For those that are getting a CTD in the Build Menu, I uploaded a fix for now. It sets the default icons for the menus to corn. This wont break anything, and can be deleted as soon as the pretty version is made. Stuyk will make something pretty because I just suck at stuff like that.
Before anyone asks...OMG they still will
Q: " Do you need to install Homemaker and Settlement Keywords first?" A: "Yes."
Q: "My Stores are Missing!!! You must die!!!" A: "SK moved them into Resources...not my fault"
Q: "Are you going to update this to SK .05" A: "Working on it. Besides...YOU DONT NEED SK .05!!! It is not a bug update. Just more freaking Landscape menus"
Q: "Are you going to convert XYZ mod?" A: "No...unless I do it because I want to."
Q: "How did you do this?" A: "I pounded my head on the keyboard till it worked. Also wrote an autohotkey script that worked a xEdit script and it takes about 30 mins to switch all the categories. 3 days to figure out why they don't work LOL"
Q: "When I use the SK Menu Fix I see corn on all new new categories." A: "A Pretty fix would had taken A LOT longer...Want pretty and broken...or ugly and working...till a pretty and working is done?"
Q: "Are you a robot" A: "No all the metal in me in non electronic. I am a mutant..just not the Fallout kind "
I made a patch for Crafting Workbenches, but I have no idea if I did it right. It works on my machine and stops the crafting menu ctd I have been getting from it. It's my first effort at modding, and first foray into FO4Edit. Can I send it to you to take a boo at (See if I did it right) before I ask the original mod Author if it's alright to post?
(I work in the AM, however, so it wont be until afternoon mountain time before I can reply again)
Hmm... after reloading its no longer ctding, but I've also lost the extra crafting tables... damn. i will work on it and try again tomorrow. So please disregard this....
Crafting Workbenches shouldn't need a patch for this...its add the benches to the vanilla crafting menu which is used in SK.
Its a mod that is ALWAYS loaded when I am playing. I LOVE CW and Armoursmith!!!! Not to mention all the great clothing mods ported to them!!
However, If your building mods are loaded higher than crafting mods, it CAN mess up your menus in the crafting tables. Even though its messed up, ALL the recipes are there. I usually load the building mods low so I can craft, until I go to build..then I move building mods higher. That's why ESMs(Masters) irritate me. You can't load them low on the list.
It's an odd thing. It has been happening since I downloaded the latest CW. I get a CTD when I go to Crafting Workbenches. I uninstalled all of my mods, loaded up all the crafting ones, tested them... no problem. Loaded the SK ones, one at a time. Get to Homemaker, (Pre SK and now)... crash. I thought it may be because it is going to the workbenches/crafting menu. Apparently not. My "Patch" however, stopped the CTD, but also removed the Crafting tables. It's acting like it is missing texture files or something, but i freshly downladed CW and reinstalled. No dice. I downloaded and installed the older version... works fine.
I downgraded to previous version of CW and it works fine. CW on t's own on my machine with all other mods uninstalled did the same thing. Followed fix suggestions on the CW page. No dice. Meh. The old version is good enough for now
BTW...
""HOLY MOTHER OF MOLERATS!!!! Adding the stuff to the new categories for .05 is causing a CTD. I might have an update tomorrow once I figure out WTGDMFH is going on here. I am thinking it has to do with no default category icons and nifs freaking it out. It just takes time to debug this out.
Umm yep...thats what was wrong ""
^^ Frickin hillarious... I can only assume that WTGDMFH means What in The God D*** Mother Fu***** He**
3 mins ago I just finished adding icons to all the menus. No more corn!!! (Over 12 hours of work!! Ppl that do this all the time are nuts) It should stop the CTD problems I was running into. I will put it in the Homemaker.esm for .04a and .05 I will probably build the .05 version tomorrow in McDs. Computer does most of that work for me..just takes 30mins or so.
DLed new version of CW...loaded it with the complete load I posted above...100% working. CW doesn't mess with categories. 100% compatible. not sure what was going on in your load.
I have no idea either. I've run into this sort of thing in Skyrim... usually just downgraded and waited for an update. This time around, I thought I'd try and be pro active... I failed.
This may be known already but I would like to keep pointing it out. If you are getting a CTD when you go to enter build and you have S&B please ensure that Homemaker is later in the load order. For those that use LOOT it is arranging Homemaker to load before S&B and causing issues.
I found some categories that don't have default icons....Time for more corn!!! The Wood, metal, ect...menus need them. I got an elevator as a default icon. I am amazed it didn't CTD.
I didn't do NX Farming because it over writes the food category. That's going to take some time to play with to debug.
Loaded a ton of building mods...here is my Load order. THEY ALL SHOW UP IN GAME!!! FYI- Don't use SSEX. Homemaker has almost all the same items...and the update to homemaker will have more.
IF YOU HAVE A PLUGIN NOT ON THIS LIST...AND YOU ARE HAVING PROBLEMS....THAT MIGHT BE YOUR PROBLEM!!! If using SettlementKeywords, Homemaker and Snap and build...DONT use the Snap and Build - Homemaker patch!!!
Yeah the author's probably forgotten, quit, has too much other stuff to do, moved on, or just doesn't care anymore, like many modders do, one of those. Don't expect any updates in... ever.
And the Homemaker menu itself is GONE, lol. Time to reinstall the entire game and all my mods and restart on a new character! F*CK. No updates to the mod while the game is now getting monthly updates has finally broken this mod for me. No fix = Homemaker dies for me. Sorry, just wanted to say thanks for the epic mod. Hopefully I can fix this on my end, and if not, the mod gets a much-needed update.
This looks very popular. However, the latest file is over a year and a half ago. This mod will by its nature be required to be updated, hence this patch. Nothing else after this and the stuff going on with CTDs and missing aspects just says to me that this mod isn't anywhere near finished or safe to use yet. It is also very complicated in how it is communicated to the user.
o.o okay trying to understand why my industrial hallways are all purple. I get that they are missing textures I am just frustrated as to why they do not have them. I found them in the build menu under misc menu all the way to the right on the menu. If anyone has any idea what needs done please let me know.
I'm using SK patch for Snap. And I tried to disable it completely - don't change anything. Then tried disabling all crafting mods including Alternate Settlement... No, zero shops for me. In previous patch it's all work just fine.
News flash boys: I decided to go along with CW because it is a must have after all. So go get PPE(personal patch emporium) mod with installer and it will help you with evrything realted to AE and CW plsu other clothing/armor/weapon mods. It even has the NXPro Farmins SK patch soooo I now have all the mods I wished for and they all work.
I also installed some nice buildings mods with tree farms and steel scavanging. Don`t forget to update Spring Cleaning: it will reset what you scraped but now you can also scrap buildings
I am now at 171 mods with 105 plugins. Only major category I didn`t touch is the weapon category mods. (reballistic, immsersive weapons, etc). Only texture reskins.
And I found out that if i moved up the menu patch just under the .esm plugins, the menu works much faster, i am down to 20 seconds loading time.
Thank you for making Homemaker playable again. I didn't think I'd miss it while I was waiting for Nova Coru to update it to SK but 2 days in and I was looking for buildables that were no longer there then lamenting removing Homemaker. I had a little problem loading my save when I installed Homemaker and this mod, it kept crashing before it could load. I circumvented that problem by loading my main save from another and now everything is working the way it should.
I found some categories that don't have default icons....Time for more corn!!! The Wood, metal, ect...menus need them. I got an elevator as a default icon. I am amazed it didn't CTD.
I didn't do NX Farming because it over writes the food category. That's going to take some time to play with to debug.
Loaded a ton of building mods...here is my Load order. THEY ALL SHOW UP IN GAME!!! FYI- Don't use SSEX. Homemaker has almost all the same items...and the update to homemaker will have more.
IF YOU HAVE A PLUGIN NOT ON THIS LIST...AND YOU ARE HAVING PROBLEMS....THAT MIGHT BE YOUR PROBLEM!!! If using SettlementKeywords, Homemaker and Snap and build...DONT use the Snap and Build - Homemaker patch!!!
I have almost the exact load order, and for the most part it works well, with the tiny exception that the Stuctures/Miscellanous category wasn't showing (the Homemaker one with the shipping containers, cinderblocks, Supermutant stuff etc) I popped in the Homemaker-SettlementKeyword-patch.esp and its all there. I have it loading immediately after Business Settlements.esp Does your current load list show the Stuctures/Miscellanous category without the HM-SK patch? If so, I need to investigate further...
Awesome work getting this all to work BTW, your menu fix is inspired!
In response to post #33125310. #33125560 is also a reply to the same post.
Spoiler:
Show
batlham wrote: Ohh crap!! I didn't try that one....give it a try and see what happens. I can't load it for a while..working on menus.
CRAP ANOTHER ESM!!! This is getting stupid.... These mods DO NOT NEED TO BE ESMs!! Anyways... Looked in the code and it rewrites the Defense Menu Its the same as SK till SK_Defense_Robotics_Category "Robotics" [KYWD:0100082F] gets replaced with a0aRHD_FLST_Workshop_Robots "Robots" [FLST:0200082B] I don't know any other mod that adds robots to SK yet... It should work as is without any problems...and a patch would be easy to make it 100% compatible.
sharktgv wrote:
I found some categories that don't have default icons....Time for more corn!!! The Wood, metal, ect...menus need them. I got an elevator as a default icon. I am amazed it didn't CTD.
I didn't do NX Farming because it over writes the food category. That's going to take some time to play with to debug.
Loaded a ton of building mods...here is my Load order. THEY ALL SHOW UP IN GAME!!! FYI- Don't use SSEX. Homemaker has almost all the same items...and the update to homemaker will have more.
Spoiler:
Show
IF YOU HAVE A PLUGIN NOT ON THIS LIST...AND YOU ARE HAVING PROBLEMS....THAT MIGHT BE YOUR PROBLEM!!! If using SettlementKeywords, Homemaker and Snap and build...DONT use the Snap and Build - Homemaker patch!!!
That`s exactly what I`ve been trying to say. It`s the S&B - Homemaker patch that screws up things, but if they have SK Menu patches, they will be compatible without a patch. Simple logic. Okay, so no NX Pro farming for now, but what about Robot Home Defense?
I should write a how to to convert ESMs to ESPs and fix your save game so you don't lose your items. If anyone knows how, please write one so I don't have to
There is also Robot Guardians which adds robot patrols and a freakin` vertibird patrol. You can make one settlement a military base with landed vertibirds from Homemaker, a hangar and tanks etc and have one or two verti patrols in other settlements. http://www.nexusmods.com/fallout4/mods/5398/? So they both need an SK Patch to work together.
Robot Guardians puts its stuff in the WorkshopRecipeFilterQuest "Special" [KYWD:0011FBD3] 100% compatible
As for the other Robot Defence..it will work for now with no patch needed. As long as some mod doesn't need to add to SK Robots menu
Rule is if a mod uses default vanilla menus..they will always be 100% compatible. If they switch crap around and make their own special menus..they might not be.
Final Update:
Okay so now I have almost all building mods that use SK framework or patch it or don`t alter the default menus and they all load. I HAVE ALL THE ITEMS. Is there a object limit cap? Or it`s only for menu keywords? I probably have thousands of items in the menu now. It indeed slows down the loading time of the icons to like almost 30 sec, but no menu scrolling CTD.
I used:
Spoiler:
Show
SK Alt Set & Alt Furn Homemaker (SK patch) with Unlocked Inst Patch S&B - all Modules (SK patch) OCD SK DDProduction83 - all 12-13 mods, BAB has SK version Expanded Set Buildings (Uncat.) Business Set Busy Settlers Additional Shop & Guard rugs Lore Friendly Posters Pinup Better Pictures RHD ( SK patch) RG Fusebox generator Plasma turret mod Weapon racks All the display stand mods Two lighting mods
I didn`t use the better beds mod from your list and I will be waiting for NXPro Farming debug or SK Update.
This is more then enough to build anything you want and the incoming updates will add a lot of stuff. And I don`t mind the clutter in some subcategories, because i made some print sceens of the full lists and printed them so I can have the guide in my hand.
Spoiler:
Show
I prefer to plan ahead when building because I just restarted the game and I went for survival without fast travel (fast travel breaks immersion and exploration, makes the game shorter and more settlements become useless) and realistic settlement development ( I won`t build Institute objects, robots, vehicles, items with prewar textures, metal plate or that look new, etc. unless I have developed some of the settlements as production centers - factories, hangars, powerplants, etc.). I also set population and technology cap for most advanced equipment ( generators, water purifiers, etc.) and have supply chain on them to share resources. I also want to avoid using repetitive textures and models in my buildings for a more immersive aspect.
Storywise, I only reached level 35 and didn`t complete most of the storyline in my vanilla character (didn`t start Railroad and Institute, just a few DC quests, reached Minutemen - Opening the armory in the Castle quest, finished BOS - Fort Strong Quest and I have to find Virgil in the main storyline, this way I can have replay value with modded FO4) in order to wait for all the mods for visuals, atmoshpere, textures, settlement building, backpacks, clothing, armor layers over clothing ones, etc. I am still thinking whether I add the armor, weapon, ammo building mods or not ( maybe i will add them afterall if I do use the same principle: weapon/ armor factory to unlock these), but no Legendary Modifications ( for me it lowers the reward of finding new items).
I currently stand at 147 installed mods and 69 active plugins.
You people here are awesome! A new model for societies of tomorrow
To do list:
Spoiler:
Show
1. Determine the Builldable Assets limit and if this limit includes the Crafting Assets. 2. Number of Assets recommended for your PC build if you desire a specific loading time for the WB Menu. 3. Investigate the impact on performance of UI friendly 2d icons for SK categories and subcategories instead of 3d icons. 4. If we can add the number of assets/subcategories in a category/subcategory in the bottom of the icon placeholder that can be updated dynamically and investigate the impact on performance.
Statistics:
Spoiler:
Show
Total number of objects: 3492
Main menu icons (categories): 9
Subcategories (categories in some cases) with assets: 86
Average no. of asset in subcategories : 40,6
Min/Max assets in a subcategory: 2/208
Min/Max Total no. of assets in a main subcategory: 4/1198
Average no. of Assets in a Main menu icon (category) : 388
Min/Max assets in a category: 15/1692
Top 3 categories with most assets: 1. Decorations (1692) 2. Structures (953) 3. Furniture (454)
Top 3 categories with least assets: 1. Workbenches (15) 2. Special (22) 3. Defense (40)
(No NXPro farming, no craftable ammo/armor/weapons workbenches, no quest buildings or magazine perks unlocked)
FYI - In SK there are 85 categories without default icons. When there are default icons is gets rid of almost all the lag!!! Right now I am working on a pretty version with proper icons.
In response to post #33125310. #33125560 is also a reply to the same post.
Spoiler:
Show
batlham wrote: Ohh crap!! I didn't try that one....give it a try and see what happens. I can't load it for a while..working on menus.
CRAP ANOTHER ESM!!! This is getting stupid.... These mods DO NOT NEED TO BE ESMs!! Anyways... Looked in the code and it rewrites the Defense Menu Its the same as SK till SK_Defense_Robotics_Category "Robotics" [KYWD:0100082F] gets replaced with a0aRHD_FLST_Workshop_Robots "Robots" [FLST:0200082B] I don't know any other mod that adds robots to SK yet... It should work as is without any problems...and a patch would be easy to make it 100% compatible.
sharktgv wrote:
I found some categories that don't have default icons....Time for more corn!!! The Wood, metal, ect...menus need them. I got an elevator as a default icon. I am amazed it didn't CTD.
I didn't do NX Farming because it over writes the food category. That's going to take some time to play with to debug.
Loaded a ton of building mods...here is my Load order. THEY ALL SHOW UP IN GAME!!! FYI- Don't use SSEX. Homemaker has almost all the same items...and the update to homemaker will have more.
Spoiler:
Show
IF YOU HAVE A PLUGIN NOT ON THIS LIST...AND YOU ARE HAVING PROBLEMS....THAT MIGHT BE YOUR PROBLEM!!! If using SettlementKeywords, Homemaker and Snap and build...DONT use the Snap and Build - Homemaker patch!!!
That`s exactly what I`ve been trying to say. It`s the S&B - Homemaker patch that screws up things, but if they have SK Menu patches, they will be compatible without a patch. Simple logic. Okay, so no NX Pro farming for now, but what about Robot Home Defense?
I should write a how to to convert ESMs to ESPs and fix your save game so you don't lose your items. If anyone knows how, please write one so I don't have to
There is also Robot Guardians which adds robot patrols and a freakin` vertibird patrol. You can make one settlement a military base with landed vertibirds from Homemaker, a hangar and tanks etc and have one or two verti patrols in other settlements. http://www.nexusmods.com/fallout4/mods/5398/? So they both need an SK Patch to work together.
Robot Guardians puts its stuff in the WorkshopRecipeFilterQuest "Special" [KYWD:0011FBD3] 100% compatible
As for the other Robot Defence..it will work for now with no patch needed. As long as some mod doesn't need to add to SK Robots menu
Rule is if a mod uses default vanilla menus..they will always be 100% compatible. If they switch crap around and make their own special menus..they might not be.
Final Update: Okay so now I have almost all building mods that use SK framework or patch it or don`t alter the default menus and they all load. I HAVE ALL THE ITEMS. Is there a object limit cap? Or it`s only for menu keywords? I probably have thousands of items in the menu now. It indeed slows down the loading time of the icons to like almost 30 sec, but no menu scrolling CTD. I used:
Spoiler:
Show
SK Alt Set & Alt Furn Homemaker (SK patch) with Unlocked Inst Patch S&B - all Modules (SK patch) OCD SK DDProduction83 - all 12-13 mods, BAB has SK version Expanded Set Buildings (Uncat.) Business Set Busy Settlers Additional Shop & Guard rugs Lore Friendly Posters Pinup Better Pictures RHD ( SK patch) RG Fusebox generator Plasma turret mod Weapon racks All the display stand mods Two lighting mods
I didn`t use the better beds mod from your list and I will be waiting for NXPro Farming debug or SK Update. This is more then enough to build anything you want and the incoming updates will add a lot of stuff. And I don`t mind the clutter in some subcategories, because i made some print sceens of the full lists and printed them so I can have the guide in my hand.
Spoiler:
Show
I prefer to plan ahead when building because I just restarted the game and I went for survival without fast travel (fast travel breaks immersion and exploration, makes the game shorter and more settlements become useless) and realistic settlement development ( I won`t build Institute objects, robots, vehicles, items with prewar textures, metal plate or that look new, etc. unless I have developed some of the settlements as production centers - factories, hangars, powerplants, etc.). I also set population and technology cap for most advanced equipment ( generators, water purifiers, etc.) and have supply chain on them to share resources. I also want to avoid using repetitive textures and models in my buildings for a more immersive aspect. Storywise, I only reached level 35 and didn`t complete most of the storyline in my vanilla character (didn`t start Railroad and Institute, just a few DC quests, reached Minutemen - Opening the armory in the Castle quest, finished BOS - Fort Strong Quest and I have to find Virgil in the main storyline, this way I can have replay value with modded FO4) in order to wait for all the mods for visuals, atmoshpere, textures, settlement building, backpacks, clothing, armor layers over clothing ones, etc. I am still thinking whether I add the armor, weapon, ammo building mods or not ( maybe i will add them afterall if I do use the same principle: weapon/ armor factory to unlock these), but no Legendary Modifications ( for me it lowers the reward of finding new items).
I currently stand at 147 installed mods and 69 active plugins. You people here are awesome! A new model for societies of tomorrow To do list:
Spoiler:
Show
1. Determine the Builldable Assets limit and if this limit includes the Crafting Assets. 2. Number of Assets recommended for your PC build if you desire a specific loading time for the WB Menu. 3. Investigate the impact on performance of UI friendly 2d icons for SK categories and subcategories instead of 3d icons. 4. If we can add the number of assets/subcategories in a category/subcategory in the bottom of the icon placeholder that can be updated dynamically and investigate the impact on performance.
Statistics:
Spoiler:
Show
Total number of objects: 3492 Main menu icons (categories): 9 Subcategories (categories in some cases) with assets: 86 Average no. of asset in subcategories : 40,6 Min/Max assets in a subcategory: 2/208 Min/Max Total no. of assets in a main subcategory: 4/1198 Average no. of Assets in a Main menu icon (category) : 388 Min/Max assets in a category: 15/1692 Top 3 categories with most assets: 1. Decorations (1692) 2. Structures (953) 3. Furniture (454) Top 3 categories with least assets: 1. Workbenches (15) 2. Special (22) 3. Defense (40)
(No NXPro farming, no craftable ammo/armor/weapons workbenches, no quest buildings or magazine perks unlocked)
batlham wrote: FYI - In SK there are 85 categories without default icons. When there are default icons is gets rid of almost all the lag!!! Right now I am working on a pretty version with proper icons.
True, I have a total of 86+6 categories, subcategories and subsubcategories (including the ones from the SK patches).
But you know, there is still the problem of asset icons when you access a category(subcat). One clutter subcategory has 208 items. And the menu tries to load all the asset icons (3492 in my case).
Is there a chance we can disable/lock WB menu main categories with a script (via autokey or cheatengine)? There are 9 main categories in the SK menu start window. One can activate the script by pressing Num Lock and then proceed to activate/deactivate - lock/unlock these 9 categories with the numpad keys.
51 comments
Stuyk will make something pretty because I just suck at stuff like that.
Before anyone asks...OMG they still will
Q: " Do you need to install Homemaker and Settlement Keywords first?"
A: "Yes."
Q: "My Stores are Missing!!! You must die!!!"
A: "SK moved them into Resources...not my fault"
Q: "Are you going to update this to SK .05"
A: "Working on it. Besides...YOU DONT NEED SK .05!!! It is not a bug update. Just more freaking Landscape menus"
Q: "Are you going to convert XYZ mod?"
A: "No...unless I do it because I want to."
Q: "How did you do this?"
A: "I pounded my head on the keyboard till it worked. Also wrote an autohotkey script that worked a xEdit script and it takes about 30 mins to switch all the categories. 3 days to figure out why they don't work LOL"
Q: "When I use the SK Menu Fix I see corn on all new new categories."
A: "A Pretty fix would had taken A LOT longer...Want pretty and broken...or ugly and working...till a pretty and working is done?"
Q: "Are you a robot"
A: "No all the metal in me in non electronic. I am a mutant..just not the Fallout kind "
I made a patch for Crafting Workbenches, but I have no idea if I did it right. It works on my machine and stops the crafting menu ctd I have been getting from it.
It's my first effort at modding, and first foray into FO4Edit. Can I send it to you to take a boo at (See if I did it right) before I ask the original mod Author if it's alright to post?
(I work in the AM, however, so it wont be until afternoon mountain time before I can reply again)
Hmm... after reloading its no longer ctding, but I've also lost the extra crafting tables... damn. i will work on it and try again tomorrow. So please disregard this....
Its a mod that is ALWAYS loaded when I am playing. I LOVE CW and Armoursmith!!!!
Not to mention all the great clothing mods ported to them!!
However, If your building mods are loaded higher than crafting mods, it CAN mess up your menus in the crafting tables. Even though its messed up, ALL the recipes are there. I usually load the building mods low so I can craft, until I go to build..then I move building mods higher. That's why ESMs(Masters) irritate me. You can't load them low on the list.
I uninstalled all of my mods, loaded up all the crafting ones, tested them... no problem. Loaded the SK ones, one at a time. Get to Homemaker, (Pre SK and now)... crash.
I thought it may be because it is going to the workbenches/crafting menu. Apparently not. My "Patch" however, stopped the CTD, but also removed the Crafting tables.
It's acting like it is missing texture files or something, but i freshly downladed CW and reinstalled. No dice. I downloaded and installed the older version... works fine.
BTW...
""HOLY MOTHER OF MOLERATS!!!! Adding the stuff to the new categories for .05 is causing a CTD.
I might have an update tomorrow once I figure out WTGDMFH is going on here.
I am thinking it has to do with no default category icons and nifs freaking it out.
It just takes time to debug this out.
Umm yep...thats what was wrong ""
^^ Frickin hillarious... I can only assume that WTGDMFH means What in The God D*** Mother Fu***** He**
So... ahh, any progress on that?
3 mins ago I just finished adding icons to all the menus. No more corn!!! (Over 12 hours of work!! Ppl that do this all the time are nuts)
It should stop the CTD problems I was running into.
I will put it in the Homemaker.esm for .04a and .05
I will probably build the .05 version tomorrow in McDs. Computer does most of that work for me..just takes 30mins or so.
100% compatible. not sure what was going on in your load.
I didn't do NX Farming because it over writes the food category. That's going to take some time to play with to debug.
Loaded a ton of building mods...here is my Load order. THEY ALL SHOW UP IN GAME!!!
FYI- Don't use SSEX. Homemaker has almost all the same items...and the update to homemaker will have more.
IF YOU HAVE A PLUGIN NOT ON THIS LIST...AND YOU ARE HAVING PROBLEMS....THAT MIGHT BE YOUR PROBLEM!!!
If using SettlementKeywords, Homemaker and Snap and build...DONT use the Snap and Build - Homemaker patch!!!
Fallout4.esm
SettlementKeywords.esm
Homemaker.esm
Snap'n Build.esm
SK_DefaultMenuFix.esp
OCDecorator.esp
Homemaker - Unlocked Institute Objects.esp
AlternateSettlements.esp
Snap and Build - Modules.esp
Snap'n Build - SK patch.esp
DDP_BAB_M1.esp
AlternateFurniture.esp
EferasBetterBeds.esp
Business Settlements.esp
BusySettlers.esp
BusySettlersRug.esp
PlasmaTurrets.esp
Colored Workshop Lights.esp
DDP_Bridge_mark1.esp
DDP_Elevators_mark1.esp
DD_Floor_brace.esp
Dont Throw Stones.esp
DDP_Interior_doorway1.esp
DDP_Ramps_mark1.esp
WeaponRacks.esp
WeaponRacks-Tools-Vanilla.esp
WeaponRacks-Weapons-Vanilla.esp
Fusebox Generator.esp
DDP_Lightbox1.esp
DD_bobblehead_stands.esp
DD_1x1_Foundation_Blocks.esp
ModelRobotDisplay.esp
NukaColaDisplayStand.esp
Simple Intersection.esp
Simple Intersection - Homemaker 1.22.esp
Don't expect any updates in... ever.
F*CK.
No updates to the mod while the game is now getting monthly updates has finally broken this mod for me. No fix = Homemaker dies for me. Sorry, just wanted to say thanks for the epic mod. Hopefully I can fix this on my end, and if not, the mod gets a much-needed update.
This looks very popular. However, the latest file is over a year and a half ago. This mod will by its nature be required to be updated, hence this patch. Nothing else after this and the stuff going on with CTDs and missing aspects just says to me that this mod isn't anywhere near finished or safe to use yet. It is also very complicated in how it is communicated to the user.
I'm still going to hold out on this one.
I also installed some nice buildings mods with tree farms and steel scavanging. Don`t forget to update Spring Cleaning: it will reset what you scraped but now you can also scrap buildings
I am now at 171 mods with 105 plugins. Only major category I didn`t touch is the weapon category mods. (reballistic, immsersive weapons, etc). Only texture reskins.
And I found out that if i moved up the menu patch just under the .esm plugins, the menu works much faster, i am down to 20 seconds loading time.
I have almost the exact load order, and for the most part it works well, with the tiny exception that the Stuctures/Miscellanous category wasn't showing (the Homemaker one with the shipping containers, cinderblocks, Supermutant stuff etc)
I popped in the Homemaker-SettlementKeyword-patch.esp and its all there. I have it loading immediately after Business Settlements.esp
Does your current load list show the Stuctures/Miscellanous category without the HM-SK patch? If so, I need to investigate further...
Awesome work getting this all to work BTW, your menu fix is inspired!
I should write a how to to convert ESMs to ESPs and fix your save game so you don't lose your items. If anyone knows how, please write one so I don't have to
There is also Robot Guardians which adds robot patrols and a freakin` vertibird patrol. You can make one settlement a military base with landed vertibirds from Homemaker, a hangar and tanks etc and have one or two verti patrols in other settlements.
http://www.nexusmods.com/fallout4/mods/5398/?
So they both need an SK Patch to work together.
Robot Guardians puts its stuff in the WorkshopRecipeFilterQuest "Special" [KYWD:0011FBD3]
100% compatible
As for the other Robot Defence..it will work for now with no patch needed. As long as some mod doesn't need to add to SK Robots menu
Rule is if a mod uses default vanilla menus..they will always be 100% compatible. If they switch crap around and make their own special menus..they might not be.
Final Update:
Okay so now I have almost all building mods that use SK framework or patch it or don`t alter the default menus and they all load. I HAVE ALL THE ITEMS. Is there a object limit cap? Or it`s only for menu keywords? I probably have thousands of items in the menu now. It indeed slows down the loading time of the icons to like almost 30 sec, but no menu scrolling CTD.
I used:
SK
Alt Set & Alt Furn
Homemaker (SK patch) with Unlocked Inst Patch
S&B - all Modules (SK patch)
OCD SK
DDProduction83 - all 12-13 mods, BAB has SK version
Expanded Set Buildings (Uncat.)
Business Set
Busy Settlers
Additional Shop & Guard rugs
Lore Friendly Posters
Pinup Better Pictures
RHD ( SK patch)
RG
Fusebox generator
Plasma turret mod
Weapon racks
All the display stand mods
Two lighting mods
I didn`t use the better beds mod from your list and I will be waiting for NXPro Farming debug or SK Update.
This is more then enough to build anything you want and the incoming updates will add a lot of stuff. And I don`t mind the clutter in some subcategories, because i made some print sceens of the full lists and printed them so I can have the guide in my hand.
I prefer to plan ahead when building because I just restarted the game and I went for survival without fast travel (fast travel breaks immersion and exploration, makes the game shorter and more settlements become useless) and realistic settlement development ( I won`t build Institute objects, robots, vehicles, items with prewar textures, metal plate or that look new, etc. unless I have developed some of the settlements as production centers - factories, hangars, powerplants, etc.). I also set population and technology cap for most advanced equipment ( generators, water purifiers, etc.) and have supply chain on them to share resources. I also want to avoid using repetitive textures and models in my buildings for a more immersive aspect.
Storywise, I only reached level 35 and didn`t complete most of the storyline in my vanilla character (didn`t start Railroad and Institute, just a few DC quests, reached Minutemen - Opening the armory in the Castle quest, finished BOS - Fort Strong Quest and I have to find Virgil in the main storyline, this way I can have replay value with modded FO4) in order to wait for all the mods for visuals, atmoshpere, textures, settlement building, backpacks, clothing, armor layers over clothing ones, etc. I am still thinking whether I add the armor, weapon, ammo building mods or not ( maybe i will add them afterall if I do use the same principle: weapon/ armor factory to unlock these), but no Legendary Modifications ( for me it lowers the reward of finding new items).
I currently stand at 147 installed mods and 69 active plugins.
You people here are awesome! A new model for societies of tomorrow
To do list:
1. Determine the Builldable Assets limit and if this limit includes the Crafting Assets.
2. Number of Assets recommended for your PC build if you desire a specific loading time for the WB Menu.
3. Investigate the impact on performance of UI friendly 2d icons for SK categories and subcategories instead of 3d icons.
4. If we can add the number of assets/subcategories in a category/subcategory in the bottom of the icon placeholder that can be updated dynamically and investigate the impact on performance.
Statistics:
Total number of objects: 3492
Main menu icons (categories): 9
Subcategories (categories in some cases) with assets: 86
Average no. of asset in subcategories : 40,6
Min/Max assets in a subcategory: 2/208
Min/Max Total no. of assets in a main subcategory: 4/1198
Average no. of Assets in a Main menu icon (category) : 388
Min/Max assets in a category: 15/1692
Top 3 categories with most assets: 1. Decorations (1692) 2. Structures (953) 3. Furniture (454)
Top 3 categories with least assets: 1. Workbenches (15) 2. Special (22) 3. Defense (40)
(No NXPro farming, no craftable ammo/armor/weapons workbenches, no quest buildings or magazine perks unlocked)
Right now I am working on a pretty version with proper icons.
I should write a how to to convert ESMs to ESPs and fix your save game so you don't lose your items. If anyone knows how, please write one so I don't have to
There is also Robot Guardians which adds robot patrols and a freakin` vertibird patrol. You can make one settlement a military base with landed vertibirds from Homemaker, a hangar and tanks etc and have one or two verti patrols in other settlements.
http://www.nexusmods.com/fallout4/mods/5398/?
So they both need an SK Patch to work together.
Robot Guardians puts its stuff in the WorkshopRecipeFilterQuest "Special" [KYWD:0011FBD3]
100% compatible
As for the other Robot Defence..it will work for now with no patch needed. As long as some mod doesn't need to add to SK Robots menu
Rule is if a mod uses default vanilla menus..they will always be 100% compatible. If they switch crap around and make their own special menus..they might not be.
Final Update:
Okay so now I have almost all building mods that use SK framework or patch it or don`t alter the default menus and they all load. I HAVE ALL THE ITEMS. Is there a object limit cap? Or it`s only for menu keywords? I probably have thousands of items in the menu now. It indeed slows down the loading time of the icons to like almost 30 sec, but no menu scrolling CTD.
I used:
SK
Alt Set & Alt Furn
Homemaker (SK patch) with Unlocked Inst Patch
S&B - all Modules (SK patch)
OCD SK
DDProduction83 - all 12-13 mods, BAB has SK version
Expanded Set Buildings (Uncat.)
Business Set
Busy Settlers
Additional Shop & Guard rugs
Lore Friendly Posters
Pinup Better Pictures
RHD ( SK patch)
RG
Fusebox generator
Plasma turret mod
Weapon racks
All the display stand mods
Two lighting mods
I didn`t use the better beds mod from your list and I will be waiting for NXPro Farming debug or SK Update.
This is more then enough to build anything you want and the incoming updates will add a lot of stuff. And I don`t mind the clutter in some subcategories, because i made some print sceens of the full lists and printed them so I can have the guide in my hand.
I prefer to plan ahead when building because I just restarted the game and I went for survival without fast travel (fast travel breaks immersion and exploration, makes the game shorter and more settlements become useless) and realistic settlement development ( I won`t build Institute objects, robots, vehicles, items with prewar textures, metal plate or that look new, etc. unless I have developed some of the settlements as production centers - factories, hangars, powerplants, etc.). I also set population and technology cap for most advanced equipment ( generators, water purifiers, etc.) and have supply chain on them to share resources. I also want to avoid using repetitive textures and models in my buildings for a more immersive aspect.
Storywise, I only reached level 35 and didn`t complete most of the storyline in my vanilla character (didn`t start Railroad and Institute, just a few DC quests, reached Minutemen - Opening the armory in the Castle quest, finished BOS - Fort Strong Quest and I have to find Virgil in the main storyline, this way I can have replay value with modded FO4) in order to wait for all the mods for visuals, atmoshpere, textures, settlement building, backpacks, clothing, armor layers over clothing ones, etc. I am still thinking whether I add the armor, weapon, ammo building mods or not ( maybe i will add them afterall if I do use the same principle: weapon/ armor factory to unlock these), but no Legendary Modifications ( for me it lowers the reward of finding new items).
I currently stand at 147 installed mods and 69 active plugins.
You people here are awesome! A new model for societies of tomorrow
To do list:
1. Determine the Builldable Assets limit and if this limit includes the Crafting Assets.
2. Number of Assets recommended for your PC build if you desire a specific loading time for the WB Menu.
3. Investigate the impact on performance of UI friendly 2d icons for SK categories and subcategories instead of 3d icons.
4. If we can add the number of assets/subcategories in a category/subcategory in the bottom of the icon placeholder that can be updated dynamically and investigate the impact on performance.
Statistics:
Total number of objects: 3492
Main menu icons (categories): 9
Subcategories (categories in some cases) with assets: 86
Average no. of asset in subcategories : 40,6
Min/Max assets in a subcategory: 2/208
Min/Max Total no. of assets in a main subcategory: 4/1198
Average no. of Assets in a Main menu icon (category) : 388
Min/Max assets in a category: 15/1692
Top 3 categories with most assets: 1. Decorations (1692) 2. Structures (953) 3. Furniture (454)
Top 3 categories with least assets: 1. Workbenches (15) 2. Special (22) 3. Defense (40)
(No NXPro farming, no craftable ammo/armor/weapons workbenches, no quest buildings or magazine perks unlocked)
True, I have a total of 86+6 categories, subcategories and subsubcategories (including the ones from the SK patches).
But you know, there is still the problem of asset icons when you access a category(subcat). One clutter subcategory has 208 items. And the menu tries to load all the asset icons (3492 in my case).
Is there a chance we can disable/lock WB menu main categories with a script (via autokey or cheatengine)? There are 9 main categories in the SK menu start window. One can activate the script by pressing Num Lock and then proceed to activate/deactivate - lock/unlock these 9 categories with the numpad keys.