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Whisper's Accidental Brillance

Okay, still in the bathroom... haha... the loo...

I saw @Whisper posting for plugins, and @RayBo response - I was going to answer there, but don't have the right authority to do so...

So I will continue here....

@RayBo question about overwrites - if one manually installs F4SE, following like BriBait Load Order, it is manual - a mod manager would not catch an overwrite it is not managing! So yes, it will overwrite not even asking...

And Secondly, I zipped F4SE into a mod file and installed last - it did however find other mods to overwrite! See picture - I just installed F4SE via NMM - you can see install of 3/17 I circled in red the new dates.

The YELLOW highlighter are specific files F4SE wanted to overwrite when I installed it last... script files... now, I only am doing a small load order so if one has 500+ mods, the amount found may be much higher

The installation of the F4SE through NMM did not ask to overwright its own files I had originally done manually.

Also of note, when the mod I found specifically overwrote the pex files highlighted, this mod WAS NOT a F4SE dependent mod...

If one installs F4SE via a manager early and mindful of what is asked to overwrite (fat chance), it is best IMHO to install F4SE after all mods are loaded.

John

PS - this is probably not a problem if all mods are based on the lastest game version and calls for the latest F4SE version - older mods based on older F4SE versions would be problematic - the biggest issue I have is a non-F4SE dependent mod overwriting F4SE files...

Capture.PNG
 
Perhaps file a bugreport on the mod, asking why a non-F4SE mod is overwriting F4SE files?

I sometimes wonder just how much dislike/distrust of F4SE is caused by accidental inclusion of files.

—note—
Some mods might require a changed vanilla script to function properly. Such mods should state that somewhere on their page.

(My Fortune Finder 4 Fix mod is an example.)
 
Perhaps file a bugreport on the mod, asking why a non-F4SE mod is overwriting F4SE files?

I sometimes wonder just how much dislike/distrust of F4SE is caused by accidental inclusion of files.

—note—
Some mods might require a changed vanilla script to function properly. Such mods should state that somewhere on their page.

(My Fortune Finder 4 Fix mod is an example.)

"SHOULD" .... *last*great*words*

:)

Which is one reason I don't use AFT anymore (as an example) - breaks vanilla companion system - via scripts not mentioned...

However, I think installing F4SE last catches these... that way we can be selective about what/who we allow to alter our vanilla scripts... and honestly, I ask why alter F4SE files to begin with?

And most just blame F4SE simply probably because of "just install mods and it works - wait #$%$ F4SE doesn't @#$@#$ work!!!!)

John
 
Interesting re AFT - so loading F4SE last/over the top of things might redeem its “bad things” reputation?
 
Regarding the "loadorder" of F4SE, I've just set things so that that loads last. And am about to start another game.

upload_2020-3-18_18-23-52.png
 
If you use vortex and are installing *SE, use vortex to install, do not enable, open in file manager from the vortex right click menu, make a folder called 'data', move the 'scripts' folder into it, close the file manager window, double click on the disabled *SE mod in vortex and choose mod type 'dinput' or 'enb'; then enable, this will place the scripts folder in 'data' and the loader files in the games root folder. This works for SKSE and F4SE. Now you have a *SE mod managed by vortex and you will be warned about overwrites etc.
 
So, at the vault exit controls, CWSS or smoking didn't show up. However, others did. I don't this is a game issue as much as the holotape creator/enable holotape issue. I had Korax changes load up, but didn't get Korax Sit & Drink Disabler... I can spawn in CWSS/smoking or build at chem bench for the benefit of this:

Capture2.PNG

At start of a new game - do my character creation, etc...

ScreenShot113.png ScreenShot114.png ScreenShot115.png
 
Ya know @Whisper. Since you are bored and probably isolated, and not really going to do that playthrough, Haha, you could go into all these mods and modified them adding the quest to spawn after the vault exit... skk just did that to his combat stalkers.... lol. I enabled once in prewar. And died on the way to the vault! Haha..

John
 
I did myself a restart...

...made a thing for PBP...

...now you see it...
20200319161345_1 (Large).jpg
...now you don't! :rofl
20200319161322_1 (Large).jpg
Ah, the joys of being a modder - shud ah fix dis? :shok1:mosking

...naw. Cover it wit a shack wall instead.
 
I did myself a restart...

...made a thing for PBP...

...now you see it...
View attachment 8519
...now you don't! :rofl
View attachment 8520
Ah, the joys of being a modder - shud ah fix dis? :shok1:mosking

...naw. Cover it wit a shack wall instead.

So, I finally made it out of the vault this morning... the only quirk that I have found... is with Project Blueprint.

When I get of the vault, I do bake my building mods - always in past, I do first PbP so they are the closest to the left towards the vanilla build menus. I only enable the PbP main, Far Harbor, and NukaWorld.

I did so like normal - then I went to install my menu adding items - WR, old world plaids, salvage beacons, etc etc... all good.

Then I went to add all the other menus which will be in the main menu bar - most are SMM menus, such as Sim Settlements, RegFabs, Cozy Scaver, Thematic, Nuka Lanterns, etc...

All like normal I would do.

However, one of the PbP menus disappears. then I have 2.

I went back and did my 3 PbP and just enabled SS through holotape - SS overwrites one of the PbP build menus.

Went back again - reinstalled SMM - and no indications that it wanted to overwrite any F4SE files (as now NMM is managing those files).

Same problem.

I got it worked out - placing PbP as the last item to be enabled - so I have all 3 but they are far far to the right.

I haven't done any building - I checked the menus - items all appear to be there ....

But it is as if one or more of the PbP ESP is different and doesn't allow itself to be locked into the build menu.

Just my thought - I have the work around - I don't expect everything to work 100% with so many mods - but eh, build menus should be a fundamental thing not screwy...

Maybe it's all those extra workbenches in crafting screwing up the whole shebang! @Whisper

Anyway, 4 days to actually do a playthrough! Till Monday - if work is open at that point due to some Corona thing.

Personally, I like my Corona with Lime. :)

John

PS - final mod count (no companions, addon packs, custom settlements or extra quests etc) - 381 plugins, Active is 356, Installed and active mods is 462.
 
Well, just FYI... picked up my BYOP magazine ... lost the PbP NukaWorld again...

Tried everything... rolled back, reload individually... SMM rescue didn't help... so I would guess the PbP is not strictly under an SMM injection... ?

But I did get it fixed, all 3 at the end... I had to move PbP at bottom of load order - after the "generic patches" for the ESL custom settlements .... yikes! Oh, also had to move the MDF RR after these patches as well... was getting the LOD visual problems of RR phasing in and out.

Annnnnddddd... that is what is different about this load order and playthrough... the hangups for me...

Anyway, just wanted to let ya know...
 
I've generally waited until after getting the holotape before activating PBP in my loadorder.This puts it all at the tail-end of the queue, of course.

I've noticed my main menu is getting rather long. /thinking

By the time I add BYOP, Creative Clutter, Noir Penthouse, Wasteland Resources, the menu added by Awesome Town, Sim Settlements, and the 4 PBP menus... "it makes me furiously to think"
 
I've generally waited until after getting the holotape before activating PBP in my loadorder.This puts it all at the tail-end of the queue, of course.

I've noticed my main menu is getting rather long. /thinking

By the time I add BYOP, Creative Clutter, Noir Penthouse, Wasteland Resources, the menu added by Awesome Town, Sim Settlements, and the 4 PBP menus... "it makes me furiously to think"

Add Kuro Tab, Nuka Lanterns, Robot missing stuff, Cozy Scavver, Elven Blossom, Not your Typical Neon.... blah blah blabbity blah... and that doesn't consider the added menus under structures... Woody's, Master Plan, Nuka Shopper, Barns.... etc.. .LOL

Dude, I need a menu for a menu! Not SKE though!
 
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