Fallout 4

Fallout 4

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Kyoza Jan 24, 2016 @ 5:57pm
Fallout 4 settlement mods not working in-game
I have nexus mod manager and all of my mods are installed on there. I just installed the ddproductions solar panel and fusion mod with the castle wall fix one and went into game, they were working but past settlement mods such as the settlement supplies expanded wasn't when it was the last time I played. So I go out of game to see if their is a new update for that mod which their wasn't so then I go back into game and all of a sudden the mods I just installed are no longer working. And it's not all my mods, just mainly the settlement ones for some reason. My map mod, texture ones, etc seem to be working fine currently. Could someone help me with this matter because I don't know what the issue is. I did try uninstalling and reinstalling them again but to no avail. May be some sort of conflict with mods somewhere...
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Showing 1-13 of 13 comments
Sounds like you ran into the cap for settlement items.
And if you're running Ssex you might want to switch to Homemaker as I think Ssex is abandoned, so it's only more likely to cause conflict with every new settlement building material mods you might add.
A few further options are to look into the Settlement Keyword mod, and checking if it isn't one of DDs mods causing conflict (had to alter a category in FO4edit one showed up in cause it made the game CTD when scrolling past Buldings>Fences).
Kyoza Jan 24, 2016 @ 6:30pm 
Originally posted by Aries the Everdying:
Sounds like you ran into the cap for settlement items.
And if you're running Ssex you might want to switch to Homemaker as I think Ssex is abandoned, so it's only more likely to cause conflict with every new settlement building material mods you might add.
A few further options are to look into the Settlement Keyword mod, and checking if it isn't one of DDs mods causing conflict (had to alter a category in FO4edit one showed up in cause it made the game CTD when scrolling past Buldings>Fences).
So I completely uninstalled and removed ssex settlement mod and installed homemaker expanded settlements and it crashed the game on startup. Do I have to get keywords mod with it to? I uninstalled it and I'm reinstalling setup now in options form. I just assume I should select full integration patch now since I don't have ssex anymore (which is what I selected the first time but then it crashed which lead me to the conclusion that maybe I need keywords mod with it before doing this install to get it to work) -- Update* I installed keywords and the homemaker mod works now with no crashes however the ddproductions mods aren't there. update2* Annnd nevermind homemaker is now not loading in.. wtf..
Last edited by Kyoza; Jan 24, 2016 @ 7:04pm
Kyoza Jan 24, 2016 @ 8:23pm 
Pluggins keep disabling every time I launch the game. I don't know how to stop that. I've tried the read only method in plugin properties but it doesn't fix the issue. It's like it just keeps rewrighting the changes I've made to get the mods to work.
Last edited by Kyoza; Jan 24, 2016 @ 8:25pm
Zombified Jan 24, 2016 @ 8:31pm 
Dont use the normal FO laucher it will disable all the mods if you just use it.. unless you do it in a certain order.

For FO launcher >> open NMM / mod manager >> open FO launcher >> re-enable all mods >> press play.

NMM >> open NMM launch FO through it

Its the launcher that is turning off all the mods.

Also, about homemaker - unfortunately with as big as homemaker is getting it is pretty close to the keyword cap alone. So if you can see some stuff and not others in the build menu, its the keyword/mod cap thats hitting you. The homemaker author has made a patch to enable use with settlement keywords but didnt actually remove all the keywords - so it doesnt take much to push the limit over.

The way it is you just have to pick and choose what you want. Especially since a lot are moving to use SKWords so you *need* it for them. I used to use homemaker but it just has so much now that its useless. Huge building w/o nav missing that npcs cant even use. Not worth it to me. I prefer just snap and build for windows and doors and live without having extra stuff.
Last edited by Zombified; Jan 24, 2016 @ 8:40pm
Gamefever Jan 24, 2016 @ 8:38pm 
I would not suggest removing that SSEX mod if you have already used it in game a whole lot.
Would likely cause an issue with settlement objects an such.

Also the settlement "keyword cap" is a thing,

I tried using the Settlement Keywords mod, what I found was that the shear amount of objects available was absurd in each menu....Took too much time to scroll through stuff in game.

So I just use,
Homemaker and OCDdecorator
Get plenty of stuff to play with,
Also Precision Placement, this is real nice allows you to change how something is placed precisely and allows clipping.
Kyoza Jan 24, 2016 @ 9:12pm 
Originally posted by masterpainter78:
I would not suggest removing that SSEX mod if you have already used it in game a whole lot.
Would likely cause an issue with settlement objects an such.

Also the settlement "keyword cap" is a thing,

I tried using the Settlement Keywords mod, what I found was that the shear amount of objects available was absurd in each menu....Took too much time to scroll through stuff in game.

So I just use,
Homemaker and OCDdecorator
Get plenty of stuff to play with,
Also Precision Placement, this is real nice allows you to change how something is placed precisely and allows clipping.
No I barely used it, just was planning to in a new playthrough sometime with a few other mods. Thank you for the suggestions! :)
Kyoza Jan 24, 2016 @ 9:16pm 
Originally posted by Zombified!:
Dont use the normal FO laucher it will disable all the mods if you just use it.. unless you do it in a certain order.

For FO launcher >> open NMM / mod manager >> open FO launcher >> re-enable all mods >> press play.

NMM >> open NMM launch FO through it

Its the launcher that is turning off all the mods.

Also, about homemaker - unfortunately with as big as homemaker is getting it is pretty close to the keyword cap alone. So if you can see some stuff and not others in the build menu, its the keyword/mod cap thats hitting you. The homemaker author has made a patch to enable use with settlement keywords but didnt actually remove all the keywords - so it doesnt take much to push the limit over.

The way it is you just have to pick and choose what you want. Especially since a lot are moving to use SKWords so you *need* it for them. I used to use homemaker but it just has so much now that its useless. Huge building w/o nav missing that npcs cant even use. Not worth it to me. I prefer just snap and build for windows and doors and live without having extra stuff.
Thank you very much, that seems to be loading the mods now. However their still are some that aren't loading that werent before even when I disable homemaker such as the robot defense mod. Not sure why that is. Perhaps because of it's load prioritie? most if not all the ones that are working are esp where as it's esm
Jeroen Jan 24, 2016 @ 9:37pm 
Mod conflicts can happen when multiple mods change the same ingame item, building, menu, npc, etc.
In this case it might be worth checking if there arent any compatibility issues between the mods you use
Kyoza Jan 24, 2016 @ 9:55pm 
Originally posted by Jeroen:
Mod conflicts can happen when multiple mods change the same ingame item, building, menu, npc, etc.
In this case it might be worth checking if there arent any compatibility issues between the mods you use
I checked the compatibilitie and it didn't seem to have any conflicts so I downloaded and installed a newer version of it and that seemed to fix the issue... At least for now anyway lol. Thank you. ^^
Zombified Jan 24, 2016 @ 10:28pm 
Just to let you know Homemaker and Robot Home defense *by themselves* as in one not both - are very close to pushing over the keyword limit. Both together will mean missing things from the build list. Until a time that the authors remove their keywords you may have trouble trying both.

Also remember that uninstalling doesnt remove everything from a save file so you may still have remnants in there. When I start playing with mods I start a new game each time i try new ones, play a bit, then fiddle with them some more, repeat process.
Leutian Kane Jan 25, 2016 @ 12:23am 
also ALWAYS make sure the plugins that effect your build limit are at the BOTTOM of your load order ie unlimited settlement budget and such that way no matter what the other mods change they never overwrite your build limit.
Kyoza Jan 25, 2016 @ 1:33pm 
Thanks a lot guys. I really appreciate the help. ^_^
BTW did you check if you were running all the mods with their respective keyword update? Forgot to mention this last night.

Other than keyword being an arbritrary sorting guide, with it you should get all the following to run nicely together; Homemake/Robot Homedefences/SNB series (and all his gorgeous windows/roofs), plus some of DD's products, and Atom Bomb Pinups and assorted posters. As all it does is make a redux in seperate headers these mods can create by unifiying sorting structure.
The game can seemingly have unlimited materials to build, yet limited menus to portray them in. As Masterpainter pointed out, it will increase scrolling times quite a bit, but it should make stuff play together nicely.
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Date Posted: Jan 24, 2016 @ 5:57pm
Posts: 13