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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.
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.
Still am clueless on how to find that information though.
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 SK is outdated but, I have no problem using SKE for mods that require or are compatible with SK.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 SSEX as far as I know is hopelessly outdated and has nothing worthwhile in it that other mods like Homemaker and Alternate Settlements can't provide.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!
I hope not though.
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.