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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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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. :smile:

 

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.

Remove Homemaker.esp completely. It must be from a way older version (1.11 or older).

 

Unfortunately there is no known way to expand the settlement building areas without altering worldspace, thus triggering the cell reset bug, yet. I haven't tried the mods that allow to place or move a workbench everywhere yet, so they might work for you. And if it's only about placing objects a couple of feet outside the borders, http://www.nexusmods.com/fallout4/mods/9424/? sounds like a good choice, though I haven't tried that either yet. But as far as I know, settlers for example will always have their issues with objects outside the vanilla borders. And there might be more, so I decided to wait for more distinguished approaches. But I will definitely give Place Everywhere a try sooner or later.

 

 

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!

That Breadbox is actually fine there. Furniture / Kitchen is provided by SK. It's just that no other mod uses that category at the moment :wink:

Edited by wax2k
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Place everywhere works quite well. You gotta remember to place the object before trying to move it to forbidden areas.

 

There won't be any non-resetting mods until CK arrives (or zilav's team discovers some hidden tags ).

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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

 

 

Homemaker - Greenhouse Disabler SK.esp should be below

Homemaker - SK Integration Patch.esp

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And Snap'n Build - Patches.esp=1 should be disabled since it's only for the non-SK version of Homemaker (and SSEx, if chosen). Also: The Bunker and Greenhouse Disabler only disables both sets from Homemaker, not from SnB, in case there's a misunderstanding. It's mainly to avoid having duplicates :wink:

Edited by wax2k
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And Snap'n Build - Patches.esp=1 should be disabled since it's only for the non-SK version of Homemaker (and SSEx, if chosen). Also: The Bunker and Greenhouse Disabler only disables both sets from Homemaker, not from SnB, in case there's a misunderstanding. It's mainly to avoid having duplicates :wink:

 

Thanks, I think this did the trick by deleting the SNB patch, as yes I did want the Homemaker greenhouse menu gone (but keep SNB).

 

And for some reason, and a minor thing, but why does the Prefab icon look so big? An OCD thing I guess, but looks odd :P

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It's because the object from which the icon is generated is that big. There seems to be a way to reduce the icon size in FO4Edit, but I don't remember the exact way. I think I read it somewhere related to OCDecorator, but I can't find it at the moment.

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Menu/category icons should probably generally be provided by SK for consistency, and not by the workshop mods, since otherwise, the menu/category icon would be different depending on which workshop mods you use/don't use. But editing the icons for each individual object would still be a nice thing, since the bigger objects do look strange in the menus anyways.

Edited by wax2k
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Menu/category icons should probably generally be provided by SK for consistency, and not by the workshop mods, since otherwise, the menu/category icon would be different depending on which workshop mods you use/don't use. But editing the icons for each individual object would still be a nice thing, since the bigger objects do look strange in the menus anyways.

For the workshop items to look good in their lists, several things must be done

 

1. setup a default icon for each specific category, thus avoiding extra loading times.

2. setup PTRN for each object, depending on its ingame size

3. make sure the nifs are rotated/elevated the same everywhere.

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