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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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Hi Mac, so I am ready to delete the Keyword section, but may I ask what this will achieve? I installed FO4Edit.exe

 

Also, a strange thing is that even if I disable both greenhouse and bunker from Homemaker, its still installed under the Prefab menu.

I have Snap N Build and selected all modules to install. Homemaker is higher load than SNB, but when I prioritise SNB, the SNB menu option disappears.

 

Cheers again

 

  On 2/9/2016 at 12:45 AM, mac2636 said:

 

  On 2/9/2016 at 12:21 AM, Micdeez said:

Hi, I didn't see this, do I need a plugin editor for this?


You need FO4Edit. It is super easy to delete the keyword sections. They are clearly marked, and you just select all then hit delete. Then ctrl+s to save the edited plugins and viola.

 

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  On 2/9/2016 at 5:52 AM, Micdeez said:

 

Hi Mac, so I am ready to delete the Keyword section, but may I ask what this will achieve? I installed FO4Edit.exe

 

Also, a strange thing is that even if I disable both greenhouse and bunker from Homemaker, its still installed under the Prefab menu.

I have Snap N Build and selected all modules to install. Homemaker is higher load than SNB, but when I prioritise SNB, the SNB menu option disappears.

 

Cheers again

 

  On 2/9/2016 at 12:45 AM, mac2636 said:

 

 

  On 2/9/2016 at 12:21 AM, Micdeez said:

Hi, I didn't see this, do I need a plugin editor for this?

You need FO4Edit. It is super easy to delete the keyword sections. They are clearly marked, and you just select all then hit delete. Then ctrl+s to save the edited plugins and viola.

It clears a bunch of the keywords. This was the only way I could get NX and OCD in my game without losing menus. Read Gambit's post on the 1st page of this thread. I'll try to post my load order later when I have access to my PC.

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Here is my working load order

 

 

  Reveal hidden contents

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Ahem...

Simple Intersection - Homemaker Patch.esp=1
Homemaker.esp=1
Remove these two, they're way outdated. And I am quite confident, that they cause conflicts you didn't even notice yet.

 

 

Also know, that

Build High - Expanded Settlements.esp=1
is triggering the cell reset bug and as such is said to conflict with

SpringCleaning.esm=1
since the latest Fallout patch, most probably causing previously scrapped objects to reappear everytime a cell is loaded. Edited by wax2k
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  On 2/9/2016 at 5:43 PM, wax2k said:

Ahem...

 

Simple Intersection - Homemaker Patch.esp=1
Homemaker.esp=1
Remove these two, they're way outdated. And I am quite confident, that they cause conflicts you didn't even notice yet.

 

 

Also know, that

Build High - Expanded Settlements.esp=1
is triggering the cell reset bug and as such is said to conflict with

SpringCleaning.esm=1
since the latest Fallout patch, most probably causing previously scrapped objects to reappear everytime a cell is loaded.

Will try the changes this afternoon. Thanks for the suggestions, and thanks for being so helpful in the forums.

 

I haven't noticed reappearing scrapped objects, but I have always had the power armor reset issue.

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  On 2/9/2016 at 5:43 PM, wax2k said:

Also know, that

 

Build High - Expanded Settlements.esp=1
is triggering the cell reset bug and as such is said to conflict with

SpringCleaning.esm=1
since the latest Fallout patch, most probably causing previously scrapped objects to reappear everytime a cell is loaded.

Does Homemaker.esp need to be removed or the esp just disabled? I've always completely uninstalled then reinstalled when updating mods so I'm not sure where it is leftover from.

 

 

Raining on my parade here man. :)

 

I absolutely have to have Spring Cleaning, but I really like that Build Higher expands Sanctuary's boundaries accross the river.

 

Is there another mod you would suggest to enable this without mucking with Spring Cleaning and causing cell reset?

 

Thanks again so much for sharing your knowledge.

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Hi guys, re SNB, so I am still struggling why the Homemaker bunker/greenhouse disabler patch isn't working, as its still under the Prefab menu.

 

Here is my short form load order. I suspect my load order is not right?

 

GameMode=Fallout4
Fallout4.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
Snap'n Build.esm=1
Homemaker.esm=1
SpringCleaning.esm=1
AlternateSettlements.esp=1
Homemaker - Greenhouse Disabler SK.esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Snap'n Build - Modules.esp=1
Snap'n Build - Patches.esp=1
Snap'n Build v1.6 SK patch.esp=1
SC_ExpandedScrapList.esp=1
OCDispenser.esp=1
OCDecorator.esp=1
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Just wanted to add a note that after spending a few hours each evening (all I have available after work), I finally finished loading all my mods. Everything is working well together, no conflicts or CTDs. Everything I added to the build menus is showing up in the correct Settlement Keywords location except for one single item (the breadbox added by Business Settlements). Even though I am using v1.7 of that mod and have the SK framework version installed, this one item is out of order and shows up in a non-SK menu by itself. However, since it doesn't seem that this pushed me over the keyword limit, I'll leave it for now and just let the mod author know when I get a chance. I currently have 238 active plug-ins, which leaves me enough room for a couple more mod before I have to start seriously looking at combining them together to make more room.

 

Thank you for all the help!

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