Gernash Posted September 17, 2016 Author Posted September 17, 2016 Things that stress me outZOMG Patches what am I to do with conflicts like DLCNukaWorld.esm ((( [01] DLCRobot.esm \ Story Manager Quest Node \ 000250E6 <WorkshopAttackNode>)))it excludesDLC01WorkshopBotRaiderAttack01 "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?
Gernash Posted September 17, 2016 Author Posted September 17, 2016 (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 September 17, 2016 by Gernash
Aeradom Posted September 17, 2016 Posted September 17, 2016 Things that stress me outZOMG Patches what am I to do with conflicts like DLCNukaWorld.esm ((( [01] DLCRobot.esm \ Story Manager Quest Node \ 000250E6 <WorkshopAttackNode>)))it excludesDLC01WorkshopBotRaiderAttack01 "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.
Gernash Posted September 17, 2016 Author Posted September 17, 2016 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.
Aeradom Posted September 17, 2016 Posted September 17, 2016 @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.
Gernash Posted September 17, 2016 Author Posted September 17, 2016 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
Aeradom Posted September 17, 2016 Posted September 17, 2016 (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 September 17, 2016 by Aeradom
Gernash Posted September 17, 2016 Author Posted September 17, 2016 Cool remember to update info in the UPDATEs if people return to the site they will most likely look there 1st
darthf1 Posted September 17, 2016 Posted September 17, 2016 (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.espExtended Weapon Mods.espRaiderOverhaul.esp3dscopes.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.espI 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.esmDLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmUnofficial Fallout 4 Patch.espSettlementKeywords.esmArmorKeywords.esmConcealedArmor.esmLoads.esmHomemaker.esmSnap'n Build.esmSkjAlert_All_DLC.espHomemaker - Greenhouse and Bunker Disabler SKE.espHomemaker - Streetlights Use Passive Power SKE.espAlternateSettlements.espOCDecorator.espOCD FarHarborDLC.espOCDispenser.espSMH.espNX Pro - Farm Core.espNX Pro - Farm Core - Homemaker.espSettleObjExpandPack.espCWSS Redux.espEvan_Modular Kitchen.espAkaWaterWorld.espmso_sms.espArmorsmith Extended.espD.E.C.A.Y.espRaiderOverhaul - AE PAtch.espSuperMutantOverhaul.espSynth Overhaul.espSynth Overhaul - AE Patch.espCrafting Workbench.espCrafting Workbenches - Ammo.espCrafting Workbenches - Ammo Expanded.espCrafting Workbenches - Ammo Special.espCrafting Workbenches - Power Armor.espCrafting Workbenches - Automatron DLC.espCrafting Workbenches - Removed Crafting Experience.espCraftable Armor Size.espCraftable Armor Size - Fix Material Requirements.espCutWeaponModsRestored.espCutWeaponModsRestored-FarHarbor.espLegendaryModification.espLegendaryModification2LM.espLegendaryModificationCSA.espLegendaryModificationGroknak.espLegendaryModificationMisc.espLegendaryModification2LMAKPatch.espLegendaryModification - DLC Far Harbor.espLegendaryModification - DLC Far Harbor (2LM).espLegendaryModification - DLC Far Harbor (2LM Concealed).esp3dscopes-framework.espWeapons of Fate.espTacticalMods.espTacticalModsDLC.espWBO.espWBO-Automatron.espBattleRifle.espBattleRifle - AWKCR Compatibility.espLooksMenu.espLooksMenu Customization Compendium.espCBBE.espQuickEnterFromStand.espQuickExitToStand.espShellRain.espLive Dismemberment - BrutalNoHeadshots.espLive Dismemberment - LiebermodeNoHeadshots.espLive Dismemberment - RegularNoHeadshots.espRealistic Death Physics.espEveryonesBestFriend.espLootablePAFrames - Raideroverhaul Patch.espPip-Boy Flashlight.espDynamicInteriorFogRemoval.espInteriorsEnhanced.espInteriorsEnhanced-FarHarbor.espInteriorsEnhanced-NukaWorld.espchem redux.espValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.espVIS-PatchChemRedux.espNX Pro - Farm Core - Valdacil's Item Sorting.espDIFR - VIS Patch.espVIS - Holotape Settings Patch.espLoads - VIS Patch.espSuperMutanatOverhaul - VIS Patch.espNewCalibers - VIS Patch.espFunctionalDisplays.espFunctionalDisplays-Collectibles.espFunctionalDisplays-Patch-DLC01-VIS.espFunctionalDisplays-Patch-DLC03-VIS.espFunctionalDisplays-AID-VIS.espFunctionalDisplays-MISC-VIS.espFunctionalDisplay-VIS 9 Patch.espLoads of Ammo - Leveled Lists.espBetterModDescriptions.espFAR.espConcealedArmor - AK Patch.espMODWiki - Omod and Naming Patch.espMODWiki - Merged Patch.esp3DNPC_FO4.esp3dscopes-replacer-ATS-CWMRPatch.esp3dscopes-replacer-FarHarbor.esp3dscopes-replacer-G67rep-patch.esp3dscopes-replacer-NukaWorld.esp3dscopes-replacer.espArmormsith All DLCs Patch.espAtomicRadio.espBetterModDescriptionsAE.espBetterModDescriptionsCAS.espCleanPoweredDoors.espConcealedArmor.espCrafting Workbenches - Faction and Quest Requirements.espCWMR-FH-Patch-ValdacilsItemSorting-DLCFarHarbor.espCWMR-Patch-AWKCR.espCWMR-Patch-Extended weapon mods.espdD-Enhanced Blood Basic.espGrasslands - Healthy - Extreme.espHouseDress1Fix.espLegendaryMod2LMWeaponryOverhaul.espMove (Get Out the Way).espPerk Magazine Material Fix.espReverb and Ambiance Overhaul.espSSEX.espThe Eyes Of Beauty.espTrue Nights v03.espTrueStormsFO4-EarlierSunsets.espTrueStormsFO4-EarlierSunsetsFH.espTrueStormsFO4-FarHarbor.espTrueStormsFO4.esmWET.espWorkshop_Planters.esp Edited September 17, 2016 by GrantSP Please use spoiler tags for long lists.
Gernash Posted September 17, 2016 Author Posted September 17, 2016 (edited) disableWorkshop_Planters remove (nx pro does the planters one or the other) and any patches like the CWMR ones and 3dscopes onesput the MODWiki ones at the bottomarmorsmith up the top (most important) most likely the reasonrun fo4edit it should bomb out and tell you order Edited September 17, 2016 by Gernash 1
Gernash Posted September 17, 2016 Author Posted September 17, 2016 (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 thearmorsmith 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 nights3d 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.espBetterModDescriptionsCAS.esp and you have two armorsmiths....?????Armorsmith Extended.espArmormsith All DLCs Patch.esp <----what's this??? Edited September 17, 2016 by Gernash 1
rhodsey Posted September 17, 2016 Posted September 17, 2016 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 disableConcealedArmors.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
rhodsey Posted September 17, 2016 Posted September 17, 2016 (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 September 17, 2016 by rhodsey
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