could i ask you very knowledgable peeps a very quick question? :D

 

And so sorry if this is the wrong place to ask, but it's a very teenie tiny question so didn't want to start a whole thread...

 

but basically, i've been using non SK versions of everything so far. Not because i don't like SK or anything, i've never tried it, it's just the way it happened and once i'd started like that i was scared to change it mid playthrough.

This is now proving to be a bit of a problem though with some mods changing to SK only, so i'm stuck on old versions....which then has a knock on effect for updating other mods.

For example....Functional weapon racks is now SK only with a name change, which means i can't update VIS cause that has patches for the new mod and new name, which means i can't then update DEF_INV....and so on.

 

Soooo, my quick question is....If i change over all my settlement mods to SK, and assuming i do everything correctly, will i loose things in my settlements and have to rebuild cause they might have changed location in the menus? Or as long as it's still in the menu somewhere, will it still be built in the game?

 

Sorry if that's a bit thick of me lol, but i just like to make sure i'm understanding everything before i actually go ahead and do anything....less issues that way :)

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@Puddycat: That depends on the way the mod has been changed (or not) with its updates since the versions you're using. Porting a mod to SK does not force any kind of change which would lead to losing items already built. But Functional Weapon Racks' update for example will lead to losing already built items due to the name change for the mod file(s) (which has nothing to do with its change to requiring SK), so that is a thing you should be aware of. It is however stated in the mod's description and most other mod authors will do the same, if any of their updates lead to similar issues.

 

As long as neither the mod's file names nor the mod's object IDs are changed with an update, you will keep your already built items. The changes to incorporate SK are only in menu structure.

 

And VIS has gotten two updates in the past days which include updated compatibility with Functional Displays and DEF_INV, so there shouldn't be a problem with these.

Edited by wax2k
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@Puddycat: That depends on the way the mod has been changed (or not) with its updates since the versions you're using. Porting a mod to SK does not force any kind of change which would lead to losing items already built. But Functional Weapon Racks' update for example will lead to losing already built items due to the name change for the mod file(s) (which has nothing to do with its change to requiring SK), so that is a thing you should be aware of. It is however stated in the mod's description and most other mod authors will do the same, if any of their updates lead to similar issues.

 

As long as neither the mod's file names nor the mod's object IDs are changed with an update, you will keep your already built items. The changes to incorporate SK are only in menu structure.

 

And VIS has gotten two updates in the past days which include updated compatibility with Functional Displays and DEF_INV, so there shouldn't be a problem with these.

 

 

 

Awesome, just what i needed to know! Thankyou wax2k :smile:

 

Might give that a go then tonight, or maybe tomorrow when i'm more awake ha. Thankyou again!

 

 

Edit: Well....that didn't exactly go well. I always roll my eyes at all the people that can't get their settlement mods working together right, but it seems i'm now one of those people lol.

 

It went half well, the menus all seem correct (all be it a little haphazard between where homemaker and SK put certain things, like radios) and i'm not ctd when trying to access the build menu, however, i can't load my current save at all, only start a new game. It freezes before it even starts loading the save, freezes so that i have to just turn off my pc cause i can't even alt tab out or anything.

 

I'll try to sort it out more tomorrow when i've not got headache, but if i still can't fix it, am i ok to ask for help here or should i start a seperate thread? Just didn't want to jump in here with it all if that's not what you intended this thread for ;)

Edited by Puddycat
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There has been an issue with people not being able to load their save if they've disabled too many plugins. You can use F4SGE to remove references to unused plugins in your game save. I haven't used it so I can't describe the process, but it should be able to help you clean your save file so that it'll load.

Edited by Gambit77
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Thankyou Gambit! I'll have a look around for that. Definitely worth a try at this point.

 

I did actually manage to narrow it down to one mod that was causing it not to load though, i can now start my main game, just not with that mod in there unfortunately....so that's a quick fix at least but yeh...i need something more permanent. I do really miss that particular mod.

 

Thanks again

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Is there a way we can get this one stickied!? I know that we see numerous posts every week that this one post can solve.

I've tried, but never got a reply from the 3 staff people I messaged weeks ago. Which is quite disheartening to be honest, especially when seeing that another guide written by someone, who claims to not even own Fallout 4, gets pinned within less than a day. But then again: it's not the first time I experience two very similar things being handled very differently on this platform. Consistency doesn't seem to be a high priority. :rolleyes: Edited by wax2k
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Depends who wrote that guide.. could be one of the dedicated people that do it all the time, or a recognized modder which they trust. Not knowing you can play a part in that too, just like anywhere else :)

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