Fallout 4

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  1. Sharlikran
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    Archived Information:
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    Are you missing menus or items?

    Patch compatibility depends on what the patch alters. Check the articles section for information about SK patches and whether or not they will work with SKE.

    Reporting missing menus and items for mods.

    1. Choose one mod. For Example Homemaker, SNB, or OCD and activate only the mod and the DLC. If the mod requires the OLD Settlement Keywords v0.8 you must already have a copy as it is no longer available.
    2. Make sure all your other mods are deactivated.
    3. Go in game and look for items that were missing. Write down the Category and the name of the item.
    4. If SK v0.8 was required then deactivate SK and activate SKE. Don't make any other changes.
    5. Go in game and look for the item. If you can't find it let me know.

    An Example of how you can help me find missing items:

    Structures -> Concrete -> Floors -> Large Concrete Floor
    Structures -> Concrete -> Walls -> Concrete Wall
    Structures -> Concrete -> Roofs -> Concrete Roof

    Unless I know where it is in the OLD SK I can't find it in the new SKE. I want to make sure I can find any and all missing items.

    The Master Plan by Ethreon:

    All of the menus are under Structures - > Prefab except the Billboards which are under Decorations.

    Missing textures and the inability to build settlement items:

    While troubleshooting something related to settlement mods I reset my INI files to the Bethesda defaults. Once I loaded a save game none of the items I had built appeared in my settlement nor could I build anything. Mods I have installed that alter vanilla meshes were also preventing me from building certain things. Lucky for me I kept backup files.

    The change that had made the difference was with sResourceDataDirsFinal in my Fallout4.ini. I know there are a lot of people saying it's not needed but after testing with 1.5.205 which is the current beta it seems like it's needed. However, I also saw video from December of 2015 by Gopher and it doesn't suggest that.

    I did more testing and it looks like both of these options work. I'm going to say you probably need to do one or the other. I don't know which works better or why.

    Option one:

    Edit your Fallout4.ini in Documents\my games\Fallout4
    [Archive]
    sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\

    Option two:

    Create a Fallout4Custom.ini in Documents\my games\Fallout4
    [Archive]
    bInvalidateOlderFiles=1
    sResourceDataDirsFinal=STRINGS\

    Future Homemaker update:

    I have finished phase one of my Homemaker update. There are no longer separate menus. Now I am going through all the Furniture and Vehicles and other items to find all the post and pre war items. Not sure when it will be completed because there are a lot of items to look at. I'm also doing the same for Alternate Furniture. Then I think I will have to make a disabler for AF so Homemaker and AF items aren't duplicated.

    Update 07/04/16: The owner of the house I rent is undecided on whether or not he will sell property and the adjacent property he also owns. I will not be working on this update for a while unfortunately. I will make patches and minor updates to the rest of SKE as needed.

    07/15/2016: This is an incomplete update but it's an example of where I am headed with the HM patch. Once completed there will be no Homemaker menu. You will go to the vanilla menu for vanilla items and for the rest of the Homemaker items you simply look where you expect them to be. Use it if you want because the only things that are incomplete for now are the post and pre war items. They are in the wrong menus because I'm not done sorting through 800 plus recipes yet.

    Contraptions DLC:
    Spoiler:  
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    SKE doesn't conflict with the Contraptions DLC because I don't alter vanilla menus. From what I see in FO4Edit there are 4 menus for it, Warehouse, Scaffolding, Boxcars, and Display Cases. However, none of the Form Lists are used in the plugins or a script from what I can tell. None of the menus from the DLC alter the vanilla menus directly like Wasteland Workshop did. SKE still won't conflict with the DLC and no update is needed. I'm not sure if Bethesda is doing something differently or not.

    If you are missing the Contraptions DLC content it's because you have conflicts with the mods you have installed.


    Far Harbor:
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    SKE doesn't need any updates for Far Harbor. I did find a list of items added by Far Harbor. If you seem to be missing items then you need to find the mod causing the conflict with your vanilla menus. Also you may want to try my test save game or previous save games. Maybe something was conflicting with the menus in the past and that is has made permanent changes even if the conflicting mod was uninstalled.


    SKE v1.13 and future versions:
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    Special thanks to Ethreon for new SKE icon. It is greatly appreciated.

    SKE only alters WorkshopMenuMain [00106DA2] to add a separate SKE menu that is independent of all Vanilla or DLC menus and content.

    As of v1.13 there are no previous SK menus that alter a vanilla menu or uses a vanilla keyword. Use of any SK patch that alters settlement menus will cause conflicts, missing menus, and missing or altered menu icons.

    SKE no longer requires any DLC content. If you do not have Wasteland Workshop all of the patches have been updated to remove the DLC dependency.

    The original SK altered vanilla menus and DLC content. It used some vanilla keywords, renamed some vanilla keywords, and added new keywords. SKE only adds new keywords for use with SKE mods. Some SK mods may still work with SKE but there is no guarantee. Any mod that only uses vanilla keywords will not appear in any SKE menu and instead will appear in the default menus.

    SKE is a modders resource which means that all the newly created menus and categories are only used by fully integrated SKE mods. If you would like an SKE version of a mod please contact the author. I am happy to work with authors to provide new menus and categories if the existing choices are not sufficient.

    Changes in v1.26 of SKE and future versions:
    Spoiler:  
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    I apologize to SKE supporters but I am unable to provide patches or SKE versions of popular mods unless I have permission form the author. This was presumptuous on my part and I apologize for making the decision to package updates compatible with SKE. The patches were intended to make it easier for users. When I took over the old SK project I wanted to do so because I saw the struggle mod users had getting things to work.

    The patches were made to place settlement items in the SKE menus. Since some mods used SK v0.8 which used some vanilla keywords those items were being placed in the vanilla menus. To reduce clutter I had provided a patch. I have updated the description page to show which mods can be used without a patch. Using the original mod will simply mean you will find the items in the vanilla menus.

    Once I hear back from the authors I have contacted with permission from them I'll be able to provide the patch again. I ask that users be patient. Do not PM authors or spam their comments section with requests. I have already contacted them and they will respond when they have time.

    It is with great pleasure and relief that I can inform users that I did receive permission from NovaCoru to continue updating Homemaker for use with SKE.

    Sorry for any inconvenience the reduced number of patches may cause.

    Homemaker Patch - All Versions:
    Spoiler:  
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    Uninstall and/or manually delete Homemaker - SKE Integration Patch.esp it is no longer needed.

    My Homemaker patch no longer relocates vanilla items to the Homemaker menus. This eliminates duplication of items and eliminates confusion as all vanilla objects should be found in the vanilla menus. It has new load order requirements. It needs to load after SKE. Please see description page.

    Because Nova's original mod altered vanilla menus some Homemaker items used vanilla keywords. Those items now use SKE keywords. I'm sorry but that change means some items are in the Homemaker menus and some items are in the SKE menus.

    In the download and in the folder named "07 Homemaker 1.41 - SKE Patch v1.13" is a file named Homemaker - SKE Changes.txt. This is a rather cryptic list that shows the unique Fallout 4 CK editor id names of the items relocated to the SKE menus. Since my next Homemaker patch will eliminate the need for Homemaker menus and simply place all items conveniently in the SKE menus, I won't be making a more comprehensive list.

    The current patch now adds a prefix to Homemaker items. Please look for settlement items like "HM - Street Lamp".

    Personal comments:
    Spoiler:  
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    I chose to work on this because I feel it is needed. I made the choice so I'm not upset at anyone or at the complexities of the project. However, I have a lot of challenges meeting requests from users and mod authors.

    In my attempts to compromise on things and meet the requests from authors and SKE supporters I have made a separate SKE menu located in the main Settlement menu. My goal is to offer mod authors a way to organize their settlement items in the menu so users can find what they need quickly and easily.

    While I want everyone to express their concerns openly, while I want to take constructive criticism with respect toward whomever gives it, when I go to great lengths to accommodate multiple authors and users only to find out something doesn't meet someone's preference is disheartening.

  2. Sharlikran
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    SKE 1.56 Information:

    SKE uses in game Holotape:

    SKE now uses an in game Holotape. If upgrading you can craft one at a Chem station. The in game Holotape also offers the Universal Menu Fixer without the need to install a separate mod. I tested it with SOE, SnB, Northland Diggers, and Homemaker. The Menu Fixer never removed menus from other mods that also add their menu with scripts.

    SKE Settlement Menu Report and Enableing papyrus logs:

    As of SKE 1.53 there is now an additional routine for troubleshooting that will dump the settlement menus to the papyrus logs. Use this if you are trying to see if you have missing menus. Please do not spam me with your entire log file. If you don't see any errors about SKE menu scripts then nothing is wrong. Only use this if you feel menus are missing. However, it's not something I can use to resolve your issue for you. It's for you to see which menus are present and which aren't. It's not reported in an easy to read format, just very raw data which can still be useful.

    You can also make (or add to) a Fallout4Custom.ini file with the following lines. Once added they will track what the scripts are doing.

    [Papyrus]
    bEnableLogging=1
    bEnableTrace=1
    bLoadDebugInformation=1
    bEnableProfiling=1
    sDefaultLogOverlay=Papyrus

    Updating from SKI:

    1. With SKI installed, go to a Chem Station and craft the SKI Uninstall Chem, use the chem, make a new save game.
    2. Uninstall SKI and install the scripted version of SKE.
    3. Use the in game Holotape (or craft a Holotape first if needed) and use the Uninstall menu option to remove the current menu, then the Multi Menu option to have the old SKI layout by DOOMBASED.

    Two Menu Layouts:

    In order to offer the SKI and SKE menu style with a scripted menu I have created an in game Holotape. If this is your first install you will have the Holotape automatically. If you are upgrading you will need to craft one at a chem station. The Single Menu option creates one SKE menu like previous versions. The Multi Menu option distributes the menus throughout the vanilla menus much like SKI.

    Upgrading from any previous version:

    When using the scripted menu option you need to revert the SKE change prior to updating. With the previous version still installed, craft and use the uninstall chem. If you are using 1.53 or greater you will use the in game Holotape. Open the settlement build menu and verify the menu(s) are gone.

    When using a previous version to remove the SKE menu make sure NMM or MO2 has not left behind any files. Some older versions of SKE had loose files such as SKEMenuInstallerScript.pex copied to the Data\Scripts folder. These older loose files will overwrite the BA2 file and cause issues with the scripts for SKE. If the SKE menu is not removed you will need to keep reverting to previous save games until the menu is properly removed. Then make a new save game.

    As of SKE 1.53 the in game Holotape is much more reliable. Even on previous save games where the chem would fail, the Holotape had no issues removing or adding the menus.
  3. Sharlikran
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    Due to real life changes like work and my families needs, I am not available to troubleshoot settlement menus. SKE alters no vanilla content such as recipes and it doesn't conflict with DLC. If a mod author requires the use of SKE refer to the authors installation instructions. For help with your settlement menus please start a thread in the Fallout 4 Mod Troubleshooting forum.

    Mod authors may PM me with requests to add new menus and categories to SKE.

    I continue to add LOOT warnings for incompatible files as time permits. When you sort with LOOT it will display errors and warnings to help you eliminate mod conflicts with SKE and vanilla menus. If you do not wish for LOOT to sort your load order don't click apply it's not required. If you do not wish to use LOOT in any way then please refer to the description page for a list of "Files that should be removed from your load order when using SKE".

    Mods not made for SKE may alter vanilla content. Please use FO4Edit to look for mod conflicts. You can apply this filter to look for conflicts that typically occur between settlement mods. Contact the mod author with questions as to why they are altering vanilla content and see if they are willing to offer an alternative.

    When disabling mods to troubleshoot mod conflicts remember that disabling mods with an injected/scripted menu can cause the menu to be invalidated and it will not appear or be rendered by Fallout 4. Be aware of which mods add a scripted menu and use the authors uninstall procedure prior to disabling the mod. If you are missing menus you can use the Universal Menu Fixer <<-- located in the files section.
  4. Sharlikran
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    I uploaded a hotfix for the menu installer so that when you load your save game, and the menu is installed the Uninstall option appears in the Holotape menu. This will be included in the next version. I just didn't feel like uploading another new version right now.
  5. Sharlikran
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    I have to close the comments section. Currently there are two reports stating that SKE causing menu issues. Which isn't possible. This isn't the first time users have reported this for my mod or any other mod. In the Homemaker comments section two people recently reported menu issues and upon removing the menu patches causing the issue everything was fine. There are over 43 pages and I don't expect anyone to read them but if you did, you would find that 100% of the time, once the issue is found it was never SKE causing the issue.

    I use Darthwayn's scripts although they are modified. Many mod authors use his template. Those that don't, if they add a scripted menu use simple scripts to add or remove menus. It's not foolproof but reliable. The only issue is if you don't follow authors' instructions you will have issues. The other way to add menus is to alter Fallout4.esm directly. If Fallout4.esm is altered directly then you need to have the most up to date version of Fallout 4 which is 1.9.4 and the mod must have been updated using the Fallout4.esm from at least 1.7.9 which was the last time Bethesda changed the settlement menus for the release of Nuka World.

    What I plan to discuss will show the following things to the Fallout 4 community in reference to Settlement Menus:

    - The changes with the various Fallout 4 patches. Starting with the release of the Creation Kit and mods, the menus were changed prior to the release of each DLC. If authors used a scripted menu this wasn't an issue. However, mod authors altering Fallout4.esm directly need to have kept their mod updated or it will cause menu issues.
    - How Scripted menus work and how you can have menu loss if you don't use the author's chem or holotape.
    - How Fallout 4 uses recipes to place items in the settlement menu. This is important because if you have ever seen claims that there is no Barns menu that can only happen if there is a mod conflict or if the recipe was change and moved the items.
    - How outdated mods and menu patches cause conflicts if they alter Fallout4.esm directly.

    I may include other things but for now that pretty much covers it. The document unfortunately can't tell you which mod is causing your issue. No amount of documentation can do that. However, with a better understanding of how the settlement menus are managed by Fallout 4, hopefully users can more easily determine how to resolve their menu issues.
    1. Sharlikran
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      Just a quick update. I have not been able to work on the document I wanted to because of work, wife and 5 kids, and real life in general. I don't know when I will have time to make it and see what kind of help I can get from the Nexus staff so a simple report of a menu issue, which is not caused by SKE, won't continue to be a constant argument. I was hoping a few weeks would be reasonable but at this point I have no ETA. Sorry but I can't drop everything to explain how settlement mods work and ignore family, doctors appointments, work, and everything else. Not to mention now school is out so my wife and I will have the kids full time.
    2. Sharlikran
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      @KeyWiteWolf there was nothing wrong with your post it is just off topic for FO4Edit. Posting in another location to get in touch with mod authors is not needed and frowned upon. I would appreciate it if people would stop trying to communicate with me while I am unavailable to discuss topics in an objective and respectful way. When I have time to discuss things I will open the comments section. If that's one month or, three months or, six months is based on real life. In the meantime I am aware of what is happening in the modding community. I have modified DarthWayne's scripts to work with a Holotape and I have no plans of using an alternate method.
    3. Sharlikran
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      Update 07/27/2017 - I am around to make changes as needed but I am not readily available. I still have not had time to write my article on Settlement menus and why there is no mystery bug. The reason was because of real life, 5 kids, wife, and work. Obviously things that are more important.

      However, now I will also be focusing on my Mother. My father was born in 1936 and my mother was born in 1938. My father has already passed away due to cancer several years ago. My mother is still alive and well, at least as well as can be expected. However, I am not sure for how long. So I am sure you can understand why I won't be available much for an undetermined amount of time.
  6. Goliatron
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    Will there be an update for Master Plan 2.1?
    1. Sharlikran
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      yes but not sure when
    2. Sharlikran
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      I added support for the Master Plan 2.1 in Version v1.54. Please remember to read everything. The description page, sticky posts, the change log, and the NMM installer.
  7. stahpk
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    I have a dumb question but I guess I am just unclear.

    So with mods that are fully integrated like the list on the FP.
    Bank of Commonwealth
    Cannabis Commonwealth - SK v0.3
    Craftable Greebles
    Create your own planter
    Gruffydd's Signs and Posters
    Gruffydd's Signs of the Times
    OLD WORLD RADIO - BOSTON by Brandoman neeher and cdante
    Power Conduits and Pylons Overhaul
    Rebuild - Modular Sanctuary
    Static Harvest Collection
    Summer Roses - frogprincess_q4

    So does this mean that either

    1. I only need the data files and I can remove the ESP

    2. That these mod creators have used the framework so that it fully integrates with SKE but I still need their esp.

    I'm assuming it is #2 but would be a bummer if I have been using esp's I didnt need to.

    Sorry I know its a dumb question.

    PS @Sharlikran - Non related did you ever get xedit to work with tes3. I randomly found your github on it today while modding morrowind.

    1. Sharlikran
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      #2, and no TES3Edit yet and no ETA because the file format is so different.
    2. stahpk
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      Thanks for the response. Thats what I figured but maybe was just dreaming of more ways to reduce my load order =)

      Hope you can get tes3edit figured out, I think thats pretty awesome and I still play MW. Good Luck!
  8. Sharlikran
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    @MrMuscle sorry to delete the post there wasn't anything really wrong with it other then the mod list. As mentioned in the sticky post I can't help troubleshoot other authors mods. I have AS installed and have some missing icons as well. I didn't make AS so I can't tell you why there are no icons.Snowhard mentioned this already and was discussed in great detail, please read previous posts.
    1. MrMuscle
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      Np man thanx anyway
    2. MrMuscle
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      YOYOYOOYOYOYOY Sharlikran i solved my problem when i uninstalled Simply Modular Housing mod ! Now everything shows up <3
    3. Sharlikran
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      I'm glad that happened but the two are different mods. Plugin wise they can't conflict because the ESP file names are different so one won't have overwritten the other. The graphics files can't conflict because the folder for SMH is .\Meshes\SMH\[some folder name] which is different from AS. The textures also have different names and folder locations. You should be able to have both mods installed at the same time.

      Again I'm happy it's working but just because a round peg will fit in a square hole if it's the right size, doesn't mean it's supposed to be that way.
  9. takatoriyama
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    A Valdacil's Item Sorting VIS patch for Settlement Keywords Expanded 1.55 is included in the latest version of Radrose Usability Enhancements, adding icons & sorting for this mod's settings activator.
  10. Jbuckhalt
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    I'm a complete idiot I forgot to uninstall the mod with the chems in game. I realize what I did the second I hit the button, I forced shut down NMN but it was to late. Now all I get is CTD. Is there anything I can do aside from reinstalling the game and all my mods? I reinstalled your mod right away when I realized what I did but that didn't help. I have the older v1.41 and it's not up for downloading any more.
    1. Jbuckhalt
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      If anyone has other ideas it would be greatly appreciated.
    2. Jbuckhalt
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      OK I did a clean reinstall of FO4 and manage to get SKE to work however the uninstall chem is not there. Is there a console command for the chem?
    3. Sharlikran
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      I'm sorry I don't always have a lot of time to review the comments. I also sometimes don't have much time to update every nook and cranny of the description page, the sticky posts, and other areas to make sure I remove any outdated information. Then I am also very information heavy because I want to avoid repeat questions and since i don't have much time to post during the day, to avoid questions in general.

      If you look at the change log I mention that I started offering a scripted menu with 1.46. Then I changed to a holotape with 1.53. The NMM installer also offers a version that doesn't use a papyrus script to add the menu. Authors that offer chems or a holotape offer them to remove a script property from your save game prior to uninstalling the mod or to change settings. It only applies to mods that add menus with a script. For versions prior to 1.46 and for the version that doesn't use a script, you won't find a chem to craft because you don't need one.

      I see you downloaded the SKI file I offer for troubleshooting only. That won't help you at all if you never used SKI. In fact if you installed it I recommend you revert to a previous save game because I don't support it and if you have issues because of it I can't help you. That's why on the files tab it says "This is only for uninstalling SKI if you are having issues." and it only applies to previous SKI users.

      Last, you don't have to use an uninstall chem for versions that never used scripts. That is why the sticky post says, "When using the scripted menu option..." and if the menu wasn't added with a script then that doesn't apply to you. The absence of an uninstall procedure for versions prior to 1.46 is because there is no special procedure.

      Just install 1.54 and manually install the script hotfix and if you have the menu then you are good to go.
    4. Jbuckhalt
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      Thank you so much for your time I very much appreciate it! I realize how dumb my question was now. I did what you said and now I have no problems. I should have realized that the chem did not apply to my version and I do apologize for that. I make mods too I should know this by now.
  11. kevkas
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    I just stopped by to say Thanks for keeping this mod updated. As always, good job mate.
  12. RuthlessRampage
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    Might be an old topic, but does anyone know how to fix the menu for cages? It won't shop up and it seems like its due to homemaker and SKE. Does anyone know of a fix?
    1. Sharlikran
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      It isn't an old topic. I would appreciate it if people would stop posting that SKE causes vanilla menus to disappear. Only people unwilling to troubleshoot the mods they have installed using FO4Edit have issues.

      Tek70 recently posted that SKE caused an issue with his Structures menu complaining that menus were missing. The plugin he mentioned, Building Blocks Foundations was released in Jan of 2016 and caused at least 6 menus to be lost. The author hadn't made any mistakes when making the mod because at that time the menus didn't exist and the DLC had not been released yet.

      As noted in the above sticky posts I have not altered the vanilla menus since SKE 1.13. You didn't mention OCD but it doesn't alter vanilla menus either. Now as for Homemaker up until 1.41 it always altered some of the vanilla menus by altering records from Fallout4.esm, but only specific menus. It never altered the main settlement menu which is where the cages menu is.

      Please open your active plugins in FO4Edit. Wait until it says that it's finished in the Messages panel. Once finished, type in 00106DA2 in the upper left box named FormID and press enter. On the right panel list all the names of the files altering that record. You can also provide screen shots but I need you to widen the columns so I can see the files names. I don't want you to list your load order just what you see listed on the right.
    2. Aptiva
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      I also have some menus missing since installing SKE, specifically conduits. This caused me to lose all access to vanilla conduits until I created a custom plugin to reenable them in SKE > Electricity > Misc.

      The only files editing this record in my load order are SKE, Homemaker(which uses scripted menus), 2 DLCs (Coast and DLC06), and Northland Diggers Resources (which also uses scripted menus).

      This was an issue I noticed on my test save as well as a totally new playthrough.
    3. Sharlikran
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      Same as with the original post, SKE doesn't alter the vanilla menus so it is impossible to loose the vanilla conduit menu because of SKE. I provide an article with all of the FormIDs under the articles tab. Please provide a screen shot of that menu using FO4Edit. Expand the columns so it is easy to see the file names.
    4. Aptiva
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      I've determined that it is actually the WastelandWorkshopPatch.esp for Homemaker/SKE. You are correct sir

      Using your article with the FormIDs as text I found that the patch was from April 2016 and doesn't include any DLCs
    5. Sharlikran
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      Don't forget if you use the current version of Homemake practically none of the patches will work. I have not (and don't have time to) looked at every patch out there but, one example of a patch that still works is the Auto Doors patch.
    6. Aptiva
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      This patch has been rendered obsolete at the end of the day. It's not been updated in over a year and again doesn't support any DLC at all. It doesn't have comments enabled to warn of potential pip falls.

      @RuthlessRampage
      If you look in the articles tab here on the SKE page, you can look for the FormID for the main menu and Cages in FO4Edit and use that to find what's altering the menus in a way that makes your cages menu disappear.
    7. Sharlikran
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      I just took a second and searched for "WastelandWorkshopPatch.esp" using CTRL+F in my browser on the description page and it's already listed. I have an extensive list of mods not to install listed there. To make it easier for users if you run LOOT it will show the warning also. You don't have to apply the changes, but unfortunately you do have to at last click sort and let it calculate things for all the warnings to show up.
  13. headhunter3222
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    Hey, sharlikran,

    Man u a god, not many mod maker have such a long document page for finding problems that ocur most of the time on ower site.

    After reading all your desc and archived information i found my problem:
    Missing textures and the inability to build settlement items this line saved me.
    Edit your Fallout4.ini in Documents\my games\Fallout4
    [Archive]
    sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\

    Thnx for the great mod and good and nice info

    Keep up the good work.

    Grtz headhunter
    1. Sharlikran
      Sharlikran
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      That is one that will work but as stated some feel that other option 2 is better. In fact option 2 is what's in gophers video. I don't know the pros and cons to using either of the two options.
    2. headhunter3222
      headhunter3222
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      Well for me option 1 solved the problem so far but will try option 2 to see the difrence thnx again for the great mod and support u give to us.
    3. Aptiva
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      sResourceDataDirsFinal=

      This is usually a better way to do it. It basically lets the engine look in those directories and any resulting subs anyways. Still allows usage of loose files.
  14. Aptiva
    Aptiva
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    I was curious as to whether you could possibly add a subcategory for Conduit under SKE > Electricity. Possibly also add subs the sub(not even sure if possible to do more than 1 or 2 levels deep beyond what gets added already) for mods that change vanilla radiator mechanics structured like this:

    SKE >
    Electricity >
    Conduit >
    Default(Vanilla Mechanics)
    2-10x Radiation
    11-20x Radiation
    20x+ Radiation

    I've seen a few mod authors that are changing and adding to conduit specifically in the form of orientation (vertical or horizontal), power radiation radius, and new lights with conduit connection. I guess I feel it would make the menus a bit more clear cut and more organized.
    1. Sharlikran
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      The current small, medium, large, and super radius categories should be sufficent.
    2. Aptiva
      Aptiva
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      I was thinking more along the lines of putting those under a Conduit submenu that also included vanilla pieces (straight pieces and turns)
    3. Sharlikran
      Sharlikran
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      I probably wont have time to work om SKE for a while. I'm not sure I would like to add a submenu like that. However, I am willing to consider it. Which mod have you seen that has its own custom categories like the ones you mentioned?
    4. Aptiva
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      Vertical (Wall-Mounted) Power Conduits:
      http://www.nexusmods.com/fallout4/mods/21052/?
      This one has no custom menus, but instead adds to the existing vanilla menu using keyword and FLST

      PCPO - Power Conduits Pylons Overhaul <---SKE Version available using your existing categories
      http://www.nexusmods.com/fallout4/mods/13394/?

      These are the 2 main ones I use. The former has no SKE version, but reading your modder's guide, I could easily add a compatibility plugin for it.