rhodsey Posted May 3, 2017 Posted May 3, 2017 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?
Barachiel Posted May 3, 2017 Posted May 3, 2017 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.
rayhne Posted May 3, 2017 Posted May 3, 2017 Tricky to suggest when not sure what you've added/removed?point .... 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.
rayhne Posted May 3, 2017 Posted May 3, 2017 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.
Gernash Posted May 3, 2017 Author Posted May 3, 2017 Settlement Resources Re balanced is being removed. The only thing it does now is make essential NPC's essential as normal NPC are Mortal.
Gernash Posted May 3, 2017 Author Posted May 3, 2017 and what 50 odd mods are you all installing to get close to the limit?
rayhne Posted May 3, 2017 Posted May 3, 2017 and what 50 odd mods are you all installing to get close to the limit?Urhm .... ::embarrassed shuffling:: # This file was automatically generated by Mod Organizer.Fallout4.esmDLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmUnofficial Fallout 4 Patch.espArmorKeywords.esmHUDFramework.esmSimSettlements.esmZW's F4 Overhaul Master.esmArbitration - Resources.esmHomemaker.esmSnap'n Build.esmConcealedArmor.esmNAC.esmRadlings Commemorative Baseballs.esmSettlement Resources Rebalanced.espUncappedSettlementSurplus.espBrighterSettlementLights.espmso_sms.espSettlements - Lights Out.espOCDecorator.espOCDecoratorDLC.espOCDispenser.espOCDecorator - No Experience.espAutoDoors.espAES_Renovated Furniture.espaes_rendeco.espEvan_Modular Kitchen.espCWSS Redux.espAkaWaterWorld.espSMH.espSettleObjExpandPack.espFunctionalDisplays.espFunctionalDisplays-Collectibles.espDogBed.espCleanSettlement Greenhouse.espCleanSettlement.espClean Wasteland Workshop.espdinoshelf.espdinoshelf_extra_ammo.espdinoshelf_retex.espCREAtiveClutter.espOctaviusSentibar_Labels.espOctaviusSentibar_Labels_NotWithoutAPen.espOWR.espOWR_CraftableDecor.espOWR_CraftableDecor_CW.espRealTroughs.espPassthrough.espGruffyddsSignsAndPosters.espFriffy_Fixed Rugs.espFriffy_Fixed Curtains.espSnappy_HouseK.espSnappy_DecoKit.espPCDugWedges.espTrailerParkDreams.espruined_simsettlement_addonpack.espSnappy_HouseKit_AutoDoors.espOld World Plaids.espSnapBeds.espFarm.espGround_Vanilla.espGround_Farm.espVendorVariety.espEli_Display Shelves.espNorthland Diggers New.espGlowing Animals Emit Light.espRaiderOverhaul.espSynth Overhaul.espSuperMutantOverhaul.espD.E.C.A.Y.espGunnersOverhaul.espTracers - 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Barachiel Posted May 4, 2017 Posted May 4, 2017 (edited) 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 May 4, 2017 by Barachiel
Barachiel Posted May 4, 2017 Posted May 4, 2017 (edited) 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 May 4, 2017 by Barachiel
rayhne Posted May 4, 2017 Posted May 4, 2017 (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.espBetter Explosives - Far Harbor.espBetter Explosives - Grenade Frequency 60.espBetter Explosives - Perks redone - No Trajectory.esp LegendaryModificationMisc.espLegendaryModification - DLC Far Harbor.esp AA LMSE_FarHarbor_BetterSettlers_Patch.espAA LMSE_VariedRaiders_Patch.espAA LMSE_Far Harbor_VariedRaiders_Patch.espAA LMSE_VTWorkshop_Patch.esp WorkshopRearranged_AtomicRadio_Patch.espWorkshopRearranged_AutoDoors_Patch.espWorkshopRearranged_BTInteriors_Patch.espWorkshopRearranged_OWR_Patch.espWorkshopRearranged_RenovatedDecorations_Patch.espWorkshopRearranged_RenovatedFurniture_Patch.espWorkshopRearranged_MojaveImports_Patch.espWorkshopRearranged_FriffyRugs_Patch.espWorkshopRearranged_FriffyCurtains_Patch.espWorkshopRearranged_SnB_Patch.esp I tried to merge the scope one but it didn't work. (can't remember why) Edited May 4, 2017 by rayhne
rayhne Posted May 4, 2017 Posted May 4, 2017 (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 May 4, 2017 by rayhne
Gernash Posted May 4, 2017 Author Posted May 4, 2017 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.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.
rayhne Posted May 4, 2017 Posted May 4, 2017 Okay. It just looked like everything in those patches were being over-written by your workshop patch.
rhodsey Posted May 4, 2017 Posted May 4, 2017 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?
rhodsey Posted May 4, 2017 Posted May 4, 2017 Spoke to soon. I'm now getting plenty of CTD's all around Conchord (going house to house looting) and nearby.
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