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How many mods u playing with?

Jukazen

New Member
Messages
8
just wondering how many mods u guys are playing with? and consider it stable?
i got warning on my new play, when making character "sim settlement 2 failed to load something". is that normal in this newest patch? or something wrong with my mod list?
 
Personally, my load order is "small" by the standards of most people - a couple dozen tops, and almost exclusively more weapons and minor tweaks like redone leveled lists for enemies and the like, no "major quest mods" or "gameplay overhauls" or anything. Didn't even have an "ENB" or "weather mod" running until this weekend.
I got that "resurrection" notice on my most recent savegame too, hasn't seemed to affect anything.
 
thats impressive i have to say, how can you manage to keep small like that?
i see, so its only "warning" then.
 
thats impressive i have to say, how can you manage to keep small like that?
I dunno, I've tried out a bunch of the 'gameplay overhauls' and 'big quest mods' and they all seem to be made for people other than me, between the playstyle changes and the writing not really "fitting in" - eg. "Outcasts and Remnants" went too "Saints Row" for me to feel like it made sense in the Fallout-verse.
 
120 or so, but if I dropped all the clothing mods, and niche player texture mods I doubt I'd break 50.
this is exactly same, many a good armor and outfit so its kinda hard to pick and uninstall them.
I dunno, I've tried out a bunch of the 'gameplay overhauls' and 'big quest mods' and they all seem to be made for people other than me, between the playstyle changes and the writing not really "fitting in" - eg. "Outcasts and Remnants" went too "Saints Row" for me to feel like it made sense in the Fallout-verse.
keeping it vanilla? nice.
im trying to do that, but still hard to pick.
agreed, that mod is a bit too much.
 
-----a bunch----- (185 give or take) - Not in this order + Reshade >>>VERY Stable
(Addon Fix) GET DIRTY (take a bath) additional effects v.1A
(Addon) AS Institute Workstations
(Addon) Get Dirty (take a bath)
(Addon) Ketaros Treasures
(Addon) Live Dismemberment - No Increased Headshot Damage
(Animations) Kicks And Punches
(Audio Only) Boston Pirate Radio 3.0
(Audio) Geiger Sounds - Quieter
(Audio) More Music for DCR
(Audio) Power Armor Voiced OS
(Audio) Project Reality Footsteps FO4 1.7 BA2
(Charactar) Editor's Choice
(Character) Caliente's Beautiful Bodies Enhancer -CBBE- (Reduced)
(Character) CBBE - Nuka-Girl Suit
(Character) Dirty Player body v1.5 (dirty option)
(Character) DistinctiveTeeth
(Character) Eye Liner Masks
(Character) Eye Normal Map Fix
(Character) Eyewear and mask retexture
(Character) Looks Menu Customization Compendium
(Character) LooksMenu (F4SE Required)
(Character) MiscHairstyle
(Character) Ponytail Hairstyles by Azar v2 5a
(Character) Pride of Valhalla - CBBE
(Character) Realistic Hair 1K
(Character) Smokeable Cigars - Cigarettes - Joints
(Character) The Eyes of Beauty - All-in-One
(Environment) Brighter Settlement Lights
(Environment) Fr4nsson's Light Tweaks
(Environment) Vivid Fallout - All in One - 2k
(Environment) Vivid Waters
(FIX) Boston FPS Fix - AIO
(FIX) BosVertibirdDLCLocations_v.20
(FIX) CoA Overhaul AWKCR and AE Patch
(fix) Companion Command 1.3
(Fix) Corpse Collision
(Fix) DLC Ammo Scrounger
(Fix) DLC Weapons in CW
(FIX) Emogene Takes a Lover quest patch
(FIX) FizzshopGrilleV3
(FIX) Hangman's Alley Overhaul 1.5.1
(FIX) Home Plate Connected
(FIX) Institute Teleportation for Survival-All DLC Version
(Fix) Nuka World UI Mod Crash Fix
(FIX) Nuka-World Scenery replacement
(FIX) Perk CombatMedic.esp
(FIX) Sprint Stuttering Fix
(FIX) Starlight Drive-In Overhaul 1.1
(Fix) True Storms Nuka World Add-On
(FIX) VATS Freeze Fix
(FIX) Wattz Laser Gun Footsteps Fix
(FIX) Weapon Debris Crash Fix
(FIX) Workshop Spotlight
(Fix) X-01 Power Armor Smoothed Eyes
(FIX)Barber and Surgeon Camera
(FIX)Better Landscape Grass
(FO3) 10mm SMG
(FO3) Wattz Laser Gun
(FONV Lore Friendly Weapon) Service Rifle
(Game Control) Game Configuration Menu
(Gear) (AWKCR)
(Gear) (Sorting) AE and VIS patch
(Gear) Armorsmith Extended v4.6
(Gear) B. Commonwealth Shorts CBBE
(Gear) Ballistic Wave for Nuka World Outfits
(Gear) Better Weapon Scrap - Ultimate Edition - ESL-flagged
(Gear) Chem Redux 2.5 - Glowing
(Gear) Children of Atom - Fanatics Outfits (full .esp version)
(Gear) Customizable Targeting HUD
(Gear) Eli's Armour Compendium - CBBE and BodySlide 1.5
(Gear) Expanded Ballistic Weave - Merged Files
(Gear) Nuka-Tech Rad-Bans
(Gear) RobCo Recon Scope Replacer - Main File
(Gear) Synth Uniforms
(Gear) Tactical Flashlights
(Gear) Vault 111 Security Armor
(Gear) Wattz Night Vision Scopes - Far Harbor
(Gear)Better Automatron Weapons - Update 1.3
(Graphical Only) Bobble Girl
(Graphical Only) Color Map 4K with Locations
(Graphical Only) Immersive Pip-Pip Boy Cracked screen v2.0
(Graphical Only) Nuka-World Satellite Map 2K
(Graphical Only) Retextured Terminal
(Graphical Only) Starlight Screen Repaired
(Graphical Only) Vault Girl Idiot Savant
(Graphical Only) Vault Girl Interface - Neo's FOMOD Version
(Graphical Only) Vault Girl Textures - Neo's FOMOD Version
(Graphical) BlackMetalPipboy1.0
(Graphical) BOS Vertibird - Ad Victoriam Edition - Teeth
(Graphical) Dead Money - All Bars Replacer
(Graphical) Glowing Animals Emit Light - ALL DLC
(Graphical) Glowing Wild Plants
(Graphical) Healthier Brahmins by Uruchat
(Graphical) Nina's Proper Pipe Guns
(Graphical) Phoenix Lab Full Magazine Retexture
(Graphical) Retextured Super Mutants
(Graphical) Squadron Flight Helmet Re-texture
(Graphical) Wolfmeat Tan
(Graphics) Grungy Gage - Vanilla Hair - Anchorage
(Graphix) Perfect landscape by Pfuscher HIGH- BA2 archive
(Interface) I'm A Raider Dammit - Explicit
(Main Interface) Save Menu
(Overhaul) BOS Combat Armor v 1.2 All camo Power Armor version
(Overhaul) CoA Overhaul
(Overhaul) CoA Overhaul CBBE Patch
(Overhaul) Immersive Burning Molotovs and Flamers!
(Overhaul) Legendary Modification
(Overhaul) Legendary Modification - DLC and Fixes
(Overhaul) Raider Overhaul Restored Content I Super Mutant Redux v2.2
(Overhaul) SavrenX Food and Foodware
(Overhaul) SuperMutantRedux AdjustmentPatch
(Raider Bodies) Dirty Raiders
(Settlement Building) Better Cooking Stations
(Settlement Building) Better Cooking Stations v2.0 Far Harbor plus Nuka World patch
(Settlement Building) Better Vault Lights
(Settlement Building) Build Your Own Pool
(Settlement Building) Connected Junk Fences
(Settlement Building) cVc Dead Wasteland 6 - Core
(Settlement Building) EOL's Child of Atom Decor v1.2
(Settlement Building) Filled Brahmin Feed and Water Troughs
(Settlement Building) Handmade turrets
(Settlement Building) Nuka-Cola and Vim Display Racks
(Settlement Building) Nuka-Mix Lantern Workshop .9c
(Settlement Building) Sandbag Fortifications - 4.1
(Settlement Building) Security Fences - Vanilla Menus
(Settlement) No More Privet Hedges
(Sorting) ValdacilsItemSorting - Smokeable Cigars
(SortingFIX) F4NVServiceRifleRedux_AWKCR
(SortingPipboy) CoAo VIS Patch - An Acolyte Katattax Blessing
(SortingPipboy) DEF UI Compatibility Patch
(SortingPipboy) DEF_UI Iconlibs Rescaled and Fixed - Colored
(SortingPipboy) Gold Kit for Color Pipboy
(SortingPipboy) HUDFramework 1.0f
(SortingPipboy) Valdacil's Item Sorting
(SortingPipboy) VIS-G Item Sorting
(SortingPipboy)DEF_UI
(SortingPipboy)Status Effects Fix for Gold Kit for Color Pipboy 1.0
(SortingPipboyInterface) VIS - G Rad-Ban Eyewear Inc
(Weapon) Glock 19x
(WeatherEnvironment) A Forest
(WeatherEnvironment) Darker Nights No Fog Glow for Far Harbor
(WeatherEnvironment) Enhanced Lights and FX
(WeatherEnvironment) Swinging Meat Bags
Achievements v1 (F4SE Required)
ActiveEffects (F4SE Required)
Auto Doors
Autosave Manager
Better Console (F4SE Required)
Better Settlers
BOS Combat Armor Overhaul v 1.2 (NonPA)
Canary v 1.0.0
Classic Holstered Weapons - v1.04c (TEST) (f4se rEQUIRED)
Console Enabler - Survival Difficulty.ESL version
cVc Dead Wasteland DLC1
cVc Dead Wasteland DLC2
cVc Dead Wasteland DLC3
Enhanced Blood Textures Standard
Faster Workshop (F4SE Required)
FO4 War Tags v1.3 2K
FSM Body Textures 5.0 - Base - Dirty
GET DIRTY Texture fix (fix)
Immersive Scrapping 4.0 Season Pass (Settlement Building)
Lots More Facial Hair v. 1.21
Mod Configuration Menu 1.38 (F4SE Required)
Modern Weapon Replacer - Glock 19x
Old World Tunes by Old World Radio - Boston
PA HUD
Pack Attack NPC Edition (TEST) (F4SE Required)
Place (Fallout4 1.10.163 - (F4SE Required)
Power Armor HUD Black + Lens
Raider Overhaul WIP 12.4 I Please read changelog
Raider Overhaul-AE Patch-Restored Content I Full File
Repaired Starlight Drive-In
Scrap dead things 1 70 (Settlement Building)
See-Through-Scopes
Sim Settlements 2 - Ruined Homes and Gardens (Sim Settlements 2)
SimSettlements (101 Beta D)
SKKScriptLatencyTest_007
SS2 Extended (1.0.1)
Super Mutant Redux 2.0
True Storms Wasteland Edition v1.4
Vanilla Weapon Replacer - Wattz
Vertibirds Anywhere
Wattz Custom Reticles
Wild Plants Farming 2.0.0
Workshop Framework (2.0.6)
 
The most I can trim my mods down to is maybe 30-40 mods.
I have at least over a dozen necessary mods the game requires.
Better Console
Buffout 4
Darker Nights
Ersk No teleporting creatures (eliminates molerat crash/infinite load screen leaving molerat interiors)
Fallrim Tools
Faster Workshop (eliminates redundant check every time you open workshop and eliminates the lag)
Keep Commonwealth radiants in the Commonwealth
Move Settlement Spawn Point (travel mat for settler spawns - especially useful with uniques)
No Automatron Starts (use radio to start rather than avoid Wattz)
Place Everywhere
Settlement Menu Manager
Survival Options
Yet another blackface fix

but, how that list is stable? i notice u have several mods may conflict with SS2 and u just run them all?
That list makes me cringe. I see so many problematic mods, redundant mods, and conflicting mods before you even add in the SS2 conflicts.
 

yo, take it easy dude. no needed to put that massive list here.
but, how that list is stable? i notice u have several mods may conflict with SS2 and u just run them all?
amazing.

So the ones that seemed to cause me the most issues were dialog related or changed dialog options, which I removed. I love them in the base game, but for SS2 I sacrificed them. for instance https://www.nexusmods.com/fallout4/mods/22166 I so miss my player head tracing and comments.

My group is stable because, I have for the most part ,been working that list for 3 years, pruning and trimming, being selective about authors, cleaning up places where there are conflicts using FO4edit, and putting my mod order together without relying on just loot. Other than the occasional script lag (Due to PANPC mostly) I can run 3 to 4 hours or more at a time with no crash. SS2 is very clean for a new mod, particularly for its size, but the dialog mods seemed to me to cause the most issues. Though its not wholly clear, to me, as to why the interact the way they do.

When building your list, I have found that you build a foundation of "must haves" for instance...

(SortingPipboy) DEF UI Compatibility Patch
(SortingPipboy) DEF_UI Iconlibs Rescaled and Fixed - Colored
(SortingPipboy) Gold Kit for Color Pipboy
(SortingPipboy) HUDFramework 1.0f
(SortingPipboy) Valdacil's Item Sorting
(SortingPipboy) VIS-G Item Sorting
(SortingPipboy)DEF_UI
(SortingPipboy)Status Effects Fix for Gold Kit for Color Pipboy 1.0

Note that all of these are prefixed in parenthesis "(SortingPipboy) " so that they never leave that foundational part of the list (unless something better comes along). That way I can always build on them. When I added SS2 and its add-ons, there were problems at first, like the player comments Mod, but I have whittled that down. The parenthesis are just the label of the installed directory when I installed them in Mod Organizer. It helps me keep the load order organized. My "(Fix)" group is pretty extensive for a reason.

*The things I still haven't fully sorted to my liking is Settler Mortality, and that Vault 81 guy's sister's body keeps showing up in concrete in SS2.
 
The most I can trim my mods down to is maybe 30-40 mods.
I have at least over a dozen necessary mods the game requires.
Better Console
Buffout 4
Darker Nights
Ersk No teleporting creatures (eliminates molerat crash/infinite load screen leaving molerat interiors)
Fallrim Tools
Faster Workshop (eliminates redundant check every time you open workshop and eliminates the lag)
Keep Commonwealth radiants in the Commonwealth
Move Settlement Spawn Point (travel mat for settler spawns - especially useful with uniques)
No Automatron Starts (use radio to start rather than avoid Wattz)
Place Everywhere
Settlement Menu Manager
Survival Options
Yet another blackface fix


That list makes me cringe. I see so many problematic mods, redundant mods, and conflicting mods before you even add in the SS2 conflicts.
I just looked up Buffout 4 to see what it was....eesh 28 new bugs in the bug report tab.
 
About 100. I could probably purge a few more with no noticeable effect of my gameplay (clothing or settlement objects mods I don’t use but have just in case). I recently did a purge based on posts here of mods that break precombines (or are likely to) with some noticeable improvement to my FPS. On the lookout for green mods next to add, although I’m sort of hanging out for FLORA to come out at some point
 
I just looked up Buffout 4 to see what it was....eesh 28 new bugs in the bug report tab.
People are encouraged to post engine-related bugs they would like to be fixed, because that’s the main purpose of Buffout 4. Also, you should read the actual bugs to have a better idea of their relevancy.
 
So the ones that seemed to cause me the most issues were dialog related or changed dialog options, which I removed. I love them in the base game, but for SS2 I sacrificed them. for instance https://www.nexusmods.com/fallout4/mods/22166 I so miss my player head tracing and comments.

My group is stable because, I have for the most part ,been working that list for 3 years, pruning and trimming, being selective about authors, cleaning up places where there are conflicts using FO4edit, and putting my mod order together without relying on just loot. Other than the occasional script lag (Due to PANPC mostly) I can run 3 to 4 hours or more at a time with no crash. SS2 is very clean for a new mod, particularly for its size, but the dialog mods seemed to me to cause the most issues. Though its not wholly clear, to me, as to why the interact the way they do.

When building your list, I have found that you build a foundation of "must haves" for instance...

(SortingPipboy) DEF UI Compatibility Patch
(SortingPipboy) DEF_UI Iconlibs Rescaled and Fixed - Colored
(SortingPipboy) Gold Kit for Color Pipboy
(SortingPipboy) HUDFramework 1.0f
(SortingPipboy) Valdacil's Item Sorting
(SortingPipboy) VIS-G Item Sorting
(SortingPipboy)DEF_UI
(SortingPipboy)Status Effects Fix for Gold Kit for Color Pipboy 1.0

Note that all of these are prefixed in parenthesis "(SortingPipboy) " so that they never leave that foundational part of the list (unless something better comes along). That way I can always build on them. When I added SS2 and its add-ons, there were problems at first, like the player comments Mod, but I have whittled that down. The parenthesis are just the label of the installed directory when I installed them in Mod Organizer. It helps me keep the load order organized. My "(Fix)" group is pretty extensive for a reason.

*The things I still haven't fully sorted to my liking is Settler Mortality, and that Vault 81 guy's sister's body keeps showing up in concrete in SS2.
Perhaps you could publish an install guide.
 
Perhaps you could publish an install guide.
I appreciate your confidence, but I work in IT support. I am not entirely sure I want to spend my weekends "playing" support too.

My mental bible of sorts that keep my mods structured:

1. Be selective of what you want to do / and need to do. To make mods work read the instructions, then reread the instructions.
1a Use a mod manager like NMM or Mod Org2. <<I use MO2>> The benefits far outweigh the limitations.
1b. Properly label your foundational mods.
1c. Always backup your load order when youre HAPPY with it, because you will eff it up trying new things, be able to revert, save frustration
2. Consider where you need thing in load order, stay aware of loose files particularly meshes and textures.
2a. "Loot" is a great starting point but it can place things you want in the wrong order. If 2 mods conflict, and you want Textures from Mod "X", then load it after mod "Y", even if "Loot" disagrees.
2c. Test a load order by using FOEdt, if it loads there, then it should load in FO4. The exception is scripts, which FOEdit wont load/run.
3. Fixes and Sorting should load towards the Middle bottom. "Wants" (Weapons and gear Mods) at the middle-top "Needs" (Fixes, and things like ELFX) at the bottom unless the instructions say otherwise.
3a. Gear, Loads ABOVE sorting mods like VSM (this is Weapons, chems, food, or anything that adds OBJECTS to the game". This so the sort mods work on the gear.
4. Environment mods like "Forest" or "Vivid" at the topmost they are "background" if you like, and everything loads into those backgrounds.
5. Overhauls like Sim Settlements or Raider Overhaul/SM Overhaul load generally before your sorting mods, load them before sorting mods.
5a almost every single Overhaul gets a Sorting mod patch, look for them, OR wait until they become available, or write it yourself
5b Not every "Update" is a good update, SM Overhaul had an update that got rid of night-kin. I had to fix that in FOEdit so they'd show up.
6.Lights and fluff mods (Graphix like "healthy Brahman") Can go anywhere, since they are just textures, track their load order be aware of loose texture overwriting the ones you want.
6a. Character mods like CBBE and teeth and looks menu, just try and keep them together, remember your layering sets the priorities of what loads over the top of what , loose files again, be aware. Remember here that 90% of "blackface" bugs come from the High res texture pack. I don't use Bethesda's HRT pack, its a giant cluster and more headache than its worth.

The link below is a fairly solid description of the differences between Compressed BA2s and Loose files and how they interact, affect load order, and in-game behavior. I have had more issues with textures causing crashes than most other things like script, engine, and dirty mods.
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Now.. I am off to save, and then enslave, the commonwealth.
Good luck!
 
I appreciate your confidence, but I work in IT support. I am not entirely sure I want to spend my weekends "playing" support too.

My mental bible of sorts that keep my mods structured:

1. Be selective of what you want to do / and need to do. To make mods work read the instructions, then reread the instructions.
1a Use a mod manager like NMM or Mod Org2. <<I use MO2>> The benefits far outweigh the limitations.
1b. Properly label your foundational mods.
1c. Always backup your load order when youre HAPPY with it, because you will eff it up trying new things, be able to revert, save frustration
2. Consider where you need thing in load order, stay aware of loose files particularly meshes and textures.
2a. "Loot" is a great starting point but it can place things you want in the wrong order. If 2 mods conflict, and you want Textures from Mod "X", then load it after mod "Y", even if "Loot" disagrees.
2c. Test a load order by using FOEdt, if it loads there, then it should load in FO4. The exception is scripts, which FOEdit wont load/run.
3. Fixes and Sorting should load towards the Middle bottom. "Wants" (Weapons and gear Mods) at the middle-top "Needs" (Fixes, and things like ELFX) at the bottom unless the instructions say otherwise.
3a. Gear, Loads ABOVE sorting mods like VSM (this is Weapons, chems, food, or anything that adds OBJECTS to the game". This so the sort mods work on the gear.
4. Environment mods like "Forest" or "Vivid" at the topmost they are "background" if you like, and everything loads into those backgrounds.
5. Overhauls like Sim Settlements or Raider Overhaul/SM Overhaul load generally before your sorting mods, load them before sorting mods.
5a almost every single Overhaul gets a Sorting mod patch, look for them, OR wait until they become available, or write it yourself
5b Not every "Update" is a good update, SM Overhaul had an update that got rid of night-kin. I had to fix that in FOEdit so they'd show up.
6.Lights and fluff mods (Graphix like "healthy Brahman") Can go anywhere, since they are just textures, track their load order be aware of loose texture overwriting the ones you want.
6a. Character mods like CBBE and teeth and looks menu, just try and keep them together, remember your layering sets the priorities of what loads over the top of what , loose files again, be aware. Remember here that 90% of "blackface" bugs come from the High res texture pack. I don't use Bethesda's HRT pack, its a giant cluster and more headache than its worth.

The link below is a fairly solid description of the differences between Compressed BA2s and Loose files and how they interact, affect load order, and in-game behavior. I have had more issues with textures causing crashes than most other things like script, engine, and dirty mods.
  • To view this content we will need your consent to set third party cookies.
    For more detailed information, see our cookies page.
Now.. I am off to save, and then enslave, the commonwealth.
Good luck!
Wow. You are very generous with your advice. Thank-you. I've recently done this sort of installation on Oblivion using a good guide and it turned out awesome. Ordinarily I use Vortex, partly because I like making different profiles and partly because it's easier than using MO2. Mostly, it works out fine. As it is, I keep my mod list modest.
 
My problem with loose files is no matter what Mod Manager I've used (NMM, MO, MO2, Vortex) I always end up having stragglers if I disable a mod for a new play through, or change profiles. I've not knowingly had that problem with archives.

This SS2 playthrough I started with a profile that only had the game and dlc in it, and was getting crashes and bad textures as soon as I came out of the vault. I had to uninstall, clean the remaining folders of stragglers, and reinstall before I could get the game to be stable. From there I rebuilt my mod list.
 
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