Settlement keywords esm

Author: m | 2025-04-25

★★★★☆ (4.6 / 1097 reviews)

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A replacer ESM for Homemaker to make it compatible with Settlement Keywords. 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm Then Armor keywords and after that Settlement Keywords. I suggest going with SKE instead[Settlement Keywords Expanded]

civil 3d 2023

settlement keywords esm missing - Discussion - Nexus Mods

Settlement Keywords Expanded vs Settlement Keywords--------------------Settlement Keywords Expanded is a continuation of Stuyk's framework. SKE is a mod authors resource and provides an alternative to adding items to the Bethesda vanilla menus. With SKE mod authors have more choices for their settlement items. More choices means less clutter in settlement menus.The file provided, SettlementKeywords.esm, will work with some SK mods. This mod doesn't alter any of the vanilla menus so it will not conflict with any DLC. Missing vanilla menus are only caused by outdated menu patches or outdated SK mods that have not been updated. A list of mods that should not be used with SKE is provided below.Requires Fallout 4 patch 1.6.3 or greater!Update Notes:--------------------As of SKE 1.46 I now offer a scripted menu option. Chose either the version that alters the settlement record directly as with previous versions of SKE, or choose the version that adds the SKE menu with a Papyrus script. If you choose the scripted menu option and you plan to uninstall SKE, remember to craft and use the uninstall chem to remove the scripted menu properties from your save game.As of SKE 1.51 the scripted menu option now offers Menu Restore chems. They will add a single SKE menu like previous version offered, and a multi menu option similar to what DOOMBASED offered with SKI. DLC Compatibility--------------------SKE is compatible with all DLC including Nuka-World.Mod Authors--------------------Styuk made a Google Document on how to use this in your mods. Like Stuyk, I also recommend that you do not create new Form Lists, FormIDs, Keywords, or alter the menus.Mod Users--------------------SKE may be required as a resource for the mod you are using. Check the authors description page to see if a patch is needed or available. If no patch is available you will need to create one with FO4Edit. To see how to create patches that resolve and override conflicts you can download the xEdit (meaning all versions) Training Manual here. It says rough draft and it was initially intended for FO3/FNV however, the FO4Edit UI is the same so you can still use it for creating patches. How to resolve conflicts is discussed in Section 4.Installation--------------------SKE doesn't require any DLC content. SKE is a totally independent mod and does not require users to install SK by Stuyk. SKE patches require the original mod to be installed. Download and install the original mod and overwrite the old ESM or ESP file with the one I provide. The original mod will provide all the scripts, meshes, textures and anything else the mod needs. I only provide the replacement plugin files.Uninstallation--------------------If you chose the SKE version that adds the SKE menu with a script be sure to craft A replacer ESM for Homemaker to make it compatible with Settlement Keywords. 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm Then Armor keywords and after that Settlement Keywords. I suggest going with SKE instead[Settlement Keywords Expanded] WARNING: Settlements are already really janky. High population settlements just get more janky. You may have issues assigning jobs and what not. I had issues with this even at vanilla settlement sizes, so I assume the problem just gets worse. Hopefully, when Bethesda releases some patches that fix settlement issues it helps this mod's stability as well.Sets the iWorkshopSettlerPopulationMax to a higher value. Options of 20, 30, 40, 50, 100, 500, and 999. I personally use 50. Managing that many people will be a bitch anyways. You can always upgrade later and I don't know how/if this affects the rate at which settlers arrive. Recommend use with Longer Power Lines.Also recommend looking at Homemaker - Expanded Settlements and/or Settlements Expanded!The default value is your Charisma level plus 10, so when you change this, I assume it will actually be Charisma+50 or Charisma+100, etc.'v1.0 - Main releasev1.1 - Added NoObjectLimit.esp, changes workshop object limit values to nearly infinite. Happy building!v1.2 - FormIDs fixed/Rebuilt with FO4Edit. Redownload. Thanks MookittyBonnie.[Bugs]Some people are reporting no settlers are arriving at settlements after hitting the vanilla cap. A small work around is that you can send people from other settlements that are smaller and still recruiting.[INSTALL]Install with NMM+++OR+++Locate 'Fallout4Prefs.ini' in your 'Documents/My Games/Fallout 4' folder.Add 'bEnableFileSelection=1' after the [Launcher] tag.---Place esp in 'steamapps\common\Fallout 4\Data'.---Locate 'plugins.txt' in your 'AppData\Local\Fallout4' folder.Add 'IncreasedSettlerPopulation50.esp' (or your selected option) on a new line after 'Fallout4.esm'.My other mods:Longer Area RespawnLonger Power LinesPiles of Corpses - Increased De-spawn Timer

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User4816

Settlement Keywords Expanded vs Settlement Keywords--------------------Settlement Keywords Expanded is a continuation of Stuyk's framework. SKE is a mod authors resource and provides an alternative to adding items to the Bethesda vanilla menus. With SKE mod authors have more choices for their settlement items. More choices means less clutter in settlement menus.The file provided, SettlementKeywords.esm, will work with some SK mods. This mod doesn't alter any of the vanilla menus so it will not conflict with any DLC. Missing vanilla menus are only caused by outdated menu patches or outdated SK mods that have not been updated. A list of mods that should not be used with SKE is provided below.Requires Fallout 4 patch 1.6.3 or greater!Update Notes:--------------------As of SKE 1.46 I now offer a scripted menu option. Chose either the version that alters the settlement record directly as with previous versions of SKE, or choose the version that adds the SKE menu with a Papyrus script. If you choose the scripted menu option and you plan to uninstall SKE, remember to craft and use the uninstall chem to remove the scripted menu properties from your save game.As of SKE 1.51 the scripted menu option now offers Menu Restore chems. They will add a single SKE menu like previous version offered, and a multi menu option similar to what DOOMBASED offered with SKI. DLC Compatibility--------------------SKE is compatible with all DLC including Nuka-World.Mod Authors--------------------Styuk made a Google Document on how to use this in your mods. Like Stuyk, I also recommend that you do not create new Form Lists, FormIDs, Keywords, or alter the menus.Mod Users--------------------SKE may be required as a resource for the mod you are using. Check the authors description page to see if a patch is needed or available. If no patch is available you will need to create one with FO4Edit. To see how to create patches that resolve and override conflicts you can download the xEdit (meaning all versions) Training Manual here. It says rough draft and it was initially intended for FO3/FNV however, the FO4Edit UI is the same so you can still use it for creating patches. How to resolve conflicts is discussed in Section 4.Installation--------------------SKE doesn't require any DLC content. SKE is a totally independent mod and does not require users to install SK by Stuyk. SKE patches require the original mod to be installed. Download and install the original mod and overwrite the old ESM or ESP file with the one I provide. The original mod will provide all the scripts, meshes, textures and anything else the mod needs. I only provide the replacement plugin files.Uninstallation--------------------If you chose the SKE version that adds the SKE menu with a script be sure to craft

2025-03-26
User5297

WARNING: Settlements are already really janky. High population settlements just get more janky. You may have issues assigning jobs and what not. I had issues with this even at vanilla settlement sizes, so I assume the problem just gets worse. Hopefully, when Bethesda releases some patches that fix settlement issues it helps this mod's stability as well.Sets the iWorkshopSettlerPopulationMax to a higher value. Options of 20, 30, 40, 50, 100, 500, and 999. I personally use 50. Managing that many people will be a bitch anyways. You can always upgrade later and I don't know how/if this affects the rate at which settlers arrive. Recommend use with Longer Power Lines.Also recommend looking at Homemaker - Expanded Settlements and/or Settlements Expanded!The default value is your Charisma level plus 10, so when you change this, I assume it will actually be Charisma+50 or Charisma+100, etc.'v1.0 - Main releasev1.1 - Added NoObjectLimit.esp, changes workshop object limit values to nearly infinite. Happy building!v1.2 - FormIDs fixed/Rebuilt with FO4Edit. Redownload. Thanks MookittyBonnie.[Bugs]Some people are reporting no settlers are arriving at settlements after hitting the vanilla cap. A small work around is that you can send people from other settlements that are smaller and still recruiting.[INSTALL]Install with NMM+++OR+++Locate 'Fallout4Prefs.ini' in your 'Documents/My Games/Fallout 4' folder.Add 'bEnableFileSelection=1' after the [Launcher] tag.---Place esp in 'steamapps\common\Fallout 4\Data'.---Locate 'plugins.txt' in your 'AppData\Local\Fallout4' folder.Add 'IncreasedSettlerPopulation50.esp' (or your selected option) on a new line after 'Fallout4.esm'.My other mods:Longer Area RespawnLonger Power LinesPiles of Corpses - Increased De-spawn Timer

2025-04-17
User6569

Unique juncture where a unified effort can set the standard that all published mods should be .esm files. That means that SF1Edit will, for the time being, only support the creation and saving of .esm modules.Technical Justifications:Loading Sequence and Conflict Resolution: The game engine necessitates that all ESM-flagged modules load before non-ESM modules. When mods are released in mixed formats (ESM and non-ESM), it creates two distinct categories that cannot intermingle. Consequently, this severely limits the ability to resolve conflicts through load order adjustments.Resource Limitations: Temporary references like REFR, ACHR, etc., are treated differently in ESM and non-ESM modules. In ESM modules, these records are loaded into memory only when the player approaches them (within the uGrid range), offering a more efficient use of resources. In contrast, non-ESM modules load all these temporary references at the start of the program, keeping them in memory throughout the game's runtime. The game engine only has a fixed, finite number of reference handles available for use, regardless of the system on which it is running. Every loaded reference will use one of these handles, hence it is imp...

2025-04-11

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