Known Conflicts WIP
Archived: Outdated article (2017)

BE AWARE
This article is very old.

This was an attempt at getting an overview of known conflicts.
A lot has changed since and i am no longer actively playing this almost 10y old game.
I will leave this up as is, but it is really old, consider everything here as informative but depreciated.

However i opened up the comments on this article so users can report problems they run into.
Those are not tested and confirmed by the TS team, but could be valuable info for others.

When multiple reports emerge there is a chance it will be looked into.

This is an attempt to list known possible mod conflicts.

Disclaimer; We are not saying the mods mentoined are broken OR bad, they do not combine flawless with Transfer Settlements.

Before you apply these guidelines:
- NEVER REMOVE MODS mid playthrough.

CONFIRMED CONFLICTS
Vault 111 Elevator Fix is no longer maintained and overwrites ObjectReference.pex from f4se
Home Plate Overhaul by Mogomra (Be carefull, bakes into your savegame)
Better Settlements, a popular mod on ps4 but pc and xb1 versions were removed, no nexus version, (inhibits scripts from running)

CONFIRMED OKAYS
Neeher's All Settlements Expanded
Jenncave's Clean and Simple

General tips:
- Do not use BUILDZONE- OR BUILDBUDGET-expanding mods of any kind.(Unless they have proven to be reliable like Neeher's or Jenncave's mods, check the specific modpages for more info)
- Anything that makes edits to (for CLEANER) settlements or WORKSHOP workbenches should also be avoided. A lot of them will break TS.
- Avoid anything that needs "bUseCombinedObjects=0"
- If you use Place Everywhere DO NOT USE the 'extra object selection' option.
- Widescreen mods like TruBy9 could have issues with DEF_HUD and HUD-F.

Scrapping tips:
- Using the SCRAPALL command will void your chance to be eligible for TS support. (Use at your own risk.)
- Scrap Everything (especially the Ultimate Edition) seems to be a re-occurring source of problems.

ggTroll's scrapping approach:

I do use Spring Cleaning by Nverjos. And i place it in the top of my loadorder.
Important is to also use the Spring Cleaning Compatibility Patch by VlitS, which is located at the bottom of my loadorder.
(I only have worldspace editing mods like Beantown interiors Projects by Chucksteel loaded after the patch by VlitS.)
Never had problems with this setup. Sometimes i have to fall back to the "Disable, MarkForDelete, Enable" console commands on the annoying objects i really want to be obliterated. I do save my game, exit to the main menu and reload my save before i continue.
Izaharia's scrapping approach:
(needs more info)

ggTroll's Settlement Budget approach:
Target the workshop workbench with the console open:
getav 348 - Will show the current number of triangles used by the player.
getav 34A - Will show the current number of draw calls used by the player.
getav 349 - Will show the maximum value of the triangle budget for the settlement.
getav 34B - Will show the maximum value of the draw call budget for the settlement.
modav 349 <value> - Will modify the maximum value of the triangle budget for the settlement.
modav 34B <value> - Will modify the maximum value of the draw call budget for the settlement.
I only use modav 349 ### and modav 34B ###, and i only add 33% or so. (small increments, multiple times when needed)

Izaharia's Load-Order Tips:
Do not trust LOOT with FO4 loadorders:
(Inspired by the very knowledgeable Gambit77 who has his loadorder posted on the Armorsmith Extended modpage)
> Your .esms (as you can't really move them...)
<.esps that add/change the enviroment (truestorms, darker nights)
<.esps that add/change player settings (cbbe,looks menu, eyes of beauty)
<.esps that add/change player UI (defui,vals sorting)
<.esps that add/change audio (radio mods, etc.)
<.esps that add/change player homes (v88 edits, cyberlights apts)
<.esps that add/change ITEMS you can make (Armor, weapons, and such)
<.esps that change/add settlers (Better Settlers, Don't Call me Settler, those kinds of mods)
<.esps with regards to your workshop/settlements (increase settlement build, etc)
< merged .esps or very small .esps
> Transfer settlements. always at the bottom, before your scrap mods.

Kinggath from SIM-S lists these possible conflicts:
- "Alternate Start Infinite Answer" - This mod messes with the Workshops array. It will not only prevent Sim Settlements from working correctly in some settlements, but many other mods and features. This mod was discontinued and should no longer be used.
- "Buildable Root Cellar" - This mod will cause problems with Sanctuary, don't recommend using it.
- "Don't Call Me Settler" - Can completely destroy your workshop system over time (doesn't happen to everyone, but I don't recommend risking it).
- "Enhanced Game Play (EGP") - Several users have reported that new settlers will come to their settlements and then stand near the edge or remain uncontrollable until they remove this mod.
- "Modified Creatures & Nuka World Creatures at Commonwealth" - This mod can cause your defenses to start attacking your settlers.
- "Nakano Workbench" - Can break your ability to control settlers.
- "Unlimited Building" - There are plenty of alternatives to this to increase your build limit. This particular mod includes old versions of vanilla scripts (which is really bad).
- "Non-DLC Unofficial Fallout 4 Patch" - This version of the unofficial patch is no longer supported by the creator. They now only maintain the version that requires you have all DLC installed.
- "Welcome to Goodneighbor" - This mod has a number of problems. It can also cause your settlers to quit functioning.

Good luck sorting out your mod-setup, Izaharia & GroteGrottrol.


Questions about the above can be asked on the DISCORD server or in the regular comment section,
Grotegrottrol.

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GroteGrottrol

5 comments

  1. GroteGrottrol
    GroteGrottrol
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    Locked
    Sticky
    BE AWARE This article is very old.
    This was an attempt at getting an overview of known conflicts.
    A lot has changed since and i am no longer actively playing this almost 10y old game.
    I will leave this up as is, but it is really old, consider everything here as informative but depreciated.

    However i opened up the comments on this article so users can report problems they run into.
    Those are not tested and confirmed by the TS team, but could be valuable info for others.

    When multiple reports emerge there is a chance it will be looked into.
  2. GroteGrottrol
    GroteGrottrol
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    Sicario , a user on the DISCORD server:
    reported Windmill Water Pump  wont connect power between windmill and watertanks. After import player must go click watertank in workshop mode.
  3. GroteGrottrol
    GroteGrottrol
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    一分为二//good intentions, a user on the DISCORD server:
    reported a conflict with Glowing Sea Colonization resulting in the game crashing.
  4. GroteGrottrol
    GroteGrottrol
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    DasRoteBaron reported:
    Vault 111 Elevator Fix is no longer maintained and overwrites ObjectReference.pex from f4se
  5. GroteGrottrol
    GroteGrottrol
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    Copy Paste from RJG3263827's TS main page comment:
    Not tested and confirmed by the TS team untill we receive multiple reports, but could be valuable info for others.

    DO NOT EXPORT/IMPORT any Settlement if you use  AthelbrasSettlement Tidy BotSettlement Salvage BotSettlement Gardener BotSettlement Medic BotSettlement Police BotSettlement Repair BotWhirligig Sentry, and Settlement Radar Station

    I was getting CTD on several of my settlements and discovered that importing these blueprints created multiple "copies" of these bots (The
    Whirligig was causing significant issues in Jamacia Plains, Outpost Z, and Hangmans).

    It took several weeks of trial and error to discover the issue. I'm not saying not to use any of those mods; just make sure that if you export or import a blueprint, none of those items are in your settlement.

    Otherwise, you'll have to save your game, exit, disable the mods, load the game, save again, exit, re-enable the mods, and re-do the quests to "clean" the conditions of your settlements. 

    I hope this helps anyone who may be having this issue or keeps others from going through the issues I did!
    1. RJG3263827
      RJG3263827
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      To be clear,:
      You don't need to disable those mods before exporting/importing, just make sure that you remove the bots/drones (make sure you don't see any "floating" where the pad was placed; if you do - use the "disable" console command on any remaining drones or "8 Ball"s on the ground where bots/drones were) before you export, then import the blueprint free of bots, then add them to the new imported settlement once it's been a few in-game days.  :)