The way the author describes how their mod works, I would not expect that it is necessary to create a merged patch. I would expect that their mod works independently from this patch. ...Are there incompatibilities, and if so what is the effect?
Yes, there is quite so, I get no prompt to Push! unless I enter dialogue with companions, and no push prompt with Settlers. And when I do enter dialogue the trade prompts get replaced by Push.
sure, it is possible. I would recommend using xEdit to load all your mods and then check what is overwriting anything that was edited in my patch. However, even if no record is overwritten such effects can still occur especially with the "Action" records, since new records are combined by the engine to define the behavior in game. I needed quite some time back then to get this patch to work because of a similar effect. I personally do not have time to do these investigations at the moment. But I can tell you so much: I really took care not to include any record in my patch that is not needed for merging the behaviors I wanted to merge. So if something overwrites any record from my patch it is a good first indication that this is the culprit. If you are unsure which mod causes the incompatibility there is also the good old "cut in half" method for quickly finding the exact mod causing incompatibilities: First deactivate all mods loaded after this patch to go sure it does what it should do. If it still does not: deactivate all mods that this patch does not depend on. From this working state activate half of the ones you just deactivated and check if it works. If no: deactivate half of the ones you just activated, if yes: activate half of the still missing ones, and so on... going back and forth this way you will probably need 1 or 2 hours to identify exactly the mod that is ruining the behavior for you. (Of course effects could also be generated by incompatibilities depending on more than 2 mods being loaded at the same time... but this is rather the exception from my point of view.)
Is this still up to date? Some of these mods, like SS2, have updated much more recently than this, but hopefully they didn't change anything this uses.
guess it should still work - it only overrides the "dialogue action" that each of these plugins change by themselves to be compatible - does not touch anything else ...but let us know if it doesn't
Hello is it possible for you to create a stand alone version for "QuickTrade" only? I don't have "Get out of my face" and don't really like to install but your current mod has the "PushAwayCompanions.esp" as a hard requirement set as required master... Would it be OK if I run use it anyways, without that mod? EDIT: I believe it's not even loading without masters...
Should also support SS2's "Pet" and "Pet Options" features (although the distance "Pet" is offered as dialogue option is quite small before you are offered to push your pet -> if you use a pet it is probably best to set the Get Out Of My Face distance to 50 instead of the default 100 ...I did not use SS2's pets yet, so let me know if it doesn't work for you) You don't need to change nothing with your Patch go in Sneak Mode then at any distance you get the Pet Options.
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Maybe look like this Conqueror - Quicktrade - Get Out Of My Face (Push) Patches at Fallout 4 Nexus - Mods and community (nexusmods.com)
I've been looking around on a way to do it myself but have come to no conclusion.
Is it possible that it can be a mod in my end?
I personally do not have time to do these investigations at the moment. But I can tell you so much: I really took care not to include any record in my patch that is not needed for merging the behaviors I wanted to merge. So if something overwrites any record from my patch it is a good first indication that this is the culprit.
If you are unsure which mod causes the incompatibility there is also the good old "cut in half" method for quickly finding the exact mod causing incompatibilities: First deactivate all mods loaded after this patch to go sure it does what it should do. If it still does not: deactivate all mods that this patch does not depend on. From this working state activate half of the ones you just deactivated and check if it works. If no: deactivate half of the ones you just activated, if yes: activate half of the still missing ones, and so on... going back and forth this way you will probably need 1 or 2 hours to identify exactly the mod that is ruining the behavior for you. (Of course effects could also be generated by incompatibilities depending on more than 2 mods being loaded at the same time... but this is rather the exception from my point of view.)
I don't have "Get out of my face" and don't really like to install but your current mod has the "PushAwayCompanions.esp" as a hard requirement set as required master...
Would it be OK if I run use it anyways, without that mod?
EDIT: I believe it's not even loading without masters...
are offered to push your pet -> if you use a pet it is probably best
to set the Get Out Of My Face distance to 50 instead of the default 100
...I did not use SS2's pets yet, so let me know if it doesn't work for
you)
You don't need to change nothing with your Patch go in Sneak Mode then at any distance you get the Pet Options.