So, this is what you say, but it seems to me you are the only one to say so. Deleted refs I understand, please explain what you mean with 'identical to master records'? Just so you know, I have done 'few' settlement MOD's and you seem to be the only one to complain about these particular things. Even more, if these are legit complains, bring them up in BUG's section, not in common forum of my MOD's, unless you are someone who just for some reason doesn't like to see my MOD's floating around?
Oh BTW, what are the deleted refs you talk about in this particular MOD? (since I don't remember doing them, nothing big for sure)
"but it seems to me you are the only one to say so"
That's because regular users (and noob modders) don't really know about this sort of thing, and don't know how to diagnose CTDs related to it. Just because the game doesn't horribly CTD when it loads, doesn't mean it's bug-free. Not helped by the fact that CTDs caused by this are very hard to pinpoint, itself not helped by the fact that CTDs are in general hard to diagnose (mostly due to the fact that this game doesn't throw up an error when it does, unlike say, STALKER or Starbound.)
See, when another mod tries to reference a deleted object (intentionally or unintentionally, IE if they add something to an area and move a deleted dirt pile) it causes a crash. That crash is often falsely attributed to the mod in question instead of the one that deleted the refs. Worse are what happens when you delete navmeshes (like after some terrain adjustment). NPCs step on them, boom, instant crash.
"But other people are fine with it" is not an excuse, because common users cannot diagnose this sort of problem unless they know exactly what they are looking for.
I have done 'few' settlement MOD's
Quantity over quality does not make you an expert.
Oh BTW, what are the deleted refs you talk about in this particular MOD? (since I don't remember doing them, nothing big for sure)
Putting it in a spoiler box because it's a list.
Spoiler:
Show
[REFR:00122594] (places MarshScumM01_Debris [STAT:001B9B93] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21)) [REFR:0012243A] (places HedgeRow03 [STAT:0013385E] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif) [REFR:00211A44] (places TrashClump01_Marsh [STAT:0011A91C] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_2776F5AC_OC.nif) [REFR:00211A45] (places TrashPileWall01_Marsh [STAT:0011A8E8] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif) [REFR:00211A46] (places TrashClump03_Marsh [STAT:0011A91A] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif) [REFR:00211A47] (places TrashClump02_Marsh [STAT:0011A91B] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif) [REFR:00211A48] (places WoodCrate01 "Wood Crate" [STAT:000211F5] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_E776F5AC_OC.nif) [REFR:00211A49] (places WoodCrate03 "Wood Crate" [STAT:000211F7] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_E776F5AC_OC.nif) [REFR:00211A4A] (places WoodCrate03 "Wood Crate" [STAT:000211F7] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_DF475F65_OC.nif) [REFR:00211A4B] (places HollyShrub01 "Shrub" [STAT:00133861] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_9F475F65_OC.nif) [REFR:00211A4C] (places BranchPileBark01 "Maple Bark" [STAT:000516A3] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_2776F5AC_OC.nif) [REFR:00211A4D] (places BranchPileStumpVines01 "Branch Pile" [SCOL:00019572] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif) [REFR:00211A4E] (places Tire03HollowStatic "Tire" [STAT:000DD3C9] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_7831AAC9_OC.nif) [REFR:0023A918] (places MarshScumS01_Debris [STAT:001B9B96] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21)) [REFR:0020EC30] (places MetalBarrelRadioactivePile01 [SCOL:00186519] in GRUP Cell Temporary Children of [CELL:0000E6D6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-22) in Precombined\0000E6D6_0A82376A_OC.nif) [PHZD:0024987B] (places RadiationHazardLight512 "Light Radiation" [HAZD:0009252B] in GRUP Cell Temporary Children of [CELL:0000E6D6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-22)) [REFR:0011BF44] (places MarshScumL01 [STAT:00112054] in GRUP Cell Temporary Children of [CELL:0000E2C9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 1,-22))
And that's just deleted refs. We're not talking about Identical to Master records, which can cause unintended conflicts.
Seriously, stop making excuses. It's not that hard to figure out how to use Fo4edit to clean mods. In fact, I can walk you through the process, or, as I offered in another thread, do it for you if you are seriously too lazy/proud of yourself to figure it something that is stupidly easy to do.
Also, why not make them ESLs? That's another thing you could do very easily. Especially since you seem so dead set on introducing a lot of settlement mods in a short amount of time, which means if everyone uses these it'll take up a large chunk of the 255 mod limit. Or even better, merging them into one giant settlement pack? That can be done very easily with Mod Merge. ..I can do that for you too, btw.
I see one thing for clear yes from that answer of yours, you are on a holy crusade against me and my MOD's.
WHY NOT STOP USING THEM THEN?
- So you are right and all other players who use my MOD's are 'just' regular users or n00bs to you? I think that explains lot, about you. - All your deleted refs examples which are done are minor items, and if those cause you crashes then WOW, I have never gotten any crash due to those! In case you say I can't know that, then yes, you are right, but I have not experienced more crashes since I started using MOD's than I had with pure Bethesda Fallout 4 software. - Quantity over quality statement you made is basically true yes, however, the more something one tends to do, the better one usually gets at it, and that is what I consider to be case with me and settlement MOD's I make. Now, I am not claiming to be an omnipotent modder who does all perfectly, but I do consider myself relatively good at it. Prove me wrong, especially compared to all other settlement MOD makers! - And what the feck are those IDENTICAL MASTER RECORDS? I asked it before, and you deigned an answer. Too hard to explain to a n00b like me? - Stop making excuses? Where oh where did I make excuses? - Why offer me such help with FO4EDIT? Isn't it more fun to keep dissing me? BTW, if' you'd bothered to read the PERMISSIONS on my MOD's you'd seen that I have given permission to modify and BUG FIX my MOD's. Or maybe you don't understand what word permission means? Look it up on Webster. - ESL's? Same permission to modify my MOD's goes for that also, I have even asked to be helped with that on many occasions, but maybe YOU are too lazy to help someone who is busy making MOD's?
Enough of this, help me if you like, and I might stop fuming at you, or do not, and my settling down will take a tad longer, but anyway this topic is now closed! ______________________________________________________ rylasasin has tried to tell me how to do things, and I acknowledge that he has some good points, and he also has given me cleaned Swans Pond No Rad version he made, so I will publish that with my thanx to him, but I have also blocked him from messaging me, or on my topics, the reason being this: kid, child, egoistic, arse and horse are things he has called me while 'helping' me. Now, I might in my second to last message to him have returned the favor in similar manner, though using more fun words, but really, I am not going to start a verbal warfare with anyone, whether they are trying to help me with constructive criticism or not! Thus BLOCKED! First ever for me, fun! LOL
ps. keep your snickers about the names he has called me to minimum please, someone would love to keep even a tiny shred of dignity intact...HAHAHA
Edited: i didn't see that you mentioned the interior already. its a shame. i try to resettle as many of the npcs as possible and a school would be perfect for all kids esp since it can be well protected
First things first: Ragoda thank you for the mod. It looks great.
2nd) Is this an exterior settlement only or is the interior of the building accessible as well?
3rd) modding can be a difficult and complex process and we all know that time and patience with learning the finer points of it pay for themselves. Your mods look great, keep up the good work and you will continue to improve on an already solid foundation.
4th) I have a great idea about a mod for the Castle if your interested send me a PM and I'll share the details with you.
1. Thanx! 2. I tried to make Interior also into Settlement, but it is one of those places that suffers from Bethesda's special feature, (read bug.) 3. I have been on 'holiday's this month, but I will continue making MOD's soon 4. sending PM to you
Hi there. I agree with rylasasin about the convesion to ESL. It's very easy do do in Creation Kit. But only small ESP works. I did this to all Ragoda Player Settlements.
1. Place ESP in Fallout 4 - Data folder - root. 2. Launch Creation Kit 3. Go to file - Data 4. Tick (SSCSS.esp) Use dobbelt click 5. Set as active file and OK 6. When finished loading... 7. Go to file - Compact Active file Form ID's 8. Go to file - Convert Active File to Light Master 9. DONE 10. Delete ESP file
Remember to go to plugins.txt and apply this *SSCSS.esl and save.
BTW. Very good choice of locations for Player Settlements.
You might consider publishing those ESL's you've made of my MOD's, as long as you give me credit for original files! :)
I feel that many would like to get their hands on your ESL's.
I like a lot finding fun locations for player settlements. I have also gotten LOT location requests and most of them are excellent and I have used many!
ps. since making ESL seems that easy, I might do it from now on to my future MOD's pps. I still don't know how to turn many ESP's into one
No one here is on a holy crusade against you. We want your settlement mods to be bug free. They are provably not. You've released at the time of this comment 40 settlement mods. I went and checked the permissions on all of them. 23 of them ( 57.5% ) DO NOT give us permission to modify your work. You haven't given us permission to fix the bugs. Of course we are going to bug you to do it instead. We are not going to do a thing to your mods and risk breaking the rules of the nexus site.
For example, you didn't give permission to fix your Swan's Pond Settlement. So instead I gave you the list of commands you needed to run to fix it. You did not. rylasasin made you a fixed version anyway. They didn't have to do that. You took offense at offered help. They are now blocked. I don't think they are ever going to try and help you again.
Deleted references can cause crashes if something references a deleted item. It's far better to disable them. Identical to master bugs can be more insidious. The Creation Kit copies in any form you touch, even if you don't edit it. Lets say you touch a record that exists in Fallout 4, and is updated by a DLC. Your mod now contains the original version, overwriting the DLC changes. That can lead to crashes, or unexpected behavior. ESLs are simple to make. Select Compact Records in the Creation Kit. Save your master file as an ESP. Export it as an ESL.
Mod author to mod author: Don't piss on people that are trying to help you. Never try to shame people by saying THEY are too lazy to help you. You have no right or expectation of help from them. You don't like the message - no one likes to be told their baby is ugly. Take the lesson onboard, learn from it. You've made a lot of settlement mods. Fix them and make them great settlement mods.
MOD author to MOD author, I never got pissed at rylasasin trying to help me. I merely wanted him to take the issue to BUG SECTION. And then he started calling me kid, child, and all those others, now that got me pissed off. Why should I let anyone diss me in cyberverse, when I don't allow it in real life either? I am still not pissed off at him trying to help me.
As to permissions being locked on bug fixes in some MOD's, I check those Tomorrow and open them up, I really thought they all already were so.
So, I decided to check the Permissions immediately after all. And all permissions are same now on all published MOD's.
ps. however how can you say I DO NOT give permission to do bug fixes on my MOD's, when I simply wanted to be asked for permission to do so? Is asking permission something alien? Anyway, now you don't need to ask even permissions anymore.
I'm not sure why you are so defensive. As a practical manner, people aren't going to message you, or post on your mods and beg for permission to fix a bug. You don't really respond unless you feel insulted or a hyped about your latest mod. They will either fix it themselves and keep the fix, or move on to another mod. I've kept all the fixes I've made locally.
It's funny, you keep publicly shitting on rylasasin, but it looks like their insulting you, was the motivation you needed to learn how to use FO4edit. Let it go man. Now that you have blocked them, they can't even see these posts. I'm still of the opinion you've overreacted, but I'm not here to debate with you.
You now know what is wrong with your mods, and why it's wrong. You also know how to fix it. It's up to you now.
It's always been up to me, however, I started by asking help to learn to do ELS's and such, no one volunteered any information, so I stopped asking and decided to just let those people do who want to themselves. Now I know how to clean up my MOD's, and also how to make ELS's, all thanx to rylassin, so big warm hug to him for that, stays blocked though for reason I have mentioned.
could you make Fiddler's Green Trailer Estates as a settlement and big john's salvage? People try to make these settlement but end breaking the game, omg.
I distinctly remember using someone's Fiddler's Green Player Settlement MOD. Are`you sure there isn't a correctly working one? If not, then I would love to do Fiddler's Green, as it definitely is a fun place for player settlement!
It's been done and in the testing phase. However, I will try to clean things with FO4Edit as has been shown to me by video rylasasin sent me, with more of his calling me child, and also arse and horse, so yes, he stays blocked, but thank you for that video! And then convert it to ESL file before publishing it.
25 comments
Oh BTW, what are the deleted refs you talk about in this particular MOD? (since I don't remember doing them, nothing big for sure)
That's because regular users (and noob modders) don't really know about this sort of thing, and don't know how to diagnose CTDs related to it. Just because the game doesn't horribly CTD when it loads, doesn't mean it's bug-free. Not helped by the fact that CTDs caused by this are very hard to pinpoint, itself not helped by the fact that CTDs are in general hard to diagnose (mostly due to the fact that this game doesn't throw up an error when it does, unlike say, STALKER or Starbound.)
See, when another mod tries to reference a deleted object (intentionally or unintentionally, IE if they add something to an area and move a deleted dirt pile) it causes a crash. That crash is often falsely attributed to the mod in question instead of the one that deleted the refs. Worse are what happens when you delete navmeshes (like after some terrain adjustment). NPCs step on them, boom, instant crash.
"But other people are fine with it" is not an excuse, because common users cannot diagnose this sort of problem unless they know exactly what they are looking for.
Quantity over quality does not make you an expert.
Putting it in a spoiler box because it's a list.
[REFR:0012243A] (places HedgeRow03 [STAT:0013385E] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif)
[REFR:00211A44] (places TrashClump01_Marsh [STAT:0011A91C] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_2776F5AC_OC.nif)
[REFR:00211A45] (places TrashPileWall01_Marsh [STAT:0011A8E8] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif)
[REFR:00211A46] (places TrashClump03_Marsh [STAT:0011A91A] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif)
[REFR:00211A47] (places TrashClump02_Marsh [STAT:0011A91B] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif)
[REFR:00211A48] (places WoodCrate01 "Wood Crate" [STAT:000211F5] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_E776F5AC_OC.nif)
[REFR:00211A49] (places WoodCrate03 "Wood Crate" [STAT:000211F7] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_E776F5AC_OC.nif)
[REFR:00211A4A] (places WoodCrate03 "Wood Crate" [STAT:000211F7] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_DF475F65_OC.nif)
[REFR:00211A4B] (places HollyShrub01 "Shrub" [STAT:00133861] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_9F475F65_OC.nif)
[REFR:00211A4C] (places BranchPileBark01 "Maple Bark" [STAT:000516A3] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_2776F5AC_OC.nif)
[REFR:00211A4D] (places BranchPileStumpVines01 "Branch Pile" [SCOL:00019572] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_1F475F65_OC.nif)
[REFR:00211A4E] (places Tire03HollowStatic "Tire" [STAT:000DD3C9] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21) in Precombined\0000E6B6_7831AAC9_OC.nif)
[REFR:0023A918] (places MarshScumS01_Debris [STAT:001B9B96] in GRUP Cell Temporary Children of POISC19 [CELL:0000E6B6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -1,-21))
[REFR:0020EC30] (places MetalBarrelRadioactivePile01 [SCOL:00186519] in GRUP Cell Temporary Children of [CELL:0000E6D6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-22) in Precombined\0000E6D6_0A82376A_OC.nif)
[PHZD:0024987B] (places RadiationHazardLight512 "Light Radiation" [HAZD:0009252B] in GRUP Cell Temporary Children of [CELL:0000E6D6] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,-22))
[REFR:0011BF44] (places MarshScumL01 [STAT:00112054] in GRUP Cell Temporary Children of [CELL:0000E2C9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 1,-22))
And that's just deleted refs. We're not talking about Identical to Master records, which can cause unintended conflicts.
Seriously, stop making excuses. It's not that hard to figure out how to use Fo4edit to clean mods. In fact, I can walk you through the process, or, as I offered in another thread, do it for you if you are seriously too lazy/proud of yourself to figure it something that is stupidly easy to do.
Also, why not make them ESLs? That's another thing you could do very easily. Especially since you seem so dead set on introducing a lot of settlement mods in a short amount of time, which means if everyone uses these it'll take up a large chunk of the 255 mod limit. Or even better, merging them into one giant settlement pack? That can be done very easily with Mod Merge.
..I can do that for you too, btw.
WHY NOT STOP USING THEM THEN?
- So you are right and all other players who use my MOD's are 'just' regular users or n00bs to you? I think that explains lot, about you.
- All your deleted refs examples which are done are minor items, and if those cause you crashes then WOW, I have never gotten any crash due to those! In case you say I can't know that, then yes, you are right, but I have not experienced more crashes since I started using MOD's than I had with pure Bethesda Fallout 4 software.
- Quantity over quality statement you made is basically true yes, however, the more something one tends to do, the better one usually gets at it, and that is what I consider to be case with me and settlement MOD's I make. Now, I am not claiming to be an omnipotent modder who does all perfectly, but I do consider myself relatively good at it. Prove me wrong, especially compared to all other settlement MOD makers!
- And what the feck are those IDENTICAL MASTER RECORDS? I asked it before, and you deigned an answer. Too hard to explain to a n00b like me?
- Stop making excuses? Where oh where did I make excuses?
- Why offer me such help with FO4EDIT? Isn't it more fun to keep dissing me? BTW, if' you'd bothered to read the PERMISSIONS on my MOD's you'd seen that I have given permission to modify and BUG FIX my MOD's. Or maybe you don't understand what word permission means? Look it up on Webster.
- ESL's? Same permission to modify my MOD's goes for that also, I have even asked to be helped with that on many occasions, but maybe YOU are too lazy to help someone who is busy making MOD's?
Enough of this, help me if you like, and I might stop fuming at you, or do not, and my settling down will take a tad longer, but anyway this topic is now closed!
______________________________________________________
rylasasin has tried to tell me how to do things, and I acknowledge that he has some good points, and he also has given me cleaned Swans Pond No Rad version he made, so I will publish that with my thanx to him, but I have also blocked him from messaging me, or on my topics, the reason being this: kid, child, egoistic, arse and horse are things he has called me while 'helping' me. Now, I might in my second to last message to him have returned the favor in similar manner, though using more fun words, but really, I am not going to start a verbal warfare with anyone, whether they are trying to help me with constructive criticism or not! Thus BLOCKED! First ever for me, fun! LOL
ps. keep your snickers about the names he has called me to minimum please, someone would love to keep even a tiny shred of dignity intact...HAHAHA
2nd) Is this an exterior settlement only or is the interior of the building accessible as well?
3rd) modding can be a difficult and complex process and we all know that time and patience with learning the finer points of it pay for themselves. Your mods look great, keep up the good work and you will continue to improve on an already solid foundation.
4th) I have a great idea about a mod for the Castle if your interested send me a PM and I'll share the details with you.
2. I tried to make Interior also into Settlement, but it is one of those places that suffers from Bethesda's special feature, (read bug.)
3. I have been on 'holiday's this month, but I will continue making MOD's soon
4. sending PM to you
:)
I agree with rylasasin about the convesion to ESL. It's very easy do do in Creation Kit. But only small ESP works. I did this to all Ragoda Player Settlements.
1. Place ESP in Fallout 4 - Data folder - root.
2. Launch Creation Kit
3. Go to file - Data
4. Tick (SSCSS.esp) Use dobbelt click
5. Set as active file and OK
6. When finished loading...
7. Go to file - Compact Active file Form ID's
8. Go to file - Convert Active File to Light Master
9. DONE
10. Delete ESP file
Remember to go to plugins.txt and apply this
*SSCSS.esl and save.
BTW. Very good choice of locations for Player Settlements.
I feel that many would like to get their hands on your ESL's.
I like a lot finding fun locations for player settlements. I have also gotten LOT location requests and most of them are excellent and I have used many!
ps. since making ESL seems that easy, I might do it from now on to my future MOD's
pps. I still don't know how to turn many ESP's into one
No one here is on a holy crusade against you. We want your settlement mods to be bug free. They are provably not. You've released at the time of this comment 40 settlement mods. I went and checked the permissions on all of them. 23 of them ( 57.5% ) DO NOT give us permission to modify your work. You haven't given us permission to fix the bugs. Of course we are going to bug you to do it instead. We are not going to do a thing to your mods and risk breaking the rules of the nexus site.
For example, you didn't give permission to fix your Swan's Pond Settlement. So instead I gave you the list of commands you needed to run to fix it. You did not. rylasasin made you a fixed version anyway. They didn't have to do that. You took offense at offered help. They are now blocked. I don't think they are ever going to try and help you again.
Deleted references can cause crashes if something references a deleted item. It's far better to disable them.
Identical to master bugs can be more insidious. The Creation Kit copies in any form you touch, even if you don't edit it. Lets say you touch a record that exists in Fallout 4, and is updated by a DLC. Your mod now contains the original version, overwriting the DLC changes. That can lead to crashes, or unexpected behavior.
ESLs are simple to make. Select Compact Records in the Creation Kit. Save your master file as an ESP. Export it as an ESL.
Mod author to mod author: Don't piss on people that are trying to help you. Never try to shame people by saying THEY are too lazy to help you. You have no right or expectation of help from them.
You don't like the message - no one likes to be told their baby is ugly. Take the lesson onboard, learn from it. You've made a lot of settlement mods. Fix them and make them great settlement mods.
As to permissions being locked on bug fixes in some MOD's, I check those Tomorrow and open them up, I really thought they all already were so.
ps. however how can you say I DO NOT give permission to do bug fixes on my MOD's, when I simply wanted to be asked for permission to do so? Is asking permission something alien? Anyway, now you don't need to ask even permissions anymore.
It's funny, you keep publicly shitting on rylasasin, but it looks like their insulting you, was the motivation you needed to learn how to use FO4edit. Let it go man. Now that you have blocked them, they can't even see these posts. I'm still of the opinion you've overreacted, but I'm not here to debate with you.
You now know what is wrong with your mods, and why it's wrong. You also know how to fix it. It's up to you now.