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Posted

Things that stress me out

ZOMG Patches what am I to do with conflicts like DLCNukaWorld.esm ((( [01] DLCRobot.esm \ Story Manager Quest Node \ 000250E6 <WorkshopAttackNode>)))

it excludes

DLC01WorkshopBotRaiderAttack01 "Robots" [QUST:0100FD17]

DLC01WorkshopBotRaiderAttack02 "Robots" [QUST:0100FD1B]

DLC03WorkshopTrapperAttack01 [QUST:0304B651]

 

NOTE: DLC's exclude lots of prior quests (and other things you plane missout on if you have all dlc installed)

 

Should it be Unoffical FO4 issue or you need to make a patch yourself?

Posted (edited)

 

Good video as to how to resolve mod conflicts.....

The Bit that's hard is "Reading the mod authers mind" when creating OBJ Lists for crafting or "Designing" how lighting/weather mods interact to give a nice overall appearence.

Edited by Gernash
Posted

Things that stress me out

ZOMG Patches what am I to do with conflicts like DLCNukaWorld.esm ((( [01] DLCRobot.esm \ Story Manager Quest Node \ 000250E6 <WorkshopAttackNode>)))

it excludes

DLC01WorkshopBotRaiderAttack01 "Robots" [QUST:0100FD17]

DLC01WorkshopBotRaiderAttack02 "Robots" [QUST:0100FD1B]

DLC03WorkshopTrapperAttack01 [QUST:0304B651]

 

NOTE: DLC's exclude lots of prior quests (and other things you plane missout on if you have all dlc installed)

 

Should it be Unoffical FO4 issue or you need to make a patch yourself?

 

Good video as to how to resolve mod conflicts.....

The Bit that's hard is "Reading the mod authers mind" when creating OBJ Lists for crafting or "Designing" how lighting/weather mods interact to give a nice overall appearence.

I don't know if this is an issue, but I know that the UFOP team has said there's a lot that they can't fix. None of that is what you are working on right? I've never done any xEdit on anything other than weapon and armor mods to merge the leveled lists so I don't know what to tell you on that. 

Posted

1. Please stop using the quote button it's very annoying it's not like 50 people are talking at once.

 

2. I just write brain farts in the forums, seems people are entertain by it. If I'm asking a Question to somebody in particular I use the forum etiquette of @somebody please stop replying to them as it's just spamming up the forum.

Posted

@Gernash I have OCD, I like keeping things organized. But as the thread is yours, I will accede to your wishes. Something I wanted to check with you before changing the wiki is if you wanted to continue using the loose version or change it to the new batch version instead. I know you said last night you prefer batch but wanted to make sure before I changed something as big as that. Mod in question is FAR if you don't recall. 

Posted

ba2 IS better in most cases with Far ba2 is preferable as nothing overwrites it, if another mod had the same loose files then I'd recomment loose as per my last responce on the topic. loose is bad BA2 is good

Posted (edited)

@gernash That's what I thought. But seeing as this is a bigger change than just updating the mod version, not to mention this being your guide, just wanted to do double check. I also wanted to be sure it wouldn't conflict with anything. 

Fixed. 

Edited by Aeradom
Posted (edited)

Hello. Thank you very much for your gudie! I hope i can be of some assistance improving the guide :)

 

I just followed the entire guide and i have a couple of issues:

- My loadorder.txt has more / different esp's then your loadorder in the guide

- The game instantly crashes when i go to a workbench (weapons / armor)

 

A couple errors were thrown in the plugin view by MO regarding missing .esp, i think this is regarding missing mods in your guide:

  • NewCalibers.esp
  • Extended Weapon Mods.esp
  • RaiderOverhaul.esp
  • 3dscopes.esp (this is because of the FOMOD instructions for "See-Through Combat Scopes - 4x Magnification" where we should use the REPLACE option instead of ADD)
  • WeaponryOverhaul.esp

I also have an issue with installing "Cut Weapon Mods Restored" which is not your fault but maybe you want to be aware of it. I cannot select the option "CWMR-Patch-Extended weapon mods.esp". The option is there in the FOMOD installer, but i just cant select it. A manual install fixes the issue. However this .esp also throws a dependency issue (already mentioned in the list above).

 

My entire loadorder.txt after following the guide:

 

 

# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
SettlementKeywords.esm
ArmorKeywords.esm
ConcealedArmor.esm
Loads.esm
Homemaker.esm
Snap'n Build.esm
SkjAlert_All_DLC.esp
Homemaker - Greenhouse and Bunker Disabler SKE.esp
Homemaker - Streetlights Use Passive Power SKE.esp
AlternateSettlements.esp
OCDecorator.esp
OCD FarHarborDLC.esp
OCDispenser.esp
SMH.esp
NX Pro - Farm Core.esp
NX Pro - Farm Core - Homemaker.esp
SettleObjExpandPack.esp
CWSS Redux.esp
Evan_Modular Kitchen.esp
AkaWaterWorld.esp
mso_sms.esp
Armorsmith Extended.esp
D.E.C.A.Y.esp
RaiderOverhaul - AE PAtch.esp
SuperMutantOverhaul.esp
Synth Overhaul.esp
Synth Overhaul - AE Patch.esp
Crafting Workbench.esp
Crafting Workbenches - Ammo.esp
Crafting Workbenches - Ammo Expanded.esp
Crafting Workbenches - Ammo Special.esp
Crafting Workbenches - Power Armor.esp
Crafting Workbenches - Automatron DLC.esp
Crafting Workbenches - Removed Crafting Experience.esp
Craftable Armor Size.esp
Craftable Armor Size - Fix Material Requirements.esp
CutWeaponModsRestored.esp
CutWeaponModsRestored-FarHarbor.esp
LegendaryModification.esp
LegendaryModification2LM.esp
LegendaryModificationCSA.esp
LegendaryModificationGroknak.esp
LegendaryModificationMisc.esp
LegendaryModification2LMAKPatch.esp
LegendaryModification - DLC Far Harbor.esp
LegendaryModification - DLC Far Harbor (2LM).esp
LegendaryModification - DLC Far Harbor (2LM Concealed).esp
3dscopes-framework.esp
Weapons of Fate.esp
TacticalMods.esp
TacticalModsDLC.esp
WBO.esp
WBO-Automatron.esp
BattleRifle.esp
BattleRifle - AWKCR Compatibility.esp
LooksMenu.esp
LooksMenu Customization Compendium.esp
CBBE.esp
QuickEnterFromStand.esp
QuickExitToStand.esp
ShellRain.esp
Live Dismemberment - BrutalNoHeadshots.esp
Live Dismemberment - LiebermodeNoHeadshots.esp
Live Dismemberment - RegularNoHeadshots.esp
Realistic Death Physics.esp
EveryonesBestFriend.esp
LootablePAFrames - Raideroverhaul Patch.esp
Pip-Boy Flashlight.esp
DynamicInteriorFogRemoval.esp
InteriorsEnhanced.esp
InteriorsEnhanced-FarHarbor.esp
InteriorsEnhanced-NukaWorld.esp
chem redux.esp
ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp
VIS-PatchChemRedux.esp
NX Pro - Farm Core - Valdacil's Item Sorting.esp
DIFR - VIS Patch.esp
VIS - Holotape Settings Patch.esp
Loads - VIS Patch.esp
SuperMutanatOverhaul - VIS Patch.esp
NewCalibers - VIS Patch.esp
FunctionalDisplays.esp
FunctionalDisplays-Collectibles.esp
FunctionalDisplays-Patch-DLC01-VIS.esp
FunctionalDisplays-Patch-DLC03-VIS.esp
FunctionalDisplays-AID-VIS.esp
FunctionalDisplays-MISC-VIS.esp
FunctionalDisplay-VIS 9 Patch.esp
Loads of Ammo - Leveled Lists.esp
BetterModDescriptions.esp
FAR.esp
ConcealedArmor - AK Patch.esp
MODWiki  - Omod and Naming Patch.esp
MODWiki - Merged Patch.esp
3DNPC_FO4.esp
3dscopes-replacer-ATS-CWMRPatch.esp
3dscopes-replacer-FarHarbor.esp
3dscopes-replacer-G67rep-patch.esp
3dscopes-replacer-NukaWorld.esp
3dscopes-replacer.esp
Armormsith All DLCs Patch.esp
AtomicRadio.esp
BetterModDescriptionsAE.esp
BetterModDescriptionsCAS.esp
CleanPoweredDoors.esp
ConcealedArmor.esp
Crafting Workbenches - Faction and Quest Requirements.esp
CWMR-FH-Patch-ValdacilsItemSorting-DLCFarHarbor.esp
CWMR-Patch-AWKCR.esp
CWMR-Patch-Extended weapon mods.esp
dD-Enhanced Blood Basic.esp
Grasslands - Healthy - Extreme.esp
HouseDress1Fix.esp
LegendaryMod2LMWeaponryOverhaul.esp
Move (Get Out the Way).esp
Perk Magazine Material Fix.esp
Reverb and Ambiance Overhaul.esp
SSEX.esp
The Eyes Of Beauty.esp
True Nights v03.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4.esm
WET.esp
Workshop_Planters.esp

 

 

Edited by GrantSP
Please use spoiler tags for long lists.
Posted (edited)

disable

Workshop_Planters remove (nx pro does the planters one or the other)

 

and any patches like the CWMR ones and 3dscopes ones

put the MODWiki ones at the bottom

armorsmith up the top (most important) most likely the reason


run fo4edit it should bomb out and tell you order

Edited by Gernash
  • +1 1
Posted (edited)

AHHHHHH I'm a dumb dumb (this will not cause the crash just not add ConcealedArmor to every item)

I accidentally deleted my ConcealedArmor.esp and only did 20% of the armor oops

 

But your issue is the

armorsmith not up the top (that will be the crash)

the other patches will get overwritten by the MOWiki ones as long as they are at the Bottom (Patch order just means you just can't craft everything)

 

And I assume you have used loot?

 

trustorms above darker nights

3d scopes about WBO Basicall any "GUN/WEAPON" mod hads to be above WBO as it's the "overhaul"

 

non essentual can be disabled/removed (in the MODWiki patch)

BetterModDescriptionsAE.esp
BetterModDescriptionsCAS.esp

 

and you have two armorsmiths....?????

Armorsmith Extended.esp

Armormsith All DLCs Patch.esp <----what's this???

Edited by Gernash
  • +1 1
Posted

Hey there. I've just done a full install of the guide and pretty much have same issues with the final patches as Darthf1  Just to clarify I've pretty much just installed the guide as is no tweaks or addons apart from enhanced vanilla bodies (couldn't see anything else on the guide that tweaked male bodies plus as textures only figured could just remove if I wasn't a fan) :

 

WeaponryOverhaul.esp - not installed at all? is this an old patch from a revision to the guide and can just be disabled safely?

3DScopes.esp - The see thru scopes mod just doesn't add this at all?  Is it supposed to come from elsewhere?  Also part of the merged naming patch so not sure I can just disable

ConcealedArmors.esm - Guide says to hide this as well as concealedArmors.esp but several patches requrie it?  Typo and should be ConcealedArmors.esp that is hidden?

FunctionalDisplays.esp and collectibles ESP - Again mod isn't installed as part of guide.  Should we add the mod with no impact?  Part of the merge patch so not sure I can just disable these without impacts elsewhere?

NewCalibers.esp - Same thing not installed as part of guide. and part of merge patch

Posted (edited)

No problem. also forgot to mention I also added Extended weapon mods since I noted that was missing when trying to install "Cut weapon mods restored".  Think this is why it was greyed out when Darthf1 tried to install it as I had the same thing till I added it.  Not sure if removed for a reason or not (compatibility?)

 

Edit to add : also as part of the guide you get us to add the DEF_UI executables as programs to MO2 but can't see anywhere saying they need to be run or not?

 

I've done a LOT of Skyrim modding but still pretty new to FO4 modding so not sure if this is something that needs to run?

Edited by rhodsey

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