Changelog 1.03: - Added 2 cells in Taffington that UFO4P missed. 1 cell in max compat version.
Changelog 1.02: - Split the mod into Max Coverage and Max Compatibility versions. Effectively 1.01 and 1.00 respectively. - Added Taffington and Hangman's, identical to and does not conflict with UFO4P, mostly there for for those who don't use UFO4P. - Nabbed a few things I missed.
Changelog 1.01: - Thanks to Glitchfinder finding this glitch; Minor Encounters, Containers, and lootable objects in affected cells have been given custom encounter zones so that they continue to respawn.
I tried to follow the very short but useful tutorial pictures. I did it with this mod's all plugins.
Moved to ALL mods' empty lines of red Sub-Blocks' XLCN location. No matter if the mod was loaded before or after SDZF (this mod). Except Fallout4.esm and the DLC*.esm's. Moved even to Scrap Everything - Ultimate.esp (loaded last, but before Bashed Patch, 0.esp (in Mod Organizer 2's right pane).
My question is,,, do I need to do it with Fallout 4 and DLC's, too? And with ALL mod?
Now, I am confused because: When I install new mods,,, OR uninstall mods, do I need to do the procedure again (every time)? What happens to mods if I uninstall one of the mods that I patched with SDZF?
How fallout works is the mod loaded last overrides the rest, so no need to ever edit the fallout4.esp or dlcs, just make sure your lowest mods have the change and you’re good.
Uninstalled mods will no longer have the change. If you reinstall the mod you’d need to do it again, but it only matters is the mod is loaded towards the end of your load order.
Greeting, tenhats. It means I just need to edit the mods that come AFTER this mod's plugins and NOT before it (like UFO4P, that is loaded always 1st)? Scrap Everything (SE) come always last, so SE needs to be scripted? I am sorry, when I have to ask again, because I want to know AND learn how to edit FO4EDIT to make this mod's work (at least) as stable as possible..
By the way, I forgot to mention that I installed Settlement Dead Zone Fixes' optional 2 file (User's Choice Max Coverage) (FOMOD).
Correct, the ones that come after, or more specifically, the ones that come last are the ones that need the edit to contain the fix. UFO4P would not need patched whereas scrap everything most likely would.
Thank you for your helpful information, dear tenhats. Oh man, I must do the procedure again because I also added to ALL mods that come before this mod's plugins - including UFO4P! Now I understand why I had on some areas weird stuff (trees in the air, areas (mostly ground) invisible then visible when moving around).
I will re-install your mod(s) then (re-)do the scripting following your guides. I will then add the scripting procedure only to mods that come AFTER this mod. I am sorry if I ask(ed) too much but I just want to know more how to handle problems. Thank you again.
I am Mod Organizer 2user. Because of that I add executable to MO2 and start them via the organizer.
Oh that sounds like a precombines conflict, which would be caused by things unrelated to this mod, namely other mods fighting over new precombines they generated.
Yeah, it was precombine problem. I forgot to add this mod's some scrupts to PRP.esp. Then I made scripts with Seasons Change (it's FO4EDIT files) and Complex Item Sorter mods. So, after added scripts to all mods that come after SDZF, no issues anymore - at least for now.
I let LOOT (NOT the MO2's built-in LOOT) to work. LOOT sorts the plugins (of this modd) before/after other mods (like The Rebuild Collection - AIO, Seasons Change). I then start Wrye Bash to look if plugins are not loaded correctly. Then start FO4EDIT, STRG + A, let it sort the Masters correctly. Then comes Wrye Bash's Bashed Patch, 0.esp patching. I do this procedure (with LOOT, Wrye Bash, FO4EDIT) every time when I install new mod or uninstall mod; or when I update a mod.
After I figured it out, how to use FO4EDIT scripting with informative screenshots. But I am (still) confused what the "Place high in your load order" (on DESCRIPTION) exactly means. I really could not handle the load order, even so I use this mod since almost one yyear. I change the load order, then the scripting (IF any red XLCN LOcation blocks are there).
Does it mean at the top (after MASTER plugins), or at the bottom load order (before PRP.esp)? By the way, I use PRP Branch 69 and game 1.10.163.0.
PRP incorporated the max compatibility version with my permission, but max coverage covers more than PRP and can be used so long as you don't use mods such as Encounter Zone Recalculation.
It seems that the latest version of PRP and Rebuild Collection - AIO incorporate the contents fixed by this MOD. PRP clearly stated in the changelog that it incorporated the "Max Compatibility" fix, but I'm not sure which version is included in Rebuild Collection - AIO. The POST item for Rebuild Collection - AIO has been closed, so I guess I'll have to check it myself... Tenhats, do you know about this? (If so, it would be very helpful)
Edit: I installed both versions and compared them with xEdit. Rebuild Collection - AIO also seems to have the same fixes as the Max Compatibility version.However, only the fix for "03000B47" was not applied by either PRP or Rebuild Collection - AIO. Of course, I'm sure it has some meaning.
With the Next Gen Update it doesn't appear to be working anymore for me - I use it for the water at Taffington and also at Nordhagen Beach. I like to set out floating marketplaces and the SS2 commercial plots are no longer functioning. Is everybody having this problem now?
can starlight drive-in be included in the max compatibility version? Also im still confused about the incompatibility with encounter zone recalculation
For some reason Encounter Zone Recalculation will cause hordes of guys to spawn when used alongside the max coverage version of this mod. I don't know enough about the internals of that mod to guess why, other than that max coverage interacts with encounter zones and max compat doesn't. For this reason unfortunately no, starlight drive-in cannot be part of the max compat version.
Going to get the max compat version of the changes applied for the next stable release. One of the cells was already patched on version 69 from checking against the SS2 esms.
Really like the sound of this mod! Just a quick question about load order, if we're using a mod that changes a settlement to expand its borders or open up buildings (ie. Jamaica Plain) should we put this mod below those?
It should be, xedit is the program you'd use to di it. If MO2 asks which version to use tell it to use the latest version, the one you just made via patching.
128 comments
- Added 2 cells in Taffington that UFO4P missed. 1 cell in max compat version.
Changelog 1.02:
- Split the mod into Max Coverage and Max Compatibility versions. Effectively 1.01 and 1.00 respectively.
- Added Taffington and Hangman's, identical to and does not conflict with UFO4P, mostly there for for those who don't use UFO4P.
- Nabbed a few things I missed.
Changelog 1.01:
- Thanks to Glitchfinder finding this glitch; Minor Encounters, Containers, and lootable objects in affected cells have been given custom encounter zones so that they continue to respawn.
Moved to ALL mods' empty lines of red Sub-Blocks' XLCN location. No matter if the mod was loaded before or after SDZF (this mod). Except Fallout4.esm and the DLC*.esm's. Moved even to Scrap Everything - Ultimate.esp (loaded last, but before Bashed Patch, 0.esp (in Mod Organizer 2's right pane).
My question is,,, do I need to do it with Fallout 4 and DLC's, too? And with ALL mod?
Now, I am confused because: When I install new mods,,, OR uninstall mods, do I need to do the procedure again (every time)? What happens to mods if I uninstall one of the mods that I patched with SDZF?
Uninstalled mods will no longer have the change. If you reinstall the mod you’d need to do it again, but it only matters is the mod is loaded towards the end of your load order.
By the way, I forgot to mention that I installed Settlement Dead Zone Fixes' optional 2 file (User's Choice Max Coverage) (FOMOD).
I will re-install your mod(s) then (re-)do the scripting following your guides. I will then add the scripting procedure only to mods that come AFTER this mod. I am sorry if I ask(ed) too much but I just want to know more how to handle problems. Thank you again.
I am Mod Organizer 2user. Because of that I add executable to MO2 and start them via the organizer.
I let LOOT (NOT the MO2's built-in LOOT) to work. LOOT sorts the plugins (of this modd) before/after other mods (like The Rebuild Collection - AIO, Seasons Change). I then start Wrye Bash to look if plugins are not loaded correctly. Then start FO4EDIT, STRG + A, let it sort the Masters correctly. Then comes Wrye Bash's Bashed Patch, 0.esp patching. I do this procedure (with LOOT, Wrye Bash, FO4EDIT) every time when I install new mod or uninstall mod; or when I update a mod.
Does it mean at the top (after MASTER plugins), or at the bottom load order (before PRP.esp)?
By the way, I use PRP Branch 69 and game 1.10.163.0.
THANK YOU!
PRP clearly stated in the changelog that it incorporated the "Max Compatibility" fix, but I'm not sure which version is included in Rebuild Collection - AIO.
The POST item for Rebuild Collection - AIO has been closed, so I guess I'll have to check it myself...
Tenhats, do you know about this? (If so, it would be very helpful)
Edit: I installed both versions and compared them with xEdit. Rebuild Collection - AIO also seems to have the same fixes as the Max Compatibility version.However, only the fix for "03000B47" was not applied by either PRP or Rebuild Collection - AIO. Of course, I'm sure it has some meaning.