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About to install FO4 Creation Kit. Advice, recommened add ons (DLL, INI settings, yada)?

ElanaLoaded

Well-Known Member
Messages
953
Years ago, i installed Creation Kit for Skyrim (now called oldrim). There were additions - like a (DLL?) that let you load 2 masters at same time. Etc. Times change - and FO4 engine has some unique quirks. I've done web searches. Differing data sets retrieved. What's the most current info on best practice 'adjustments' to make to FO4 CK especially related to modding related to SS2? Thank you all...
 
For the Creation Kit, create a new, empty file called CreationKitCustom.ini within the game directory.
\steamapps\common\Fallout 4\CreationKitCustom.ini
Code:
[General]
bAllowMultipleEditors=1        ; allow you to have multiple instaces of the CK open
bAllowMultipleMasterLoads=1    ; * important * allow your plugin to have more than one master. i.e. WSFW & SS2
If you want to use an esp as a master, you have to flag it as master with xEdit first or the CK will strip the dependency from your plugin on load... :todd: :crazy
 
... an esp as a master, you have to flag it as master with xEdit first or the CK will strip the dependency from your plugin on load...
I'm reasonably fluent in xEdit - been using it since it first came out. Curious.

Why would I want to change an esp into an Esm? Cobwebs in my brain, I guess?

EDIT BTW - already have ini edits - without the ; comments. This was done with old Skyrim CK as well - wasn't a dll. Cobwebs struck again... lol Very happy for continued advice / help. :)
 
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Why would I want to change an esp into an Esm? Cobwebs in my brain, I guess?
"Fictitious example"
Say I want to mod Raze my Settlement. I load the CK with Raze selected. I mod away and save. All refs to Raze forms will be stripped and Raze will not be a master. So I wave the middle finger to the CK and open xEdit and add Raze as master. Take that Todd! Open the CK, master stripped............ rage desk flip

Solution:
Flag Raze as esm with xEdit. Open the CK and mod away. Save. Sucess! $$$ Raze is still a master and all refs in tact. Open xEdit, remove esm flag and test my new mod. Then I stick a post-it to my monitor reminding me which mods to flag esm prior to opening them with the CK... loud echoing curses directed at Todd ;)
 
"Fictitious example"
Say I want to mod Raze my Settlement. I load the CK with Raze selected. I mod away and save. All refs to Raze forms will be stripped and Raze will not be a master. So I wave the middle finger to the CK and open xEdit and add Raze as master. Take that Todd! Open the CK, master stripped............ rage desk flip

Solution:
Flag Raze as esm with xEdit. Open the CK and mod away. Save. Sucess! $$$ Raze is still a master and all refs in tact. Open xEdit, remove esm flag and test my new mod. Then I stick a post-it to my monitor reminding me which mods to flag esm prior to opening them with the CK... loud echoing curses directed at Todd ;)
Excellent. I had forgotten. Big Thanks... :) edit - this also means, in your example, that when new mod is uploaded to Nexus, original mod won't be needed as a prerequisite (required master) because all the refs 'borrowed' from original mod are now also in the new mod?
 
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The opposite actually! Maybe I'm not explaining it clearly? This situation is mostly relevant to creating patches. I'll be lazy and leave it to others...
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This is old (for Morrowind...) but is mostly still relevant. (and a history lesson ;) )
 
The opposite actually! Maybe I'm not explaining it clearly? This situation is mostly relevant to creating patches. I'll be lazy and leave it to others...
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This is old (for Morrowind...) but is mostly still relevant. (and a history lesson ;) )
Yes, thanks. History? LOL. I lived thru that,,,
 
If you want to use an esp as a master, you have to flag it as master with xEdit first or the CK will strip the dependency from your plugin on load... :todd: :crazy
I believe the F4 fixes mod already posted will avoid this, just like the SkyrimSE fixes does.

diziet
 
Since this is a thread about the CK, can anyone confirm that to use the namespace facility i.e. my mod source in ...user/diziet I HAVE to use a papyrus project file to compile? I like to use notepad++ and compile from there, my script for using the papyrus compiler always complains about anything that isn't .psc in ...data/scripts/source and .pex in ../data/scripts

diziet
 
As posted by MsBathory higher up, yes:)

diziet
Sorting thru it now.
2 versions of main file. FO4 Creation Kit Fixes "full pack" 4.3MB (2022) - -or -- FO4 Creation Kit Fixes 597KB (2021)
Install 'full pack' main file. (skip smaller one - is dated earlier - so it's not a patch)
Install TTB Redistributables (I don't have Buffout installed)
  • Install Misc File -- ... Textures Pack
  • Install Misc File -- ... Unicode Plugin
Not Install Misc File -- TTB Redistributables (dated earlier than above TTB Re... so use above version - it's newer)
* Note - not sure I need these two. Will research...

Install Material Editor 1.7.2
Install Paint Net 4.3.7
Already have - make copy just in case -- Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019

Did I miss anything?
 
I don't have the TTB Redistributables installed, the author seems to have moved their copies to a subfolder so that you can have them and Buffout installed with the Buffout versions of the redistributables. Works for me, though I note that the TTB Redistributables has an update date that is the same as the mods newest version - 1.7 - 04.02.22, so I'm not sure exactly what they are for:)

diziet
 
I don't have the TTB Redistributables installed, the author seems to have moved their copies to a subfolder so that you can have them and Buffout installed with the Buffout versions of the redistributables. Works for me, though I note that the TTB Redistributables has an update date that is the same as the mods newest version - 1.7 - 04.02.22, so I'm not sure exactly what they are for:)

diziet
So, skip installing the TTB Redis... and
glad I'm not the only one that finds this a bit confusing (and I feel insecure with this.)
 
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