I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
I highly recommend using one of the previs files in the optional file section. Without new previs, you may see issues with scrapping objects, where the game will not let you scrap things. Additionally, new previs will help stabilize performance in the surrounding area. Previs files should be loaded as close to the bottom of the load order as possible.
Is the Radiant Kid In A Fridge mod going to conflict? I know that the Compatibility Post lists a Peabody Place mod but Bugthesda gets more stubborn about these things the more asinine the detail you're trying to modify, Kid In A Fridge being one of the stick-stone-STUPIDEST "quests" in the history of Fallout.
I sure hope not. With the peabody house being on the opposite side of Poseidon Energy from this lighthouse the mod would need to be a real mess internally for it to run into a conflict.
I just used this for the first time, and I love it! What a fun and challenging new spot for a settlement! Thank you for doing this! I will now be experimenting with either an SS2 city plan or a WSFW layout, depending on where I end up!
I have an entire browser window dedicated to tracking a list of mods I want to update, patch, or do some cleanup on. Both of these locations are currently tabbed and waiting their turn.
At the moment I'm kind of waiting for the NG-related dust to settle and working on non-modding pursuits for the most part, while hitting up patches and updates as time (and interest) allow.
Edit: here's an interesting error message I've never seen before. Judging by its nature, I assume it's more of a warning since the partial flag has always been problematic in FO4E...?
Spoiler:
Show
[00:00] Checking for Errors in [FE 227] WCLI_RockIslandLighthouse.esp [00:00] Commonwealth "Commonwealth" [WRLD:0000003C] [00:00] WRLD -> Record is Partial Form, but contains: Max Height Data, Name, Location, Climate, Water, LOD Water Type, LOD Water Height, Land Data, Map Image, Map Data, World Map Offset Data, Distant LOD Multiplier, Flags, Object Bounds, Music, Water Environment Map, World Default Level Data [00:00] Checking for Errors in [FE 244] WCLIRIL_Previs.esp [00:00] Commonwealth "Commonwealth" [WRLD:0000003C] [00:00] WRLD -> Record is Partial Form, but contains: Max Height Data, Name, Location, Climate, Water, LOD Water Type, LOD Water Height, Land Data, Map Image, Map Data, World Map Offset Data, Distant LOD Multiplier, Flags, Object Bounds, Music, Water Environment Map, World Default Level Data
What is the error in the Common Wealth Header record? Unkown 14SE When I cleaned the Mod with Xedit removing the ITMs making it clean the Unkown 14SE is no longer an error.
It would be labeled as "Partial Form" in the most recent version of xedit (which would also complain that I didn't delete the rest of the worldspace record). What it does is tell the game that I didn't make any changes to the Commonwealth worldspace record, and to ignore that and move on to processing the cells it contains.
If you mean Book Collector - Philosophy for the Wasteland, that can be resolved by putting it before this mod in your load order. Any mod with precombines should be as close to the bottom of your load order as possible for precisely this reason. I've updated my compatibility post to mention that one, since I wasn't aware it adds a book to the lighthouse.
This mod is incompatible with Autumnal Equinox - Forest Overhaul, specifically the Autumnal Equinox - No Unharvestable Plants main file (the trees and grass main files are compatible). Whenever I'd get near the lighthouse (within the settlement build radius), my game would immediately crash to desktop. I opened crash logger and it said that it was specifically the record "Bramble01 (STAT:0013384D)", which Autumnal Equinox - No Unharvestable Plants edits, that was causing my game to crash when "WCLIRIL_PottedPlant (SCOL:xxxxx057)" referenced it. I used FO4Edit to delete "WCLIRIL_PottedPlant (SCOL:xxxxx057)", as well as the two records that reference it: "Placed Object [REFR:xxxxx0F0]" and "WCLIRIL_workshop_co_PottedPlant (COBJ:xxxxx157)". After that, my game worked just fine and, as far as I can tell, there's absolutely no problems. I can build just fine. I'm not sure what the specific repercussions of deleting those records are aside from removing a potted plant from the lighthouse, but like I said, everything seems to be working fine without any issues now. Just thought I'd pass this along.
You have it the wrong way around, actually. Autumnal Equinox is making changes that it should not (specifically, removing models from objects that have them) and as a result is incompatible with anything that uses those objects in specific contexts, such as static collections. This is why Desperados Overhaul replaces the models with an empty mesh (I believe it's named "LiterallyNothing" in the files) rather than removing the model entirely.
This can easily be demonstrated by adding models back to those objects, even if the model in question is an invisible marker object such as Meshes/Markers/DummyMarkers/DummySmall01.nif.
Anyway, I'll go ahead and list it as incompatible for the moment. This isn't a problem that I can fix on my end without altering the experience for everyone by removing the scrappable trees and shrubs rather than allowing the player to scrap them.
Edit: I probably could fix it on my end by exporting and including the SCOL models with my mod too, but that doesn't change the fact that the source of the issue is the dangerous edits made by Autumnal Equinox. The specific point at which your game is crashing is while it attempts to add an object with no model to a SCOL.
Edit 2: I've gone and uploaded an optional file with prebuilt SCOL models, since there are other rare contexts where allowing the game to generate them on the fly can cause issues or inconsistent behavior.
For this mod, there is little practical difference. In general:
BA2 archives will perform slightly better than loose files, but the game will crash on the title screen if you have too many BA2 archives.
Texture BA2 archives perform much better than loose textures, and instead of causing a crash when you have too many you'll start to see things using obviously wrong textures.
BA2 archives are loaded by their associated mod, which makes conflict resolution simpler.
Loose files always win in conflicts with files contained in a BA2 archive.
Thanks for the information. I think I'm going to use the loose files version, as I've recently started running into that "crash on title screen" issue when I tried loading my game with a few of your recent settlement mods installed, and I had suspected that it was a ba2-related problem, after doing a bit of research. Do you happen to know of any ways I can get past the ba2 limit, or am I just out of luck and will have to start uninstalling less necessary mods?
Current versions of Buffout 4 supposedly have a way to bypass the limit, but I've heard it has mixed results from some other mod authors who tried it. Aside from that, it's just a matter of ensuring you don't have too many ba2 archives. This can involve not using so many mods, extracting ba2 archives in cases where performance impact would be minimal, or merging them in cases where performance impact would be noticeable. I do not recommend unpacking anything with the "Vis" or "Meshes/PreCombined" folders, because that can have a performance impact as well as having the potential to be a compatibility nightmare.
Extracting them can be done with a tool like Bethesda Archive Extracter, after which you can merge them by building new archives with a tool like BSArchPro. Keep in mind that archives are loaded by plugins and so need to follow specific naming rules. Also, when merging archives, some things don't like to be compressed. Most notably you'll likely see issues with sound files.
I asked Hap about it the day of, and was told precombines were unchanged for this area. In theory the patch should still be fine. If it isn't, you'll know as soon as you visit the area.
88 comments
I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
I highly recommend using one of the previs files in the optional file section. Without new previs, you may see issues with scrapping objects, where the game will not let you scrap things. Additionally, new previs will help stabilize performance in the surrounding area. Previs files should be loaded as close to the bottom of the load order as possible.
Compatible Mods:
- 4estGimp Edit - Raider Gangs Extended: No special load order necessary.
- A Forest: Load "we can live in" second.
- Another Pine Forest Mod: Load "we can live in" second.
- Autumnal Equinox - Forest Overhaul: No special load order necessary.
- Book Collector - Philosophy for the Wasteland: Load "we can live in" second.
- Commonwealth Reclamation Project: Overgrowth: Use the previs file in updates.
- Desperados Overhaul: Use the previs file in updates.
- Fourville: Use the patch in optional files. This patch should be loaded before your previs file of choice.
- FROST Cell Fixes (FCF): Use the previs file in updates.
- Mirelurk's Nest - New Settlement: Load "we can live in" second.
- Peabody Place - New Settlement Location: No special load order necessary.
- Previsibines Repair Pack (PRP): Use the previs file in updates.
- South of the Sea - Atoms Storm: Use the previs file in updates.
- Submersible Power Armor -Bioshock Inspired-: Load "we can live in" second. Bathysphere is not scrappable.
- Raider Gangs Extended: Load "we can live in" second.
- Weymouth Fore River player settlement: No special load order necessary.
Incompatible Mods:
- Wasteland Navy Scituate Lighthouse Settlement: It's a different settlement in the same location. Pick one or the other.
If you have any concerns about a mod that isn't mentioned here, feel free to ask me and I can take a look.
At the moment I'm kind of waiting for the NG-related dust to settle and working on non-modding pursuits for the most part, while hitting up patches and updates as time (and interest) allow.
Edit: here's an interesting error message I've never seen before. Judging by its nature, I assume it's more of a warning since the partial flag has always been problematic in FO4E...?
[00:00] Checking for Errors in [FE 227] WCLI_RockIslandLighthouse.esp
[00:00] Commonwealth "Commonwealth" [WRLD:0000003C]
[00:00] WRLD -> Record is Partial Form, but contains: Max Height Data, Name, Location, Climate, Water, LOD Water Type, LOD Water Height, Land Data, Map Image, Map Data, World Map Offset Data, Distant LOD Multiplier, Flags, Object Bounds, Music, Water Environment Map, World Default Level Data
[00:00] Checking for Errors in [FE 244] WCLIRIL_Previs.esp
[00:00] Commonwealth "Commonwealth" [WRLD:0000003C]
[00:00] WRLD -> Record is Partial Form, but contains: Max Height Data, Name, Location, Climate, Water, LOD Water Type, LOD Water Height, Land Data, Map Image, Map Data, World Map Offset Data, Distant LOD Multiplier, Flags, Object Bounds, Music, Water Environment Map, World Default Level Data
This can easily be demonstrated by adding models back to those objects, even if the model in question is an invisible marker object such as Meshes/Markers/DummyMarkers/DummySmall01.nif.
Anyway, I'll go ahead and list it as incompatible for the moment. This isn't a problem that I can fix on my end without altering the experience for everyone by removing the scrappable trees and shrubs rather than allowing the player to scrap them.
Edit: I probably could fix it on my end by exporting and including the SCOL models with my mod too, but that doesn't change the fact that the source of the issue is the dangerous edits made by Autumnal Equinox. The specific point at which your game is crashing is while it attempts to add an object with no model to a SCOL.
Edit 2: I've gone and uploaded an optional file with prebuilt SCOL models, since there are other rare contexts where allowing the game to generate them on the fly can cause issues or inconsistent behavior.
will the patch still work?
Thank you very much.