yea i was looking at the original but then seen this and the date so was wondering which should i get. i got it all working anyways, thanks for the quick reply.
There is one ESL Plugin per Settlement. Tested with ESP variants of ASE Players Choice. Some of my patches (Abernathy Farm, Hangman's Alley, Finch Farm) list their counterpart as master, so I don't know what happens when you try to load the large ASE mod.
Quite simple, really - the patches for those three settlements are unloadable. You'd have to recreate them to be compatible. I'm trying to figure out if it's an easy fix but xEdit and CK are out of my comfort zone so I'd recommend creating new versions which aren't reliant on their existing counterparts.
I'd be willing to look into doing this myself, but I'd need to know the details of how these patches were created in the first place so I'm not running blind.
EDIT: If anything it may be easier to rebase the changes from the individual patches to an AIO patch which requires the full ASE mod, thinking about it. I'm still not sure what exactly I'd need to do/change for this to work.
EDIT 2: In the meanwhile, I'm going to just swap over to using the individual player's choice plugins. It's messier to do it that way, but it's what'll allow me to use these.
I added support to the three esl plugins that add some building zones (Abernathy, Finch Farm, Hangman's Alley) for the German version. I'll think about the large ASE.
I uploaded the corresponding esl variantes for the German version yesterday to test them out. I didn't mention it in the description so it's understandable you're asking.
I cannot find a mod that extends FOLON settlements in any direction so I would have to make the base mods myself that I am patching here. Plus I did not start the game once. Give me a little time on that.
FOLON is treated as a separate game on the nexus so I would not include it here anyway.
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The original upload of this mod was well before Bethesda graced us with next-gen.
i got it all working anyways, thanks for the quick reply.
Quite simple, really - the patches for those three settlements are unloadable. You'd have to recreate them to be compatible. I'm trying to figure out if it's an easy fix but xEdit and CK are out of my comfort zone so I'd recommend creating new versions which aren't reliant on their existing counterparts.
EDIT: If anything it may be easier to rebase the changes from the individual patches to an AIO patch which requires the full ASE mod, thinking about it. I'm still not sure what exactly I'd need to do/change for this to work.
EDIT 2: In the meanwhile, I'm going to just swap over to using the individual player's choice plugins. It's messier to do it that way, but it's what'll allow me to use these.
FOLON is treated as a separate game on the nexus so I would not include it here anyway.
If you're interested in the borders look at the original mod page.