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Hello, I will soon be attempting to get my game back to the stable state it was in a few months ago w/ 100-120+ mods ( and I'd like to add another 20-30 if my system can handle it) after I had to do a clean windows reinstall. I have edited my .ini's with steam cloud OFF and verified the saved changes after launching & I have the most up to date required programs: F4se, LOOT, NMM, FO4Edit, WryeBash. I have searched much on the internet and haven't found much on the importance of *Install* order not load order, I know the importance of load order and how to sort it/ troubleshoot it. What I need to know is besides patches & dependencies does Install order really not matter when installing ( just a few at a time) MANY mods? Using the known test/troubleshooting method of installing 3-5 mods then running across the world map & interacting with what the mod(s) touches on, wouldn't it be more efficient to add the mods I can test easier/faster first in the install order and would that be sensible to do? Example: it would make more sense to test cbbe & skin texture mod / bullet time/ sol's 6k implants Before trying to test Fusion city rising mod / skip dima memories as it would take time/ or console codes galore including setstage commands to test those types. Could anyone at least estimate a 'safest' order to install by NMM catagorey? Think of it more as mod install problem prevention (call me paranoid)

 

A few general mod related questions:

Should mods that add items to player inventory be activated AFTER you leave vault 111? read somewhere it was a good idea.

I've personally found that mods that mess with Leveled lists are almost always tricky, any tips for these type mods?

 

Here's my modlist (Not load order, nothing has been installed as of yet) which most of these i had running stably a few months ago. There are a few questions at the end of specific mod's, Not expecting anyone to read the mod pages for me But if you Happen to know anything about any of them off hand, Please comment on them!

 

 

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Edited by ninjamaster0420
Posted

to quote myself:

qwertyzeldar

  On 3/12/2018 at 10:01 PM, qwertyzeldar said:

install order just skips the need to sort the load order. types of mods don't need to be installed in any particular order unless another mod does the same thing.

 

for example, one mod affects textures another affects weapons stats. for these two mods, they can be installed and placed anywhere in your load order in relation to each other as neither one will affect the other.

 

now a texture mod and a weapon mod the texture mod goes to need to be installed in a specific order. the weapon must be installed first followed by the texture mod.

Posted

Thank you^ I suppose I might be having fear induced Deja' Vu from the PITA it was getting my game to that point in the past lol, but I read, checked req. & compatability issues for the most part. Think I'll try installing in the most efficient way to proof check the installs. Wish me luck? xD

Posted

Well, I'm not going to comment on all you've got there, but I can say a few things:

1. Testing in pieces isn't a bad idea, but do check on updates for those mods.

2. I did add console access to my survival run and it does come in handy for a few glitched mods, when you find them (I'm planning to recheck crafting for Crossbows of the Commonwealth, trying to get out of the crafting seemed glitched at the time, but a quick fast travel command to the main place got me out of it).

3. Do use the unofficial patch, as we have yet to hear the Bethesda patched the bugs the modders fixed with it.

4. Do add in the Fallout 4 Script Extender, as that has also become a staple mod that even MCM can use.

5. I have seen a glitch with Survival options at least where beds, matresses, and sleeping bags are concerned, saving works as intended and remember you can leave options on vanilla/default, but you'll be able to save when and where you want (great if your time is limited). This will work with the console enablers without issue as far as I've seen.

 

If you need my mod list I posted for some help a while back in the mod support section ("Need some help and Issues with Some Tools" was the title I think). The info found there from others and my journey to fixing things may help you out. I did find one very useful trick which may help with mod sorting and may help keep some of the pieces together: the export tool in NMM will ignore lines with a # symbol at the start (don't add a period on that line to be safe). You can use that and the general guide on load order at bethesda.net to organize things. You'll see I used it in my later load order posts and so far it seems to be working. I may still have a few bugs to squash elsewhere, but I'll be checking on some of that later today.

Posted

Mod install order matters when you are adding textures and meshes to the game.

Say you have a mod that changes all the vending machines, but then you find one that changes just the cigarette machine that you like better, in this case you would install the vending machine changes and then install the cig machine so that it overwrites the one included in the vending machine mod.

 

That is the biggest reason to install mods in a specific order.

 

There is also the instance of multiple mods making gameplay changes to a specific item/faction/etc. Myself I would use xedit to merge those mods together, because normally the mod authors will typically copy the whole record for the item and then just make their specific changes on the copy. Multiple mods changing different aspects of the item, will default to the last one loaded, which typically nullifies the changes you like from the other mods. If the mod author only copied over the aspects of the item they wanted to change and didnt copy the whole record, you may be able to get away with not merging them, but this can only be determined by opening up the esp in xedit or the CK and looking.

  • 1 month later...
Posted

With a lot of mods, install order does matter a little.

 

This is mainly due to compatibility patches, which will sometimes ovewrite stuff in other mods. Especially if using an automated installer, as it will often check off patches related to other mods automatically. You can do this manually, but it's easy to miss something and that may cause problems.

 

For example, you probably want to install any sorting mods near to last. They tend to require a lot of compatibility patches, and will usually check off what you need for you if you're using an automated installer.

 

The same goes for update patches. You want to install those after the main part of the mod.

 

Basically, UI elements and compatibility patch packs [such as Radrose's] should be installed last. It's doesn't hurt to install texture packs near to last as well. They're generally fine no matter where you put them, but installing them last ensures that they overwrite anything you want them to take priority over.

 

If you know a mod is going to want to install a bunch of patches to work with other mods, you'll want that towards the end of your install list as well. Keywords, Valdicil's Sorting, stuff like Calibur, Armorsmith, Weaponsmith, and that sort of thing.

 

Generally I install in this order: ENB and/or Reshade, script extender, Overhaul Mods, UI mods, Body Mods [CBBE or something similar], animation/physics, lighting and FX, Weapon and items additions, quest mods, creatures, gameplay tweaks, textures, and then finally item sorting and patches.

 

I also tend to plan what order I install texture mods in, so I can prioritize which ones I want to handle the bulk of the work. I usually start with a larger texture pack as a base, such as Vivid Fallout, and then add on individual things I want to tweak after that.

 

Then I use Loot. Then xEdit, Smashed, or Wrye Bash. Which also inform me of anything redundant or conflicting that I need to tweak or pare down.

 

It may be fine for the most part to just toss everything in, but I like the results I get with this system and it seems to me as if those results are more consistent.

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