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Help with load order


AlabamaRebel

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Can someone please help me out here?

Workshop categories keep disappearing then coming back from time to time. I have tried different load orders but this is the load order that LOOT keeps telling me to use.

GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
SpringCleaning.esm=1
Companion Infinite Ammo and Unbreakable Power Armour.esm=1
Snap'n Build.esm=1
SettlementKeywords.esm=1
Homemaker.esm=1
homemaker_workshop03_patch.esp=1
RepairSanctuary.esp=1
Scrap Everything - Core.esp=1
Rebuilt_SeriesPrewarHouses.esp=1
Scrap Everything - Far Harbor.esp=1
EchoLakeLumberMill.esp=1
RebuiltSpectacleIslandRestoresMissingScrappedParts.esp=1
NoNegativeAffinityNof*#@s.esp=1
NoAffinityCooldown.esp=1
Better Vendor Stalls.esp=1
mso_sms.esp=1
SC_ExpandedScrapList.esp=1
MTS-MoveThatScrap.esp=1
Scrap Everything - Automatron.esp=1
Snap'n Build - SK patch.esp=1
Snap'n Build - reinitialize fix.esp=1
SC_ExpandedAnimation.esp=1
SC_ExpandedBuildings.esp=1
SC_ExpandedConcrete.esp=1
SC_ExpandedDirtGrass.esp=1
SC_ExpandedHedges.esp=1
SC_ExpandedLanterns.esp=1
CraftablePAFrame.esp=1
CraftablePAFrameOnly.esp=1
Movable Power Armor.esp=1
SettlerRenaming.esp=1
DD_CBBE_SLooty_Castle_Innie_Vajayjay_4k_Fix.esp=1
move that workbench!.esp=1
Homemaker.esp=1
EferasBetterBeds.esp=1
ExpandedCroupManor.esp=1
SkjAlert_RS-.esp=1
SkjAlert_RS+.esp=1
SkjAlert_R.esp=1
SkjAlert_S-.esp=1
SkjAlert_S+.esp=1
Minutekeep.esp=1
CombinedExpansion4.1.esp=1
RebuiltCoastalCottage.esp=1
EMIB.esp=1
RebuiltCroupManor.esp=1
RebuiltTaffingtonBoatHouseFullyRestored v1.1.esp=1
RebuiltKingsportLighthouse.esp=1
WAYN_CompanionTracking.esp=1
UnlimitedFollowers.esp=1
BetterStores.esp=1
Repaired Sanctuary Bridge.esp=1
AdvBubbleTurretSet-RealNP.esp=0
AlternateFurniture.esp=0
AlternateSettlements.esp=0
Generalofthearmy.esp=0
Homemaker - Streetlights Use Passive Power SKE.esp=1
Homemaker - Unlocked Institute Objects SKE.esp=1
Minutemenoverhaul.esp=0
MinutemenPropaganda.esp=0
Northland Diggers.esp=0
Northland.esp=0
NPC Spawner.esp=0
OCDecorator.esp=0
Settle-SRR.esp=0
TD_DLC01Workshop_Addons.esp=1
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For starters, Scrap Everything and all it's esp's need to be at the bottom, I wouldn't think Scrap Everything and Spring Cleaning would be compatible as they do the same thing, Scrap Everything no longer includes automatron so that probably needs to be updated.

 

I always have the Snap N Build esm below the Homemaker and SKE esm.

Snap N Build's latest version uses injected menus and doesn't need a SK patch.

 

If that is jkoroll's combined expansion it should be after all the rebuilt series esp's and I believe it is version 6.1 now.

 

You might want to update your mods...

 

I don't use LOOT, and I've never had load order problems, I've always followed Gambit77's guidelines on his Armorsmith Extended page, and they've worked good for me. Sharlikran also has guidelines on the SKE page.

 

EDIT: if that "Snap N Build reinitialize fix" is the lost catagories fix file, you need to remove it after you used it, otherwise it will keep resetting your workshop menu.

Edited by Vormina
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Vormina,

Thanks for the response.

Okay, I moved Scrap Everything all the way to the bottom.

My Snap'n Build is by ad3do not by jkoroll's. NMM won't allow me to put it below the rebuild series mods or the SKE mods, but I moved it right above them.

I also disabled the Snap'n Build - SK Patch

Thanks for the input, I will now give it a try.

Edit: Looks like I have everything back now except the Convent Walls.

Edited by AlabamaRebel
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Did you also remove Spring Cleaning? You really shouldn't use it with Scrap Everything. Of the two Scrap Everything is the better choice.

I forgot to disable that until you reminded me to.

 

After disabling Spring Cleaning, I have the same results as I posted earlier.

 

No Convent Walls, Vault Conduit (the one that looks like pipes to go through walls), not sure what else is not showing as of yet. Still looking.

 

Edit: In my main menu under Structures I used to have a sub category named "Concrete" that is no longer there.

 

Edit #2: I take that back, they are under Structures>Fences>Concrete Walls.

Edited by AlabamaRebel
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What is this file? There is no esp version.

 

Homemaker.esp=1

 

You were already asked to remove the "Snap'n Build - SK patch.esp" which is correct. The reason menus come and go is that people "think" since they are using an SK type mod, even though they have SKE, that there "must" have to be a patch for it. The answer is a definite no. The original SK modified the vanilla menus so all the SK patches for the original SK 0.8 will mess up your menus. SKE doesn't mess with the vanilla menus so no patches are required. Users just quit trying to find some patch the feel "needs" to be there. The point of SKE is to eliminate all conflicts with the vanilla menu possible. Then if a mod you use still alters the vanilla menu, and I don't have permission to make a patch, then you have the fewest mods that need menu patches.

 

You also don't need "homemaker_workshop03_patch.esp" either because it's probably for non SKE users. I'll have to find it. Do you have a link to it?

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You also don't need "homemaker_workshop03_patch.esp" either because it's probably for non SKE users. I'll have to find it. Do you have a link to it?

This is Homemaker patch for Vault-Tec, which is no longer needed.

 

Homemaker - Vault-Tec Workshop menu patch

 

http://www.nexusmods.com/fallout4/mods/16821/?

 

Thank you for the info.

 

I will deactivate that one also.

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