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Some ideas...

CSClevenger

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Ok, so I'll keep this short. Things that I'd love to see...
*Is Framework or Workshop Plus Able to be made into a ESL? Is so, please.
*A way to shut off EXP from building/and or crafting (GCM does this and more, but it clashes.)
*Quicker loading into Workshop mode (Found a mod or whatever that does this... it would be ideal to have it in 1 mod.)(Been noted that this uses F4SE I would rather limit the mods using that myself. So if there is a workaround to do it without... that would be gold!)

And I am sure I'll think of more.

Edit: This is to cut down on load order and to shrink the mod lists I have. At around 180+ Mods and extras, patches, updates, add-ons (All the sim Addon's) and bodyslide files I

I understand that some of my ideas are mods already... flawed mods (Not always working) and I don't think they should be merged into the mod, no.
 
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The mod you mention I assume is the registrator mod I linked down below in the General section. One thing to remember is that registrator's mod used FS4E, which KG has been loath to want to require for his mods and for good reason. Every time there's a friggin' Creation Club update, which updates the game version, F4SE and any mod based on it has to be updated as well. It is a huge pain in the Fisto.
 
Here's no crafting XP:
https://www.nexusmods.com/fallout4/mods/5821

Suggesting to combine it with the workshop lag fix doesn't even make sense. The lagfix isn't even a mod, strictly speaking. There is no esp/esm/esl in there. The DLL which does the magic is a plugin for F4SE.

Every time there's a friggin' Creation Club update, which updates the game version, F4SE and any mod based on it has to be updated as well. It is a huge pain in the Fisto.
This is wrong.
Only F4SE plugins (DLL files) are version-dependent, and not even all of them. Regular mods (ESP/ESM/ESL) which just use F4SE functions are always upwards-compatible.
 
The mod you mention I assume is the registrator mod I linked down below in the General section. One thing to remember is that registrator's mod used FS4E, which KG has been loath to want to require for his mods and for good reason. Every time there's a friggin' Creation Club update, which updates the game version, F4SE and any mod based on it has to be updated as well. It is a huge pain in the Fisto.

Ah yes the pains of F4SE, makes since to not add that in... but it is a great little addon.
One of my goals is to cut back on my load order... I am rocking 180+ mod/patches and bodyslides. I don't think that even counts the ESL's I have.
 
DLL F4SE plugins do not count towards the load order in any way. Unless they also have an actual game mod. Extended Dialogue Interface does that, for example: it brings both a XDI.dll and a XDI.esm. But Workshop Lagfix has only the DLL and therefore does not affect the load order.
 
The mod you mention I assume is the registrator mod I linked down below in the General section. One thing to remember is that registrator's mod used FS4E, which KG has been loath to want to require for his mods and for good reason. Every time there's a friggin' Creation Club update, which updates the game version, F4SE and any mod based on it has to be updated as well. It is a huge pain in the Fisto.

Understood. And I agree on the whole F4SE thing.
 
DLL F4SE plugins do not count towards the load order in any way. Unless they also have an actual game mod. Extended Dialogue Interface does that, for example: it brings both a XDI.dll and a XDI.esm. But Workshop Lagfix has only the DLL and therefore does not affect the load order.
Great news to hear!
It'll go in my list of must haves. It does work. I was at around 2mins or so going into Workshop mode and now a few seconds. (Under 10)
 
This is wrong.
Only F4SE plugins (DLL files) are version-dependent, and not even all of them.
That's pretty interesting. I had heard they have to basically re-do their work(though it is faster than making it the first time because they'll know how it was done) & honestly I simply believed it. So this isn't always the case?

I've always wondered how mods like Better Console F4SE were able to be version independent.
https://www.nexusmods.com/fallout4/mods/26582

I actually had PM'd the author 6 months ago, they read it same day or the day after but did not answer.
 
I assume the memory addresses for that are included in f4se itself, so he doesn't have to figure them out himself.
 
That's pretty interesting. I had heard they have to basically re-do their work(though it is faster than making it the first time because they'll know how it was done) & honestly I simply believed it. So this isn't always the case?

I've always wondered how mods like Better Console F4SE were able to be version independent.

I actually had PM'd the author 6 months ago, they read it same day or the day after but did not answer.

Agreed Interesting.
 
Anyone know if Framework and or Plus can be made ESL (Or are they and I missed it?) (I have been known to miss small details at times.)
 
I assume the memory addresses for that are included in f4se itself, so he doesn't have to figure them out himself.
Nice. What I'd heard is for the game's EXE that all memory addresses & pointers get shuffled with each game update.

Anyone know if Framework and or Plus can be made ESL (Or are they and I missed it?) (I have been known to miss small details at times.)
Interesting question but I assume it's likely that they cannot be made ESL if they've not already been made so or alternatively that they are expected to surpass 4096 records which is the limit for ESLs. It's often problematic on saves to just switch between ESP/ESL as installed file & ESL would no longer be able to be updated after 4096 records, though I've become averse to uninstalling mods mid playthrough to the point that I usually always will just reload earlier save or start a new game if necessary.

I'd be interested to hear if anybody has tried yet & if it works? Though another reason for not having ESL right now is it's in a stage of very rapid updates so it'd be a lot more work to make ESL for every hotfix.
 
It's unlikely I will ever release these mods as ESL as it virtually locks them into receiving no further edits (you can still technically edit them - but it requires jumping through a lot of hoops).

Since I consider these to be ever-evolving, and there are always opportunities for bugs and conflicts to arrive - I don't want to lock myself in a situation where I can't update any longer.
 
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