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SOE and USO Compatibility


Korvil

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  • 2 weeks later...

SOE uses a script to add it's menu so it can't be incompatible with anything. Other examples are SNB, BS, SKE (offers scripted and non scripted menus), Homemaker (1.50 or higher), Functional Displays, and NorthlandDiggers. I don't know what USO is nor would it matter. None of the mods I offered as examples can be incompatible with anything since they use scripts to add their menus. You should probably use FO4Edit to figure out which mods alter the same menu that USO alters and then make a patch or talk to the author.

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That's just the thing, I can have SOE installed and my game works fine. I can have USO installed, same thing. The second I have both installed together, I can't get past my furniture tab in the workshop menu before my game CTDs. I can try and make a patch or something to get them to work together, but to be honest I am pretty stupid when it comes to doing these sort of things. Any chance you could point me to an updated how-to that I can follow?

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What is USO?

USO or Unlocked Settlement Objects is a mod created by AndrewCK and is available on the Bethesda mod site. It adds tons of random bits and bobs from the world space to the workshop menu that I haven't even been able to find the in game files to add myself(hence why I am so fervent about trying to get it to work).

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You misunderstand what I mean in regards to what you are patching. I am not saying you are going to patch SOE and USO. I meant you might need to patch (only if there is a conflict) USO and a mod that alters teh same menu. Do you know if the author of USO alters the furniture menu?

 

I gave many examples to make it clear that all of those mods add a menu with a script. If I told you to patch USO and SOE I would be trolling you. What the scripts are doing is telling Fallout 4 to add a Keyword or Form List to Bethesda's existing Form List that it uses for the settlement menus. Fallout 4 knows what to do with those instructions.

 

Don't forget when you use a mod like SOE (or any mod that uses a scripted menu), since it has a scripted menu, you have to use the authors uninstall method and make a new save game prior to deactivating the mod. You would run the uninstall method for either of the following two reasons, 1) You are temporarily disabling the mod for troubleshooting. 2) You are uninstalling the mod from your data folder. That has to happen because the added form needs to be removed.

 

Load up Fallout4 with no active mods. Nothing active but the DLC which Fallout 4 will load automatically anyway. You can't disable the DLC because Fallout 4 force loads it. Once you are at the workbench in Sanctuary use the workbench to gain access to the build menu. Go to Furniture and make sure you can use all the menus within it. If so, then make a new save game. You can't name the save games, so just make a mental note and call it your DLC Only save.

Load your DLC Only save with USO only. See if the furniture menu still works but don't make a new save game. Then load your DLC Only save with only SOE and again, don't make a new save game but check the furniture menu. If both of those mods work independent of each other, then load your DLC Only save with both of them and see if the furniture menu works. Post your results but please do the steps exactly as listed.

Edited by Sharlikran
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What is USO?

USO or Unlocked Settlement Objects is a mod created by AndrewCK and is available on the Bethesda mod site. It adds tons of random bits and bobs from the world space to the workshop menu that I haven't even been able to find the in game files to add myself(hence why I am so fervent about trying to get it to work).
Okay in that case I would not be able to give you specific details on USO. I would defer to Sharlikan's advice though. Not really anyone that understands the menu system better. My bet is, USO does not use script injection method and also alters workshop menus. Considering it is Beth only, I would also bet there is not a preexisting SKE patch for it. While I certainly understand the desire to have it work, unfortunately it is possible, the only ways to get it to work are either create a patch between the two mods or create a SKE patch for USO.

 

This is certainly not meant to be disparaging to anyone, but the settlement menu issue was an enormous issue for some time. Many mod authors like Sharlikan, Stuyk, Ethreon, etc spent a lot of time finding solutions and finally got some help from Beth with the keyword cap increase. That said, at this time there really is no reason for a mod to not use script injection and not have a SKE patch.

 

Edit:

 

Forgot to add, Sharlikan is absolutely correct that script injection prevents conflicts, so the conflict is likely not with SOE, but something else.

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As much as I appreciate the support toward SKE, USO probably doesn't need an SKE patch and to make one I have to ask permission. Also mods like OCD and Homemaker are best in their own menu because they are larger mods. USO seems to offer a lot according to Korvil. Smaller mods like Cannabis of the Commonwealth, and OWR, are two examples where a small tidy menu reduces clutter in the vanilla menus.

 

I feel the next step is for Korvil to go through the steps exactly as I mentioned. Since SOE uses a script and most likely doesn't alter the same menu as USO, those two mods are not causing an issue despite steps taken to reproduce the CTD. There could be other things going on though because people have reported issues with settlement items when perks are changed, such as terminals where it causes a CTD. USO could be changing some vanilla information that causes a conflict but in this case a more severe conflict because the game crashes. Which then it's up to the author of USO to decide to do nothing or remove the edits so his mod no longer causes the issue.

 

Korvil has the mods installed and the issue so obviously he should do the troubleshooting. I don't have the time to do so but, even if I did I am fairly certain (aside from changes I previously mentioned with perks and other vanilla items) that the two reported mods should work together with just the DLC and I suspect they would work with my current list of over 95 mods. Mostly due to how well I maintain my game and mods. We have to wait and see what Korvil finds with the tests I mentioned.

Edited by Sharlikran
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  • 2 weeks later...

Active Mod Files:


00 Fallout4.esm
01 DLCRobot.esm
02 DLCworkshop01.esm
03 DLCCoast.esm
04 DLCWorkshop02.esm
05 DLCWorkshop03.esm
06 DLCNukaWorld.esm
07 ArmorKeywords.esm
08 Homemaker.esm [Version 1.54]
09 SettlementKeywords.esm [Version 1.56]
0A BuildingBlocks.esm
0B Robot Home Defence.esm
0C Snap'n Build.esm
0D EthreonMasterPlan.esp
0E ACS Master.esm [Version 2.01.0.b01]
0F Armorsmith Extended.esp
10 Armorsmith All DLCs Patch.esp
11 BNK.esp
12 BNK_SKE.esp
13 SettleObjExpandPack.esp
14 AdvBubbleTurretSet.esp
15 AdvBubbleTurretSet-RHDPatch.esp
16 AdvSettleTurretSet.esp
17 AlternateFurniture.esp
18 AlternateSettlements.esp
19 Better Vendor Stalls.esp
1A ACS Paintings.esp [Version 2.00.3.b01]
1B ABP Paintings.esp [Version 6.00.0.b29]
1C VanillaExtensions.esp
1D BetterStores.esp
1E TD_DLC01Workshop_Addons.esp
1F BuildingBlocks-Foundations.esp
20 Business Settlements.esp
21 BusinessSettlements-SKPatch.esp
22 Cannabis Commonwealth.esp
23 Eli_Crafting Shiz 9000.esp
24 Test_WEAP.esp
25 EasyHacking.esp
26 Friffy_Fixed Curtains.esp
27 Minutemenoverhaul.esp
28 FunctionalDisplays.esp
29 FunctionalDisplays-Collectibles.esp
2A FunctionalDisplays-Patch-DLC-ALL.esp
2B FunctionalDisplays-MISC-Vanilla.esp
2C FunctionalDisplays-AID-Vanilla.esp
2D ImmersiveVendors.esp
2E MinutemenPropaganda.esp
2F NX Pro - Farm Core.esp
30 NX Pro - Harvest Overhaul.esp
31 NX Pro - Farm Core - Homemaker.esp
32 OCDispenser.esp
33 OCDecorator.esp
34 OWR.esp
35 OWR_SKEPatch.esp
36 OWR_CraftableDecor.esp
37 OWR_CraftableDecor_CW.esp
38 OWR_CraftableDecor_SKEPatch.esp
39 OWR_CraftableDecor_CW_SKEPatch.esp
3A Homemaker - Streetlights Use Passive Power.esp [Version 1.54]
3B NPC Spawner.esp
3C SignsOfTheTimesCategorized.esp
3D GruffyddsSignsAndPosters.esp
3E RedRocketReborn.esp
3F SSEX.esp
40 Flags of the Old World.esp
41 Boats.esp
42 Stackable Brick Wall Foundations.esp
43 Wall Oil Lamps.esp
44 Workshop_Planters.esp
45 PipeGalore.esp
46 Conduits and Pylons Various Wireless Power.esp
47 ScrapDeadThings.esp
48 BB_Buildable1.esp
49 DD_ROBO-TRUMP_2016_MAKE_MODDING_GREAT_AGAIN.esp <<-- Personal edits to reduce amount allowed
4A Summer Roses.esp
4B ExoticHarvestables.esp
4C NewBridge.esp
4D BS-ExtraCustomProps.esp
4E AES_Renovated Furniture.esp
4F FarHarborDecor.esp
50 Rebsy's Greebles 1.5 SKE PC - Boat Release.esp
51 ProvisionerSupplyContainers.esp
52 Northland Diggers New.esp
53 StaticHarvestCollection.esp
54 OCDecoratorDLC.esp
55 BS-FarHarborExpansion.esp
56 RainbowBeds_Kids.esp
57 WildHarvestables.esp
58 CraftableBirds.esp
59 Craftable_Blossom_Trees.esp
5A Craftable_Birch_Trees.esp
5B SchoolDeskObject.esp
5C SanctuaryParts.esp
5D SLR.esp
5E WastelandBillboards.esp
5F CabinInTheWoods.esp
60 BoxHouses.esp
61 BobIguanaDiner.esp
62 AtomGreatness.esp
63 PlantMe.esp
64 Crimsomrider's Unique Furniture.esp
65 Graffity2ElectricBoogaloo.esp
66 SettlementGarageSale.esp
67 AutoDoors.esp
68 Desk Lamps.esp
69 CastleInTheSky.esp


Some of those are there because that's the order I installed them. I also may have personal SKE patches that i can't/haven't released.

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