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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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I'm trying to reorganize my mods but I'm getting a lot of missing items in game. For example, armor added with a mod vanishes when I change the load order of the mod. I believe moving it changes the form id's of the items.

 

Let's say the armor has a form I'd of 84000981. The mod gets bumped down one position and now the armor has a form I'd of 85000981.

 

Any way to avoid this while still being able to reorganize our mod orders?

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@KnightBlade2:

 

Losing items by changing the load order mostly means conflicting mods, which would need a compatibility patch. In these cases, the mod lower in load order "wins" by overriding the conflicting entries of previously loaded mods. A compatibility patch merges the conflicting entries into one file and by loading this after the conflicting mods, it "wins" over them.

 

The first two digits of a base item id are always representing the load order # of the file that introduces said item, so it will always change when changing the load order. This is a base mechanic in Elder Scrolls and Fallout for DLC and mods.

 

It does not affect items already created and it does not affect creating new items via a crafting workbench or similar. It only affects creation of the item via the console, because there you have to manually input the correct current base id.

 

So: go look for known incompatibilites on your mod's file pages and for possible compatibility patches.

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So, SK isn't updated to the latest FO4 version... Is it going to be soon, or is that similarly named file on the Hot Files of the nexus a new version? I was about to start up a game in preparation for Far Harbor, but it seems like it would be better to wait until it comes out and mods patch and update. I almost want to stop trying to play until they are done updating the game.

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@masani23:

 

Since the category keyword cap has been lifted in one of the last patches, you don't have to use SK anymore, unless you use any mod that requires it.

 

I am not playing FO4 at the moment and so I haven't tried out the latest mods, but as far as I can see, there are two working expansions to the original SK with slightly different approaches:

 

http://www.nexusmods.com/fallout4/mods/12226/?

 

http://www.nexusmods.com/fallout4/mods/12647/?

 

Make sure to read and follow the mod descriptions.

Edited by wax2k
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  • 1 month later...

hey so as this is a post about settlement building i was wondering if any of you could help me.

 

i made a topic explaining my issue: https://forums.nexusmods.com/index.php?/topic/4498215-top-half-of-settlement-ui-missing/

 

but what it comes down to is that i can't see the top half of my settlement ui.

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@monsta14:

None of the settlement mods I know make any kind of UI changes, so it's very improbable that it's related to one of them.

It's either an issue with screen resolution or any kind of UI modification. In your thread you mention you already tried renaming/deleting your \interface folder, which would also have been my first advice, since that's where most UI mod files should be located. But there might also be interface-related mod files in \Fallout 4\data, like a widescreen.ba2 or similar for example.

 

Other than that, I'd probably play around with the screen resolution to see, if the upper part shows up again.

 

And if everything fails, it's always best to go back to plain vanilla to see if the problem persists. If yes, do a complete and clean reinstall. If not, try adding in the mods in small packs or even one by one until the issue arises again, thus narrowing it down to the culprit.

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Okay, I'm familiar with the golden rule of sorting:

Fallout4.esm
_____________________________________________________SHARED RESOURCES

SettlementKeywords.esm
ArmorKeywords.esm
_____________________________________________________SETTLEMENT BUILDING MOD ESM FILES

Robot Home Defence.esm
Snap'n Build.esm
Homemaker.esm
_____________________________________________________OTHER ESM FILES

SpringCleaning.esm=1
_____________________________________________________BUG FIXES

ValdacilBugFixes.esm
Big Leagues Rank 5 Fix.esp
Ninja Perk Fix.esp
SleekFix.esp
Worsins-T60-Headlamp-Fix.esp
_____________________________________________________SETTLEMENT BUILDING MODS

Simple Intersection.esp
ABP Paintings.esp
ABP Paintings - Sets =01=G=P.esp
AdvSettleTurretSet-Real.esp=1
AlternateSettlements.esp
AlternateFurniture.esp
BetterGenerators.esp
Business Settlements.esp
Colored Workshop Lights.esp
DD_AIO_I_Hate_You_All.esp
DD_Power_armor_option.esp
DDP_BAB_M1.esp
DD_I_Ran_Out_Of_Funny_Names.esp
LadyKillerBed.esp
LongerPowerLines3x.esp
MOAR Turrets.esp=1
MOAR Turrets - Hard Mode.esp=1
NX Pro - Farm Core.esp
NX Pro - Harvest Overhaul.esp
NX Pro - Farm Core - No Requirements.esp
OCDispenser.esp
OCDecorator.esp
SelectMarkMacTurret.esp=1
Snap'n Build - Modules.esp
Snap'n Build - Capsule Paints.esp
TurretBallEN.esp
WeaponRacks.esp
WeaponRacks-Tools-Vanilla.esp
WeaponRacks-Weapons-Vanilla.esp
_____________________________________________________SETTLEMENT BUILDING MOD-PATCHES

AdvSettleTurretSet-Real-SKPatch.esp
BusinessSettlements-SKPatch.esp
Homemaker - SK Integration Patch.esp
Homemaker - Greenhouse and Bunker Disabler SK.esp
Homemaker - Unlocked Institute Objects SK.esp
NX Pro - Farm Core - Homemaker.esp
NX Pro - Farm Core - Valdacil's Item Sorting.esp
NX Pro - Farm Core - Spring Cleaning.esp
Robot Home Defence - Settlement Keywords.esp
SelectMarkMacTurret-SKPatch.esp
_____________________________________________________SCRAPPING MODS

SC_ExpandedAnimation.esp
SC_ExpandedBuildings.esp
SC_ExpandedConcrete.esp
SC_ExpandedDirtGrass.esp
SC_ExpandedHedges.esp
SC_ExpandedLanterns.esp
ScrapDeadThings.esp
_____________________________________________________GAMEPLAY TWEAKS

CarryWeight100Strength.esp
CarryWeight1000.esp
10% Fusion Core Drain.esp
CHKJunk.esp
_____________________________________________________FOLLOWER TWEAKS

DogmeatDistance.esp
UnlimitedFollowers.esp
_____________________________________________________AESTHETIC TWEAKS

DarkerNights.esp
DarkerNightsDetection.esp
dD-Enhanced Blood.esp
Cuts and Blunts 3.0.esp
DeadBodyCollision.esp
TrueStormsFO4.esp
TrueStormsFO4-LITE-Audio.esp
TrueStormsFO4-ClimateSettings.esp
DarkerNights-TrueStorms-LITE-Audio.esp
PipBoyShadows.esp
Dynamic Weapon Shadows.esp
extendedLightsWS - No shadows.esp
Scrapper Corpse Highlighting.esp
CTHColoredFriendliesSneakingAndOrWeaponDrawn-NSL.esp
RainofBrassPetals.esp
LongRangeBulletHoles.esp
_____________________________________________________SETTLEMENT TWEAKS

NoObjectLimit.esp
IncreasedSettlerPopulation50.esp
BetterSettlers.esp
NewFace_Settlers.esp
ShaikujinSettlementAttacked.esp
ShaikujinRadiantAlerts.esp
_____________________________________________________ ITEM SORTING

ValdacilsItemSorting-ArmorByClass.esp
ValdacilsItemSorting-CosmeticsByClass.esp
ValdacilsItemSorting-ExplosivesSortBottom.esp
ValdacilsItemSorting-Perks.esp
ValdacilsItemSorting-ValsPicks.esp
_____________________________________________________BODY REPLACER

CBBE.esp
Dirty Raiders Standalone for CBBE.esp
UniquePlayer.esp
UniqueFollowers.esp
_____________________________________________________WEAPONS

Heroic Shishkebab.esp
_____________________________________________________ARMOR - CLOTHING

PA_Materials_Paints.esp
Worsins-Paint-Garage-lite-no-bonus.esp
combat_PA.esp
combat_PA - AWKCR - VIS AbC.esp
Brotherhood of Steel Kit.esp
cutoffs-calyps.esp
Harness-calyps.esp
Helmless Hazmat.esp
Clean Drifter Outfit.esp
Dark Drifter.esp
Dark Hats.esp
CuteYenOutfit.esp
DX Adventurer Outfit.esp
DX Chem I Care Outfit.esp
DX Commonwealth Mini Dresses.esp
DX Commonwealth Shorts.esp
DX Vault Girl Shorts.esp
BostonJacketFatiguesMod.esp
LongCoatVaultSuit.esp
Eli_ArmourCollection.esp
Eli_Sleeveless Outfits.esp
Eli_Utility Jumpsuits.esp
Jacket.esp
Kerrigan.esp
KerriganColorChange.esp
Vasstek_Vaultsuit.esp
Nanohelmet.esp
NanoArmor.esp
B-90.esp
StealthSuit.esp
Rangergearnew.esp
NukaRadBans.esp
PreWarDressSA.esp
ProtoLining.esp
squireoutfit.esp
Boston Looter.esp
zWGirlClothMina.esp
zWGirlClothSimply.esp
zWInsanity.esp
AnS Wearable Backpacks and Pouches.esp
AnV Camo Backpacks.esp
FieldScribeBackpack.esp
EferasShoulderBag.esp
HubrisShoulderBags[Chemistry].esp
_____________________________________________________CRAFTING

Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Ammo Expanded.esp
Crafting Workbenches - Ammo Special.esp
Crafting Workbenches - Faction and Quest Requirements.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Pre War and Manufactured.esp
Build Crafting Stations in Player Home.esp
_____________________________________________________WEAPON MODDING

Weaponsmith Extended.esp
Extended weapon mods.esp
_____________________________________________________ARMOR - CLOTHING MODDING

EndorsCustomCombatArmor.esp
Craftable Armor Size.esp
MoreWeaves.esp
LegendaryModification.esp
ChineseStealthArmorLegendaryMod.esp
LegendaryModificationMisc.esp
Armorsmith Extended.esp
Armorsmith Calyps Extended.esp
Armorsmith cat_woman1989 Extended.esp
Armorsmith DeserterX Extended.esp
Armorsmith Eferas Extended.esp
Armorsmith Elianora Extended.esp
Armorsmith Invalidfate Extended.esp
Armorsmith Okido Extended.esp
Armorsmith Pack It Up Pack It In.esp
Armorsmith Proto Vault Suit Extended.esp
Armorsmith Prototypes Extended.esp
Armorsmith Siraxx Extended.esp
Armorsmith Unoctium Extended.esp
Armorsmith Unique Followers One Rings.esp
Armorsmith Extended ilordg helmet pack.esp
Spartan-Calyps.esp
rxl_collars.esp
EndorsCustomCombatArmor_AE.esp
Combat Armor Illumination 1.1 ARMRSMTHEXT_CCCA.esp

 

My question is what about mods that fit into multiple catagories like Minutemen Overhaul? Would you put them say after (or into) the last catagory they fall into? Also AWKCRPatch-UFO4P.esp - After the Unofficial Fallout 4 Patch or after everything that uses ArmorKeywords? Are Eli's housing mods aesthetic tweaks or something else (like say after settlement tweaks)? Is Basement Living a settlement mod?

Edited by Grumpyhouse
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  • 2 weeks later...

Hello all, this topic is great I looked through the comments so I hope this wasn't covered and I missed it, but under which category would CROSS_Cybernetics and Conquest be considered? Thanks for any answers in advance!

Conquest is under settlements.

Cybernetics are implants, so I'd say clothing/armor or beauty.

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Wonderful guide, thank you very much. Lots of discussion that's way over my head.

 

For rule #3, I was rather confused what to do when the original SK project was retired, and spawned the SKI/SKE "forks", and what I should do to continue using SK integrated mods. I kinda pieced together some bits and pieces from vague forum posts, made by people who understood what was going on (and were thus far from explicit). Installing SKE worked to address my issues, but it took some effort to learn that it was what I needed.

 

I humbly suggest that editing Rule #3 to indicate and link to SKI or SE might help a lot of people.

Thank you for your consideration

 

 

 

 

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