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Doing a rebuild of mods, looking for opinions

Good luck, I hope it all works out but I suspect with merging this close to a major patch that you're going to spend more time remerging for mod updates than you do playing.
 
Major patch? You mean SS? I'm not merging those; that would be a life's work!!!! Just some smaller mods that most likely won't be updated any time soon.
 
Ah gotcha, the way I was reading your post I had you creating some giant blob of a merged addon.

Never mind, I do the same thing myself often enough :)
 
No .... I just found that some mods either merge well or can be moved into an overall patch so I winnowed down about 30 mods that way. Then I eliminated some that just weren't needed or used ... UCO replaced Legendary Modifications, Concealed Armor, and Craftable Armor Sizes plus all their patches ... I'm just hoping it works as well as I hope.
 
This is getting very frustrating. Everything was running smoothly but then I had to re-validate the files and redo the inis and now I'm getting that herky-jerky walking back. :(
 
Okay so it may be a Mod that is causing the problem .... thing is, which Mod?
 
::pounding head against wall::

Working perfectly last night ... all herky-jerky again today ... I just can't win
 
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I hate to say it but you might need to try disabling mods, testing and then slowly re-enabling mods to see what might be causing the issue. Now you could speed things up by doing them in chunks so perhaps using NMM categories as a guide, enable all mods in a category and then test...if it's good then try another category...rinse and repeat until you hit issues and then you can slowly back out mods in the last category you did until it starts working again. I've been there before in FO3 and NV and I've had to do this and it's a royal pain in the keester. But I was always able to find my culprit.

I've been lucky so far in FO4 and problems with mods have cropped up immediately so I always have known what has caused issues.
 
One method to find the problem child in even the most giant list is to divide and conquer.

Given a 255 mod maxed out list.

Divide in half, test with first and second halves. Whichever half blows chunks is your problem child.
Divide that half again and test, repeat

At most you're going to narrow it down in 9 rounds (Worst case when you always select the bad mod as the second group, 18 game restarts).

It gets massively more complicated to do if you have problems arising from multiple mods conflicting but this can narrow it down considerably.

Fun facts:
Here's your chances of getting it on the first try if you're choosing at random:
2 mods conflicting: 1 in 64, 770 chance of hitting the two conflicting on the first try
3 mods conflicting: 1 in 16,386,810
at 4 mods it gets up over 1 in 4 billion and just gets stupid huge from there.
 
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I've been doing the activating in chucks but a game that worked fine one day would act up the next, with absolutely no changes anywhere.

It looks like part of the problem is my virus protection (TrendMicro). If I turn it off the game load much faster and seems to work better.
 
I don
So I did a reduild (again ..."Hello, my name is Rayhne and I'm a mod addict"). I'm actually under 200 mods ..... which is one hell of an achievement, trust me. I found several mods could just be incorporated into my Overall Patch and merged others. I have not used LOOT but am going to go with the order I installed them in so if anyone see any potential problems please let me know. I am currently waiting on two mods that the creator is making into GOTY versions (Weapon Mods Fixed and Cut Weapons Restored) so for now I am using a downloaded save to test everything. I have three patches of my own -- Crafting-Redirect (to move items from the chem station to the Armorsmith Workbench), Overall Patch, and the ScrapOverride for things that need to override Scrap Everything.

# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCWorkshop01.esm
DLCCoast.esm
DLCWorkshop02.esm
DLCWorkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
Homemaker.esm
HUDFramework.esm
Arbitration - Resources.esm
SimSettlements.esm
Armorsmith Extended.esp
Armorsmith All DLCs Patch.esp
Lever Action Reload Fix.esp
PD_VisualReload.esp
BugFixesMerged.esp
MaterialSwapFixes-Combined.esp
Glowing Animals Emit Light.esp
Snappy_HouseK.esp
SettlementMenuManager.esp
SimSettlements_XPAC_IndustrialRevolution.esp
Altairp's Animal Farm.esp
B84sThemedResidentials.esp
SimSettlements_AddOnPack_Defences_Brae.esp
ClassicShacks.esp
home_improvement_all.esp
SimHomestead.esp
IndustrialCity_Sim_Settlements_Addon.esp
JibsResidentialAddOnPack.esp
SimSettlements_AddOnPack_Utilities_JtBryant.esp
JunkTown.esp
SimSettlements_AddOnPack_Foundations_JtBryant.esp
MJC_Sim_Settlements_Addon.esp
PCDugSIMAddon.esp
ruined_simsettlement_addonpack.esp
ohSIM_Sim_Settlements_Scrappers_Addon.esp
SimSettlements_AddOnPack_SimTowers_JtBryant.esp
WVSimSAddon.esp
TrailerParkDreams.esp
PCDugWedges.esp
Snappy_DLC03.esp
Homemaker - Streetlights Use Passive Power.esp
FunctionalDisplays.esp
FunctionalDisplays-Collectibles.esp
DogBed.esp
AES_Renovated Furniture.esp
aes_rendeco.esp
SnapBeds.esp
Friffy_Fixed Curtains.esp
Friffy_Fixed Rugs.esp
dinoshelf.esp
dinoshelf_extra_ammo.esp
dinoshelf_retex.esp
FilledBrahminFeedTroughs.esp
Passthrough.esp
Eli_Display Shelves.esp
Ground_Vanilla.esp
WorkshopRearranged.esp
Elys - SettlementBuildMaxSize.esp
UncappedSettlementSurplus.esp
EveryonesBestFriend.esp
Generator Fusebox - More realistic version.esp
LootInVaultLockers.esp
SafeTrunkContentsReworked.esp
Decal Stain Remover REDUX - All DLC.esp
No More Fake Puddles - Nuka World 1-0.esp
SaveManager.esp
OCDecorator - No Experience.esp
FO4Hotkeys.esp
VisibleCompanionAffinity.esp
Pet - Call -Feed Dogmeat.esp
Vault81Etiquette.esp
HelmetHide.esp
Better_Notes.esp
Publick Occurrences Expanded.esp
Live Dismemberment - RegularNoHeadshots.esp
dD-Enhanced Blood.esp
dD - Limited Blood Decals.esp
dD - Small Splatter Size.esp
EAMR.esp
Langleys HD Textures Workshop.esp
WeaponsHD.esp
Vertibird Faction Paint Schemes.esp
Simply Better Weather -AIO- Longer Days.esp
WET.esp
Pip-Boy Flashlight.esp
Tactical Flashlights.esp
AllSetsExtended.esp
ASEFarHarbor.esp
Quieter Settlements - Recommended Settings.esp
RadiantBirdsv05.esp
Reverb and Ambiance Overhaul.esp
ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp
ValdacilsItemSorting-ArmorBySlot.esp
ValdacilsItemSorting-CosmeticsByClass.esp
No more monochrome - Color setting for the Pipboy!.esp
Immersive HUD.esp
PowerArmorHUD.esp
HoloTime_2.esp
def_w_pa2.esp
QuestsTags_00_NotAllDLC.esp
QuestsTags_DLC01_Automatron.esp
QuestsTags_DLC03_FarHarbor.esp
QuestsTags_DLC04_NukaWorld.esp
QuestsTags_DLC06_VaultTec.esp
NoVanillaRadiantDLCLocations.esp
SkipHSH1_6.esp
Arbitration - Button Lowered Weapons.esp
BetterModDescriptions.esp
SkjAlert_All_DLC.esp
AA Better Companions - No Conflicts - Accuracy Beta.esp
QuickTrade.esp
IcebreakerCDO-Settlements.esp
IcebreakerCDO-Piper.esp
LooksMenu.esp
LooksMenu Customization Compendium.esp
CBBE.esp
MiscHairstyle.esp
MoreBeards.esp
MoreHairstyles4Female4.1.esp
MoreHairstyles4Male.esp
Lots More Female Hairstyles.esp
The Eyes Of Beauty.esp
AzarPonytailHairstyles.esp
Eli_Armour_Compendium.esp
FOFW_ALL_IN_ONE.esp
Edit_Hancock.esp
Mama Murphy blind fresh eyebr..esp
Unique NPCs.esp
BetterSettlers.esp
BetterSettlersCCAPack2.0.esp
BetterSettlersCleanFacePack.esp
Synth Overhaul.esp
My_Minutemen.esp
Randomized DC Guard Outfits.esp
Grunts.esp
ModdableRobotSettlers.esp
More Realistic Cats.esp
Diverse Cats.esp
clothingoverhaul.esp
ClothingOverhaulSP_XB1_PC.esp
Binoculars.esp
AnS Wearable Backpacks and Pouches.esp
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp
Scavver's Toolbox.esp
Laurent's Robot Skins.esp
K9TacticalHarness.esp
Crafting Mastery - ALL DLC (Easy AE).esp
Crafting Mastery - Clutter Items All DLC.esp
Better Cooking Stations.esp
PowerArmorDisplayStations-CraftingCategory.esp
NewRecipesFH-VIS.esp
Craftable Adhesives.esp
Ephla's Unique Beverages.esp
Ephla's Unique Chems.esp
Consistent Power Armor Overhaul.esp
Anchorage Power Armor.esp
PAMAP.esp
MMP4APA-blue.esp
Friffy_Holstered Weapons.esp
WeaponsOnBack Addon.esp
M9.esp
CorvalhoWidowShotgun.esp
M1014.esp
M1014- AWKCR Compatibility.esp
VisibleWeapons.esp
InstitWeapPosit.esp
WD_Pistol_Renimation_Pack.esp
3DNPC_FO4.esp
3DNPC_FO4_DLC.esp
DrunkenGnomes_Gnomepocolypse.esp
WZWildWasteland.esp
Collectable_Cars.esp
Collectable_Trucks.esp
ComicCollector.esp
Minutemen Supply Caches.esp
RRTV_RobotModelKits.esp
Scroungers Weekly.esp
Zippo1.esp
RealComics.esp
V88Improvements.esp
Home Plate Improvements.esp
ImmersiveDrumlinDiner.esp
stumbleuponinteriors.esp
BTInteriors_Project.esp
RadroseMerged.esp
WRPatchesMerged.esp
CraftingRedirect-Patch.esp
Overall Patches.esp
Scrap Everything - Ultimate Edition.esp
BuildingGroundFix.esp
ScrapOverride.esp

Now to go test the bugger. With any luck I'll have a nice stable good-looking game to play when I get back from DragonCon!!!!

Side note, what ENBs do folks use?

I don't actually use an ENB, I use Moribund World, which is on Beth.net. It makes the game look more like the original Fallouts. Pretty neat.
 
So I did a reduild (again ..."Hello, my name is Rayhne and I'm a mod addict"). I'm actually under 200 mods ..... which is one hell of an achievement, trust me. I found several mods could just be incorporated into my Overall Patch and merged others. I have not used LOOT but am going to go with the order I installed them in so if anyone see any potential problems please let me know. I am currently waiting on two mods that the creator is making into GOTY versions (Weapon Mods Fixed and Cut Weapons Restored) so for now I am using a downloaded save to test everything. I have three patches of my own -- Crafting-Redirect (to move items from the chem station to the Armorsmith Workbench), Overall Patch, and the ScrapOverride for things that need to override Scrap Everything.

Reviving an old thread - how are you building your patch and merges? I have way too many active mods right now and would like to skim it down some more. I've used Merged Plugins for some, but it is a bit buggy for me (it keeps loading mod esm files before the DLC ones, which does not work)
 
At first I created an OverallPatch using xEdit but then found it could get complicated if I wanted to remove a mod so I am now creating a patch per mod or combining them if they are like mods. Then I merge them using Merge Plugins.

I am using UCO, which let me dumped 3-4 other mods.
 
I've run into an issue with Merge Plugins where it is putting mods esm mods like armorsmith extended prior to the dlc esms they depend upon, so it won't bring in a large chunk of my mods., even though they are ordered correctly in NMM. But for some things, especially smaller tweak mods, it's worked great!
 
i have never used merge plugins mod. last time i looked it up it was in beta and had problems lol i know long time ago
vague ENB and vivid weathers is a awesome mix

btw make sure your fallout 4 game in steam is set to auto update when the game is launched thro the launcher. so u use F4SE and it will never update until your ready. it really messes things up when beth. is updating for the stupid CC
dont know about yall but i agree with AngryJoeShow on utube about game devs adding stuff in to be paid with real money. it needs to stop
 
Using Merge Plugins, I can merge around 50-60 patches ... I make patches for VIS. I have started to have problems when I merge Skyrim mods .... Merge Plugins won't do the assets any more.
 
At first I created an OverallPatch using xEdit but then found it could get complicated if I wanted to remove a mod so I am now creating a patch per mod or combining them if they are like mods. Then I merge them using Merge Plugins.

I am using UCO, which let me dumped 3-4 other mods.

When you used UCO, which mods did you dump? like the legendary modifications, the weaves, etc?

Merge Plugins hasn't been updated for about a year? Can you still merge assets for Fo4 or is that for skyrim? I have a lot of building type mods... that haven't changed in a long time... prefab extended, sandbags, etc... would stuff like that be good to merge together? Clothing assets for NPCS's all together? All the better settlers/lots more enemies together? Extra settlement locations together?

Sorry for the questions... I have about 100 mods before adding any building/SS/Horizon... and always pushes me to the 255...
 
I dumped Concealed Armor, Craftable Armor Sizes, the weaves, and Legendary Modifications.

For me, Merge Plugins works fine for merging esps. If a mod I Merge has other assets then I move those assets into the merge’s folder.

The following can be safely merged together:
Depth of Field Removal.esp
ValdacilsItemSorting-ArmorBySlot.esp
ValdacilsItemSorting-CosmeticsByClass.esp
CBBE Furry Undergarments Fix.esp
Vertibird Alt Fix - Far Harbor.esp
BetterGenerators.esp
SkjAlert_All_DLC.esp
ChaChingTradeSilentXP.esp
BetterSettlersNoLollygagging.esp
Piper Natural mom.esp
Mama Murphy blind fresh eyebr.esp
ValdacilsItemSorting - Wearable Backpacks and Pouches TAGS.esp
Tactical Flashlights - Settings.esp
ValdacilsItemSorting - Tactical Flashlights TAGS.esp
Synth Overhaul – White Patch.esp
Synth Overhaul - No level requirements Patch.esp
MK_CanteensfCommonwealth_VIS Patch.esp
dD - Limited Blood Decals.esp
dD - Small Splatter Size.esp
CROSS_GoreCrits_FarHarborPatch.esp
CROSS_ReducedLaserSmoke.esp
Campsite-AWKCR.esp
TrueStormsFO4-EarlierSunsetsFH.esp
RAO - True Storms patch.esp
Insignificant Objectc Remover.esp

I make patches for VIS ... all of them can be merged together.

Patches can usually be merged with no problem.

I can maybe give more info when I get home. What mods do you have?
 
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