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HummV_70 Apr 4, 2017 @ 6:59pm
SKI, SK, SKE ++ HM SSEX
Ok, so I've read a ton about these mods, wiki's, google, nexus, etc....
However, besides the recent update for Homemaker, it appears a lot of this information is very old, some a year plus.

This is what I want:
Up to maxium items allowed in the settlement build menus (or close to).

These are some of the settlement mods I have used in different 'playthroughs/test phases';
Homemaker
Snap N Build
SSEX
Settlements Expanded
Building Blocks Foundation
Alternate Settlements
SOEP
OCD
Functional Displays
Vertical Conduits
etc......

This is what I think should happen:
Appears Settlement Keywords in no longer supported, so
Settlement Keywords Expanded should be used.

However, some of the build mods say they have patches for SK, and do not mention SKE.
(Was SK passed onto SKE?)

Does this mean these particular mods will have problems or/and the most current releases compatible?
(I know it depends on the mod itself, but if nothing is otherwise stated or updated in the mod description except SK supported (NOT SKE) is this going to create problems?

I really want to get this right because I have learned through trial and error, a few times, and if you are familiar with this 'architecture' of SKE and certain mods please speak up.

I had a few trial runs where SKE literally screwed everything up (or due to myself, not the point I'm trying to make) so I started fresh and loaded only cosmetic mods so far.

I loaded 3 building mods, but since have chembench unistalled everything building wise, deleted all mods which I am unsure of, and have a 'fresh' slate in NMM.

If I choose to go the SKE route is it advised I only stick with SKE mods/patches?
Last, how can you figure out how many menu slots are filled/addressed/resevered or whatever the term may be?

Use Nexus

Thanks


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Showing 1-11 of 11 comments
SuperSledgeNY Apr 4, 2017 @ 7:03pm 
SK and SKI have been abandoned and should not be used since they are hopelessly outdated. SKE is the one to use and you'll ONLY need it IF you install a mod that requires it. Otherwise, it will serve no purpose. Check your mod requirements FIRST and make sure you satisfy them.
HummV_70 Apr 4, 2017 @ 7:12pm 
Yes, I realize this. I guess I am pursing the SKE route because it appears I can have more menu selections in the build sections.

On one of my test phase games I started losing choices in the menus (overwritten) and SKE claims to open more available slots for items because of the way the mod creators have adapted to it's architecture.

So, I guess, first things first....yes, I am interested in some mods which require SKE.
Second, does SKE actually increase the slots available or does it just re-cateogize them?
Third, mods which claim SK compatibility, I would assume the mod creators have adapted to SKE, but information is hard to find on some of these and is not specifically stated in the descriptions.

Give me a bit and I will pull them directly here.
SuperSledgeNY Apr 4, 2017 @ 7:16pm 
SKE adds it's own menu category (called SKE) to the main WS menu. SKE mods are then built under this as sub-categories.
HummV_70 Apr 4, 2017 @ 7:21pm 
States SK but not SKE
http://www.nexusmods.com/fallout4/mods/8191/?

Refers to SK but not SKE again
http://www.nexusmods.com/fallout4/mods/5118/?

Towards the Middle of Compatibility
http://www.nexusmods.com/fallout4/mods/5080/?
(this is not necessarily confusing, but getting SKE and HM and SSEX correct worries me about this one)

Enough for now, I'm sure you dont' want to see all the mods I'm looking at...lol

But I need to understand SKE better to move forward.
Last edited by HummV_70; Apr 4, 2017 @ 7:23pm
HummV_70 Apr 4, 2017 @ 7:23pm 
Do you know how to pull up the menu count/limit?
HummV_70 Apr 4, 2017 @ 7:29pm 
65000 Keywords is the limit from everything that I'm reading.
Still am clueless on how to find that information though.
SuperSledgeNY Apr 4, 2017 @ 7:46pm 
Personally, I don't use any of those mods precisely because of the potential conflicts. However, I do use SKE since I have a couple of mods that require it. I've also avoided HM and Scrap Everything for the same reasons. I've found quite a few smaller and "less involved" mods that more than satisfy my settlement needs but everyone is different. This is just what works for me.
ronr42 Apr 5, 2017 @ 3:52am 
Y Hi-Low B, here we are again. :)

1. Read the bug section for Functional Display's. There is a Huge CTD problem with the "Collectibles.esp" portion of the mod for some[many] players. Plus the weapon racks are bugged a bit. They do not show any mods you have on the weapon when on the racks and if the weapon is removed by just using E to take it, there are reports of the weapon mods being gone entirely. Until the mod is updated and fixed I do not recommend it.

2. Originally there was a 275 or so keyword limit for workshop items. Then Beth raised that to 65k+. With that increase you will not ever hit the max number of items in your build menu. Your build menu would freeze and your pc would explode long before then. :)

3. SK is outdated but, I have no problem using SKE for mods that require or are compatible with SK. All that SKE does is further expand the sub menus that items are sorted into. Example; SK would have all of Homemaker misc decorations in one sub menu while SKE further sorts those misc decorations into four misc. sub menus, HM-Decorations-misc-exterior, Hm-D-misc-Interior, HM-D-misc-Warehouse and HM-D-misc-misc. The reason is because there are SO many build menu mods that you almost need them in separate file cabinets. :)

4. SSEX as far as I know is hopelessly outdated and has nothing worthwhile in it that other mods like Homemaker and Alternate Settlements can't provide. I do not recommend SSEX.

5. I do highly recommend Alternate Settlements.

6. With Homemaker there are old patches that were designed for SK that are no longer needed for SKE. I can't remember exactly how that goes, so read Homemakers description.

7. Although SOE is a hugely popular mod, I have not downloaded it [Yet]. The issue I have is that it advertises adding over 1500 items to the build menu, many of which are duplicates of Homemaker and some from Alternate Settlements. 1500 is a ton of new items to be adding to my build menu at this point. One thing about SOE is that it adds several/many institute items that I have not seen in other mods. If I do ever download it, it will be for those institute items that Homemaker does not have. http://www.nexusmods.com/fallout4/mods/10075/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D10075%26preview%3D&pUp=1

8. Depenting on the mod and what the SK patch was for, you may still need them with SKE. You will have to research that for each mod that has a SK patch.

9. I'm not sure about this but, you may need a patch inorder to use OCD and Functional Displays together. I do all my non static item placing by hand, so I don't need OCD and as I stated above, I do not recommend Functional Display's at this time.

Once again, Do Not worry about hitting the build menu item limit. You won't! What may happen and has for me is some of my sub categories have SO many items in them that when I hover over the category, the build menu freezes for up to 5 seconds while the items in that sub category load. Then all is good.

OK, I think I've covered the basics of your questions. Hope this helps.
Last edited by ronr42; Apr 5, 2017 @ 3:59am
HummV_70 Apr 5, 2017 @ 12:22pm 
Originally posted by ronr42:
Y Hi-Low B, here we are again. :)

1. Read the bug section for Functional Display's. There is a Huge CTD problem with the "Collectibles.esp" portion of the mod for some[many] players. Plus the weapon racks are bugged a bit. They do not show any mods you have on the weapon when on the racks and if the weapon is removed by just using E to take it, there are reports of the weapon mods being gone entirely. Until the mod is updated and fixed I do not recommend it.

2. Originally there was a 275 or so keyword limit for workshop items. Then Beth raised that to 65k+. With that increase you will not ever hit the max number of items in your build menu. Your build menu would freeze and your pc would explode long before then. :)

3. SK is outdated but, I have no problem using SKE for mods that require or are compatible with SK. All that SKE does is further expand the sub menus that items are sorted into. Example; SK would have all of Homemaker misc decorations in one sub menu while SKE further sorts those misc decorations into four misc. sub menus, HM-Decorations-misc-exterior, Hm-D-misc-Interior, HM-D-misc-Warehouse and HM-D-misc-misc. The reason is because there are SO many build menu mods that you almost need them in separate file cabinets. :)

4. SSEX as far as I know is hopelessly outdated and has nothing worthwhile in it that other mods like Homemaker and Alternate Settlements can't provide. I do not recommend SSEX.

5. I do highly recommend Alternate Settlements.

6. With Homemaker there are old patches that were designed for SK that are no longer needed for SKE. I can't remember exactly how that goes, so read Homemakers description.

7. Although SOE is a hugely popular mod, I have not downloaded it [Yet]. The issue I have is that it advertises adding over 1500 items to the build menu, many of which are duplicates of Homemaker and some from Alternate Settlements. 1500 is a ton of new items to be adding to my build menu at this point. One thing about SOE is that it adds several/many institute items that I have not seen in other mods. If I do ever download it, it will be for those institute items that Homemaker does not have. http://www.nexusmods.com/fallout4/mods/10075/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D10075%26preview%3D&pUp=1

8. Depenting on the mod and what the SK patch was for, you may still need them with SKE. You will have to research that for each mod that has a SK patch.

9. I'm not sure about this but, you may need a patch inorder to use OCD and Functional Displays together. I do all my non static item placing by hand, so I don't need OCD and as I stated above, I do not recommend Functional Display's at this time.

Once again, Do Not worry about hitting the build menu item limit. You won't! What may happen and has for me is some of my sub categories have SO many items in them that when I hover over the category, the build menu freezes for up to 5 seconds while the items in that sub category load. Then all is good.

OK, I think I've covered the basics of your questions. Hope this helps.

Thanks Ron.

I used this as a small guide.

I now have these building mods in place;
SKE
Homemaker
Alternate Settlements
SOEP
Sandbag Fortifications
Auto Doors
Power Conduits
Static Harvest

Everything is functioning as it should.
Man, that was brutal but it was worth the time to get that right.
A lot of set-up and research.

Don't want to push my luck anymore today, getting burnt out.
Thanks again!
HummV_70 Apr 5, 2017 @ 12:25pm 
Really the only two things I want at this point are the Industrial items from Snap 'n Build, but SKE says not to use it, and Painted Concrete, but for the life of me I cannot even find a hint of it in Nexus or Google, but I know it exists because I had it before.....maybe a part of SSEX.
I hope not though.
ronr42 Apr 6, 2017 @ 3:08am 
You're welcome.

There's nothing wrong with having Snap n Build along with thoses other mods. It is not an SKE mod and it's items are place in the end of the Structures vanilla menu. The only thing I do recommend is to not uninstall it once downloaded. As far as I know it does not have an uninstall chem or any other special method of uninstalling it. There for you could lose your Structures category by uninstalling.

I've seen screens of painted concrete foundations somewhere, not sure where. If you meant painted concrete walls, then Alternate Settlements has those.
Last edited by ronr42; Apr 6, 2017 @ 3:10am
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Date Posted: Apr 4, 2017 @ 6:59pm
Posts: 11