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NMM is shouting at me

LOL, you were at 212 before the purge.

SOE is the only real requirement for me though Snappy Housekits calls out to me sometimes, as does all of the Master Plan mods.

Yeah, last time I evaluated mods with an eye to get rid of them, I ended up killing 5 and loading 15...
 
I tried using some Master Plan stuff and it broke all my menus so I stopped trying. It had some pretty good looking items, though, and I approve of any mod that increases the number of snap points available.
 
Purge, Day Three

I reduced my total active plugins to 229 by adding more guns to the game.

...

That sound you hear is my head hitting the edge of my desk, over and over again.

Yes, it seems that by installing Weaponsmith Extended I get about 90% of the guns I need to use the external weapons/holsters mods I want, and I only need to backfill the other 10%. It also adds like 50 more guns I don't care about, and it required downloading about 3 gigs of gun textures. Phrases about cures, diseases, and the relative severity of both keep running through my head. On the other hand, my active plugin count is back down to 220,
 
1oh mate, how did your purge end? i just read this entire tale over brunch and it had me laughing.

im up near 200 mods - like you i hoard building mods. master plan and the whole 9 yards of ethreon's mods are must, woody's wasteland, soe, workshop rearranged and a splurge of manufactuing addons which power my reclamation yard at the mechanist's lair. basically i use kinggath's salvage becon mod, send everything back to ML and then have an automated system that pulls all the trash out, and returns it back to constituent parts. can't do it without those addons.

ive never got around to weapon/armor mods which is probably a good thing, given that im up near 200 already.
 
The purge never ends, somehow more of those mods keep popping up and putting themselves into his load order. The fact that he's down under 250 is a major accomplishment though!
 
I feel like such a piker. I've only got 157 installed in my play profile and most of those are Sim Settlements addons or settlement building mods.
 
I was at 240ish plus 30 or so esls when I had to do a complete rebuild. Somehow I'm only at 190 or so plugins right now. Fortunately I never got interested in a selection of guns because I can't figure out how to min max them anyway, so I tend to just stick to one or two. What I had instead was a ton of crafting mods. and animals. so many dogs cats and chickens!
 
I've cut mine down quite a bit so I have 105, mostly sim settlements or settlement building related. Never really been interested in more guns or armour but I would get more clothing mods if they weren't nearly all hopelessly impractical and/or ridiculously skimpy.
I've been thinking of doing a complete reinstall and trimming the mod list still further since there are some I hardly ever use but keep putting it off.
 
I've just about finished my reinstall. Down to about 80 mods which considering I added some new ones that I saw and "had to have" is pretty good I think.
 
I tried to install some of the various patches to VISify, Radrose and another Assorted Compatibility patches. So.Many. ESPs. I took them both back out till I'm ready to deal with running them all through MergePlugins again. /sigh
 
Valdacil's preferred sorts are not exactly my preference - I'd rather armor be sorted by class instead of body type, for example - but at the end of the day I break it by renaming all my equipment anyway, so I can live with it.
 
I tried to install some of the various patches to VISify, Radrose and another Assorted Compatibility patches. So.Many. ESPs. I took them both back out till I'm ready to deal with running them all through MergePlugins again. /sigh

You lost me pretty quickly there :lol
I was going to use MO2 instead of NMM this time around so I could keep a settlement building profile seperate from my normal one but installing it was too complicated :scratchhead
 
I wrote an xEdit script to facilitate ESL conversions, if anyone's interested. It's smart enough (by virtue of xEdit, not my coding prowess) to do most of the work to fix up any plugins depending your converted ESL too, provided they're loaded in xEdit when you run the script.

http://idek.chir.uno/fo4/Compact FormIDs.pas

It's worked on every mod I've tried it with so far except ones with one specific kind of dialog record... I'm not sure why that is, but xEdit will let you know if it fails, so whatever.

The only things to keep in mind before ESLifying something are:
  • The plugin cannot have more than 2048 new records; I think any number of overrides are okay though.
  • Your ESLs typically always load after your ESMs but before your ESPs; this behavior is forced by the game engine, and cannot be overriden by changing your load order.
  • If you ESLify a mod that depends on an ESP, it will forcibly cause the ESP to load just before your ESL, regardless of what your Plugins.txt says
  • If you convert someone else's mod using this script, you're probably going to be stuck with that version of the mod for the rest of the playthrough, since running the script on different versions of the same ESP will almost certainly not play nicely with your saves.
Assuming you're okay with all of that, here's how to use it:
  1. Download the script I linked above and put it in the "Edit Scripts" folder in your xEdit directory (while we're at it, make sure you have the latest version of xEdit from the GitHub)
  2. Load up xEdit, including your entire load order (do NOT shift-click the OK button, it's critical that xEdit is allowed to build reference info for this process)
  3. Find the mod you want to convert. Right click it -> Check for Errors, make sure xEdit isn't complaining about the plugin
  4. Right click it again -> Apply Script... -> Compact FormIDs
  5. Your mod's now most of the way to being an ESL. Check for errors again and be sure that no new errors have come up; if any have, something about the script failed and you'll have to abort (make sure that you untick any changed plugins in the save dialog since, clicking the X is the same as OK)
  6. You're going to need to set the ESL flag on the ESP. Expand the plugin, go into the File Header, right click -> Edit on Record Flags and tick "ESL"
  7. If any plugins had a dependency on your ESP, they'll be bolded in the left column since xEdit has edited them too. You're going to need to go into each one, go into File Header again, then find the name of the plugin that you're editing and change the extension from esp to esl.
  8. Save in xEdit; if you're being prompted to save any plugins other than the one you're converting, make sure you followed the previous step on all of them
  9. Find the saved plugin file and change the extension from *.esp to *.esl
It's a bit of a hassle, but I find it's still faster and more reliable than trying to use the CK, especially if any of your other mods are dependent on the ESP you're converting. It's also not an arcane "black box" like the CK's same function, where it doesn't tell you exactly what it's doing to your plugin. I remember, when I used it on my logistics station mod, the CK renamed and moved every single script I had written for the mod up to that point... those aren't even part of the plugin file, and it took me like 2 hours to fix everything back up, so I've distrusted the feature ever since.

I mostly wrote the script because I wanted to automate an annoying process I had been doing by hand, whereby every time I added any new form to any of my mods that I've released as ESLs, I would need to save the plugin, open it in xEdit and renumber each form ID individually, by hand, to fit between 0x800 and 0xFFF. This allows me to just load it in xEdit, run the script on it, then reload it in the CK, and I'm not likely to make any stupid mistakes doing it manually. The script ought to work just as well for doing the initial conversion too, however, so I figured I'd share it somewhere.
 
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I wrote an xEdit script to facilitate ESL conversions, if anyone's interested. It's smart enough (by virtue of xEdit, not my coding prowess) to do most of the work to fix up any plugins depending your converted ESL too, provided they're loaded in xEdit when you run the script.

http://idek.chir.uno/fo4/Compact FormIDs.pas

I mostly wrote the script because I wanted to automate an annoying process I had been doing by hand, whereby every time I added any new form to any of my mods that I've released as ESLs, I would need to save the plugin, open it in xEdit and renumber each form ID individually, by hand, to fit between 0x800 and 0xFFF. This allows me to just load it in xEdit, run the script on it, then reload it in the CK, and I'm not likely to make any stupid mistakes doing it manually. The script ought to work just as well for doing the initial conversion too, however, so I figured I'd share it somewhere.

Ooh, that looks awesome! On my last load I took quite a few of the esps from very old mods and ran them through the CK, but it's so obtuse a process that I was never entirely confident in the results so skipped them this time. It sounds like your script will at least make it clear whether or not any errors are real!
 
I tried to install some of the various patches to VISify, Radrose and another Assorted Compatibility patches. So.Many. ESPs. I took them both back out till I'm ready to deal with running them all through MergePlugins again. /sigh
I tried getting MergePlugins to create a complete merged patch of all the Valdicil patches I have - but it always creates an empty ESP that NMM won't recognize. No idea what I'm doing wrong.
So I tried using FO4Edit as I have in the past, but hit a few snags with it wanting to add the original patch ESPs as a master to the merged patch for some entries; most specifically for Radrose Eli Armour Compendium. I'm stumped as what to do there.

Currently I'm sitting at 234 Plugins and am dreading having to cull the load.
 
I had to be firm with myself, I got rid of all the extraneous building things and all the armor and weapons stuff. 49 Installed mods, 46 of them active. Game is rock solid stable.

You know, I don't even notice what I don't have since I spend so much time building with the blueprint tools now. The only things I truly miss are SOE and Do it Yourshelf/Creative Clutter.

Most of what is left is simply quality of life stuff and I could probably pare out a few more if I really needed to.
 
I wrote an xEdit script to facilitate ESL conversions, if anyone's interested. It's smart enough (by virtue of xEdit, not my coding prowess) to do most of the work to fix up any plugins depending your converted ESL too, provided they're loaded in xEdit when you run the script.

http://idek.chir.uno/fo4/Compact FormIDs.pas

It's worked on every mod I've tried it with so far except ones with one specific kind of dialog record... I'm not sure why that is, but xEdit will let you know if it fails, so whatever.

The only things to keep in mind before ESLifying something are:
  • The plugin cannot have more than 2047 new records; I think any number of overrides are okay though.
  • Your ESLs typically always load after your ESMs but before your ESPs; this behavior is forced by the game engine, and cannot be overriden by changing your load order.
  • If you ESLify a mod that depends on an ESP, it will forcibly cause the ESP to load just before your ESL, regardless of what your Plugins.txt says
  • If you convert someone else's mod using this script, you're probably going to be stuck with that version of the mod for the rest of the playthrough, since running the script on different versions of the same ESP will almost certainly not play nicely with your saves.
Assuming you're okay with all of that, here's how to use it:
  1. Download the script I linked above and put it in the "Edit Scripts" folder in your xEdit directory (while we're at it, make sure you have the latest version of xEdit from the GitHub)
  2. Load up xEdit, including your entire load order (do NOT shift-click the OK button, it's critical that xEdit is allowed to build reference info for this process)
  3. Find the mod you want to convert. Right click it -> Check for Errors, make sure xEdit isn't complaining about the plugin
  4. Right click it again -> Apply Script... -> Compact FormIDs
  5. Your mod's now most of the way to being an ESL. Check for errors again and be sure that no new errors have come up; if any have, something about the script failed and you'll have to abort (make sure that you untick any changed plugins in the save dialog since, clicking the X is the same as OK)
  6. You're going to need to set the ESL flag on the ESP. Expand the plugin, go into the File Header, right click -> Edit on Record Flags and tick "ESL"
  7. If any plugins had a dependency on your ESP, they'll be bolded in the left column since xEdit has edited them too. You're going to need to go into each one, go into File Header again, then find the name of the plugin that you're editing and change the extension from esp to esl.
  8. Save in xEdit; if you're being prompted to save any plugins other than the one you're converting, make sure you followed the previous step on all of them
  9. Find the saved plugin file and change the extension from *.esp to *.esl
It's a bit of a hassle, but I find it's still faster and more reliable than trying to use the CK, especially if any of your other mods are dependent on the ESP you're converting. It's also not an arcane "black box" like the CK's same function, where it doesn't tell you exactly what it's doing to your plugin. I remember, when I used it on my logistics station mod, the CK renamed and moved every single script I had written for the mod up to that point... those aren't even part of the plugin file, and it took me like 2 hours to fix everything back up, so I've distrusted the feature ever since.

I mostly wrote the script because I wanted to automate an annoying process I had been doing by hand, whereby every time I added any new form to any of my mods that I've released as ESLs, I would need to save the plugin, open it in xEdit and renumber each form ID individually, by hand, to fit between 0x800 and 0xFFF. This allows me to just load it in xEdit, run the script on it, then reload it in the CK, and I'm not likely to make any stupid mistakes doing it manually. The script ought to work just as well for doing the initial conversion too, however, so I figured I'd share it somewhere.

This looks pretty cool. I'd probably only use it on old mods that are unlikely to be updated, so that would potentially avoid the issue you described.
 
In the end I couldn't give up the weapons mods. I like being able to mod guns with new calibers, and I like my character being able to holster his weapons and see the weapons he's not using, and I like crafting ammo the way you did in New Vegas, and the only way I've ever been able to get all of that to work at the same time is with Weaponsmith Extended. I played without it for a while because a gun was breaking precombines in Sanctuary (the Walther P90, as it turns out) but I managed to fix that (I think) with FO4Edit.

At the end of the day I like building but I also like... not-building. I want both, so I'll pile as many mods of as many kinds of things as I can find. I'm going to create a few blueprints with the barebones-building stuff I have for Sanctuary (Sanctuary and Tenpines) and then I'm going to pile all the stuff I miss back on - I'll actually use creative clutter (can't bring myself to uninstall it) and Snap Beds and Snap'n'Build and modular kitchens and build your own pool extended settlements and all the Vault stuff, and if anyone ever wants to use THOSE settlements it'll be "my mod way or the highway" :D

And my active plugin count will be backup to 250 again, I'm sure of it.
 
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