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Resolved Errors Found Using Merge Plugins

Jo3Dang3r

Member
Messages
96
Probably nothing, but thought I would post just in case. (Not planning on merging, was just going through my plugin list.) All 3 expansions are clear.

Checking for errors in SimSettlements.esm
kgSIM_ScrapCollector [QUST:1000CBF9]
QUST \ Aliases \ Alias \ Conditions \ Condition \ CTDA - \ Parameter #1 -> <Unknown: 109>
kgSIM_ScrapCollector [QUST:1000CBF9]
QUST \ Aliases \ Alias \ Conditions \ Condition \ CTDA - \ Parameter #1 -> <Unknown: 105>
[NAVI:00000FF1]
NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> Found a NULL reference, expected: NAVM
kgSIM_RotC_CPLayer_Covenant_L1 "Level 1" [MISC:10010848]
MISC \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01000807] < Error: Could not be resolved >
kgSIM_RotC_CPLayer_Covenant_L0 "Level 0" [MISC:10010847]
MISC \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [01000806] < Error: Could not be resolved >
 
Hmm, have you updated the RotC expansion since Covenant was released?
 
You can ignore those. The Covenant ones I'm unsure about, but SS understands how to bypass missing objects. The ScrapCollector issues are because FO4Edit doesn't support all object types. The navmesh cell will always have errors.
 
I believe I'm all up to date.
Thanks for the clarification. I'm desperately trying to figure out what mods I can merge and have them still work properly.

I'd like to merge settlement building mods, because I have about 30+ of them, and new city plans have forced me to add even more, but I'm unsure as to whether they'll be functional themselves, or recognized by the city plan mods, once merged.
 
Merging City Plan mods won't be easy. I would recommend just switching to the esl versions. If the authors haven't released them, ask them to do so as the tool can generate both esp and esl versions.

Sim Settlements and its expansions most definitely can't be merged - though I will most likely be releasing an all-in-one version of SS + IR + RotC.
 
Very cool!

I was thinking more along the lines of "Ok, here are the 10 most popular settlement building mods (Woodys Workshop, G2, Northland Diggers, Creative Clutter, Gruffys etc...) that most plot/city designers use. How can we merge them into a "SS Resource Merge" so that instead of taking up 10 spaces, we only need to take up 1, and everyone still gets to use the models/textures from those mods."

Not a big deal really...but it's funny how the closer I get to 254 plugins, the more I start scrambling to try and whittle it back to 200 while not losing anything big.
 
Merging some settlement building mods might have unexpected consequences. In Creative Clutter for instance the cooling scripts check for the DLC esm files and a mod's esp file to offer support for DLC and mod drinks if the file is there. Currently we only support one mod (Wasteland Imports) but we're considering more. So if you merged a mod we are looking for into a different file with a different name, you won't get support for that mod's items anymore. We haven't done this yet, but since the mod authors of Do It Yourshelf and Modular Kitchens are also part of the Creative Clutter team we've been considering updates to those two mods that would point at the Creative Clutter file if a user has it installed to add relevant Creative items to the menus of those mods and again having the filename change would break that. A couple of us are partnering to create a garden mod and we may possibly have scripted interactions between Creative and the new mod as well.

I've never experimented with merging multiple mods that offer scripted menu injection so I'm not really sure how well that would work, I think it would depend on the method used.
 
Creative Clutter is a fantastic mod. I can't imagine being a SS plot or city designer and not using it!

I think I'm beginning to understand why merging individual settlement building mods into "SettlementMerge.esp" won't work. Thanks for explaining it!
 
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