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Posted
  On 5/3/2017 at 6:30 PM, rayhne said:

Any suggestions on what can be merged? I'm close to my limit but would like to add Sim Settlements as well as addons.

Tricky to suggest when not sure what you've added/removed?

Posted

I've merged the secondary plugins for Better Mod Descriptions, Legendary Modifications, and Better Explosives.  Those three alone will save you a lot of space.

Posted
  On 5/3/2017 at 6:39 PM, rhodsey said:

Tricky to suggest when not sure what you've added/removed?

point ....

 

  On 5/3/2017 at 6:50 PM, Barachiel said:

I've merged the secondary plugins for Better Mod Descriptions, Legendary Modifications, and Better Explosives.  Those three alone will save you a lot of space.

Thank you.

Posted

How much of Settlement Resources Rebalanced is actually being used in the guide? It looks like several things ... food output, water/power adjustments, crops ... are being over-written.

Posted

Settlement Resources Re balanced is being removed. The only thing it does now is make essential NPC's essential as normal NPC are Mortal.

Posted
  On 5/3/2017 at 10:42 PM, Gernash said:

and what 50 odd mods are you all installing to get close to the limit?

Urhm .... ::embarrassed shuffling::

 

 

  Reveal hidden contents

 

Posted (edited)
  On 5/3/2017 at 10:29 PM, Gernash said:

Settlement Resources Re balanced is being removed. The only thing it does now is make essential NPC's essential as normal NPC are Mortal.

What's it replaced with?  

 

I primarily use it for the unlimited build budget and improvements to electrical generators and conduit range.  

Edited by Barachiel
Posted (edited)
  On 5/3/2017 at 10:42 PM, Gernash said:

and what 50 odd mods are you all installing to get close to the limit?

Well, I know you weren't asking me, buuuuuuut.

 

-19 additional settlement mods, mainly adding items and features the others don't.  Too many to list, but if you want, I'll make a follow-up post later.

 

-8 mods specifically for making Vault 88 more enjoyable to build.  1 of them has a RIDICULOUS number of plugins that i have to merge just to keep the esp list reasonable.  I may have listed them once before a long time ago.  If not, I'll be happy to provide.  I will not touch Vault 88 without these.

 

-T-49 you already knew about, but also 5 extra armors/outfits (Proto-Vault Suit, True Reporter, The Mercenary collection of LoW's armors, Armored General, and Wasteland Sniper).

 

-3 extra weapon mods (Widow Shotgun, The Detective Special, and Crossbows of the Commonwealth).

 

-3 tweak mods for companions (better accuracy, infinite ammo, no fall damage) and one brand-new companion (Heather Casdin)

 

-Several Quest mods, but only 1 is active (Combat Zone Revamped; Fusion City Rising, Maxwell's World, and a couple others are being saved for post-main story in case of breakage).

 

-4 player housing mods by Elianora + Goodneighbor Apartment

 

-4 gameplay change mods (realistic fusion core drain, pre-war safes only housing pre-war items, more durable veritbirds, ability to jump out of vertibirds, and We Are The Minutemen (Basic Version).

 

-2 new face presets, male and female

 

Oh, and they're cuirrently inactive as I don't hate myself enough to play Survival while in a testing phase, but I have 6 mods specifically for customizing Survival Mode into something REALISTIC and not ball-crushingly stupid. 

 

And several of the above mods need compatibility patches to go with other mods.  I didn't count them.

Edited by Barachiel
Posted (edited)

I go for many for settlement mods. Also use Better Companions (which replaces several companion mods.) What are the Vault 88 mods? And which fusion core mod do you use?

 

Merged so far (separate patches):

Better Explosives - Superlite.esp
Better Explosives - Far Harbor.esp
Better Explosives - Grenade Frequency 60.esp
Better Explosives - Perks redone - No Trajectory.esp

 

LegendaryModificationMisc.esp
LegendaryModification - DLC Far Harbor.esp
 

AA LMSE_FarHarbor_BetterSettlers_Patch.esp
AA LMSE_VariedRaiders_Patch.esp
AA LMSE_Far Harbor_VariedRaiders_Patch.esp
AA LMSE_VTWorkshop_Patch.esp

 

WorkshopRearranged_AtomicRadio_Patch.esp
WorkshopRearranged_AutoDoors_Patch.esp
WorkshopRearranged_BTInteriors_Patch.esp
WorkshopRearranged_OWR_Patch.esp
WorkshopRearranged_RenovatedDecorations_Patch.esp
WorkshopRearranged_RenovatedFurniture_Patch.esp
WorkshopRearranged_MojaveImports_Patch.esp
WorkshopRearranged_FriffyRugs_Patch.esp
WorkshopRearranged_FriffyCurtains_Patch.esp
WorkshopRearranged_SnB_Patch.esp

 

I tried to merge the scope one but it didn't work. (can't remember why)

Edited by rayhne
Posted (edited)

Which mods does the workshop rearraigned patch cover? Auto Doors, BTInteriors, MojaveImports, OWR, Renovated Furniture, and SnB? If so, do we need the SnB BA2?

Edited by rayhne
Posted

KK, I'll have a look and see what I can do, Basically with a clean reload on sitting on 168. esp and a full load (not the old settlers clothing setup.) some are hard to merge as they introduce things that need to be patched.


  On 5/4/2017 at 2:26 AM, rayhne said:

Which mods does the workshop rearraigned patch cover? Auto Doors, BTInteriors, MojaveImports, OWR, and SnB?

it doesn't patch just moves stuff around. I'm supplying all the patches in the next crafting redirect so that will help a little.

Posted
  On 5/4/2017 at 2:31 AM, Gernash said:

KK, I'll have a look and see what I can do, Basically with a clean reload on sitting on 168. esp and a full load (not the old settlers clothing setup.) some are hard to merge as they introduce things that need to be patched.

it doesn't patch just moves stuff around. I'm supplying all the patches in the next crafting redirect so that will help a little.

I'm at 177 ESP (I've just installed the guide as is to take full advantage of the patches plus sim settlements, a few add ons for it).   And in about 17 hours gameplay so far I've have a grand total of two CTD's which is damn impressive for such a modded game.

 

Let me know what changes you make if any but will it break my existing game if you remove SRR?

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