Probably a silly question, but would I be able to uninstall the base game version of this mod and install this one on the same save or would I need a new save?
Look at the upload times and dates. This mod hasn't changed since the day I uploaded it. I have no idea why it wouldn't be working for you anymore because its not possible for this mod to conflict with anything at all.
Huge necro, I know. But, I used this in an old save, and used it with a brand new game. It worked great for me, and I have over 400 plugins enabled. So if anyone has issues, be sure to check for conflicts in FO4Edit and adjust your load order as needed.
Thank you so much for this. You have saved my sanity. No more having to actually do that broken Clearing The Way quest. Just smile and nod at Generic Helpless NPC #58, and ignore the horrible little creature in my Pip Boy until it goes away on its own. ^_^
Would be super nice to have: a) FOMOD installer where you can pick what settlements you would like to be affected. I want Nuka World Red Rocket but not Boston Airport, for instance. b) ESL version.
Comments are generally the place where mod users offer suggestions to authors. If I was going to do it myself I wouldn't have offered the suggestion to the mod author.
No settlement is unlocked without actually walking up to the workshops. There is no need to click on them to unlock them as there are trigger boxes in place and as soon as you enter the area of the box, the settlement unlocks.
So an FOmod is unnecessary. If you don't plan on using a settlement, don't walk up to the workshop. Simple.
I may produce an ESL version if I can get the time. I work alot. But it might be possible soon.
In response to post #73570618. #73581953, #73583408, #73587588 are all replies on the same post.
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Galengol wrote: Great mod!
Would be super nice to have: a) FOMOD installer where you can pick what settlements you would like to be affected. I want Nuka World Red Rocket but not Boston Airport, for instance. b) ESL version.
ShortHop wrote: If youre starting your sentence with I want you could just as easily make your own / edit the mod as you like for personal use.
Galengol wrote: Comments are generally the place where mod users offer suggestions to authors. If I was going to do it myself I wouldn't have offered the suggestion to the mod author.
KahvozeinsFang wrote: No settlement is unlocked without actually walking up to the workshops. There is no need to click on them to unlock them as there are trigger boxes in place and as soon as you enter the area of the box, the settlement unlocks.
So an FOmod is unnecessary. If you don't plan on using a settlement, don't walk up to the workshop. Simple.
I may produce an ESL version if I can get the time. I work alot. But it might be possible soon.
guy's/gals like you are the main reason i will never release anything here on nexus, if i would i could flood nexus with a zillion settlement mods even in nuka world(100% working) but i can't stand the, make this, do that, change this, add that, its bugged, not working, ect
@speedynl - You should add your mods! You don't have to listen or respond to users if you don't want to. Holding out your work because there are some Aholes out there is not fair to the people who are actually cool about it. Just a thought. :)
1. Just release your mods. 2. Don't setup a comment or bugs section. 3. I have seen some mod authors do that. 4. I am a "butt hole" sometimes. 5. Sometimes I am also a nice person (in real life good people also do nasty things).
You can get Wrye Bash (standalone) and it will do manual ESL-flagging for ESP files, solving the problem. No messing with the ESP itself, just setting a bit to fool FO4 into thinking its an ESL. Find the ESP in the list in WB (have to run FO4 at least one time without F4SE -so vanilla- to populate the directory) and then first Check ESL Qualifications, then Add ESL Flag. Done. After a while, you see that ESPs eligible are highlighted in green automatically, without checking manually. I checked many, until I was sure that green text was WB saying it was already eligible. I have over 500 mods (about 1/4 disabled at any play through) and have converted 80% of the ESPs to have ESL flags. Just be sure to sort with LOOT if you set any dependencies in Vortex.
Would this mod be compatible with, Mobile Workshop by SKK. You both have features I like, but I'm afraid I would really Bork this game trying to run both. I may see what Vortex has to say about the matter.
53 comments
I've been noticing it no longer working. Did I change something it needs?
To quote Guy Fleegman, Just jazzed about being on the show, man.
Or maybe just use holotape of simsettlements workshop.
Just asking for less mod conflict. problems
Would be super nice to have:
a) FOMOD installer where you can pick what settlements you would like to be affected. I want Nuka World Red Rocket but not Boston Airport, for instance.
b) ESL version.
So an FOmod is unnecessary. If you don't plan on using a settlement, don't walk up to the workshop. Simple.
I may produce an ESL version if I can get the time. I work alot. But it might be possible soon.
Maybe this will help :3
How to (Easily) convert ESPs into ESLs using xEdit (https://www.nexusmods.com/fallout4/mods/35922)
Quick Conversion Of ESP To ESL Using The Creation Kit (https://www.nexusmods.com/fallout4/mods/35777)
even in nuka world(100% working)
but i can't stand the, make this, do that, change this, add that, its bugged, not working, ect
owel back to my cave, so peacefull there
1. Just release your mods.
2. Don't setup a comment or bugs section.
3. I have seen some mod authors do that.
4. I am a "butt hole" sometimes.
5. Sometimes I am also a nice person (in real life good people also do nasty things).
Find the ESP in the list in WB (have to run FO4 at least one time without F4SE -so vanilla- to populate the directory) and then first Check ESL Qualifications, then Add ESL Flag. Done.
After a while, you see that ESPs eligible are highlighted in green automatically, without checking manually. I checked many, until I was sure that green text was WB saying it was already eligible.
I have over 500 mods (about 1/4 disabled at any play through) and have converted 80% of the ESPs to have ESL flags. Just be sure to sort with LOOT if you set any dependencies in Vortex.