Settlement keywords esm

Author: s | 2025-04-24

★★★★☆ (4.9 / 1421 reviews)

hcmto go

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]

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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 Missing vanilla menus are only caused by outdated menu patches or outdated SK mods that have not been updated.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 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

[FO4][HELP]Settlement Keywords, Settlement Keywords

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.... 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]

SS2 esm - Sim Settlements Forums

All games Fallout 4 Mods Player Settlement Busy Settlers Patches For SKE Download: Manual File information Last updated 08 November 2017 6:00AM Original upload 03 March 2017 6:49AM Created by despy patch amaeli Virus scan Tags for this mod Description Files 2 Images 0 Videos 0 Posts 6 Forum 0 Bugs 0 Logs About this mod Busy Settlers 1.7 Patches for Settlement Keyword Expanded Requirements Permissions and credits Patches for Busy Settlers 1.8 and Settlement Keyword Expanded.esp only Moves all Busy Settlers constructible object from vanilla workshop menu in SKE worshop menu SKE/Workshop/MiscFirst Install the original mod : here Busy SettlersSecondly this patch Confirm Overwrites at the endTo avoid the limit of mod installed (255) you also can replace directly the .esp in your Data file(Steam user) Program Files/Steam/steamapps/common/Fallout4/DataTo avoid any problem think of your load order for every replacement of .esp. In the tab plugins on NMM (Nexus Mod Manager) you can export/import your load order easily and quickly Thanks To the original author of this mod (all credit for this mod comes back to him) Despy_______________________________________________________________________________________________________________________SKE PATCHES REQUEST : You want a patches for SKE (Settlement Keywords Expanded) ? Read warning below and Send me a request in the post section.Warning :- You have to ask for the authorization to the author of the mod Before sending me a request.- I do not have a lot of time has to dedicate has it, then if there is a lot of request it will set more time.- I speak french so PLEASE Write your post the most simply possible thanks.- Maybe more rules later, According to how it is going to go it .... Facebook Twitter Subscribe Newsletter HomeLatest IssueEuropean Sports Media ESM XIBuy World Soccer Subscribe Single Issues World Soccer PresentsAsk Henry Facebook Twitter Advertisement Advertisement Advertisement Latest March 13, 2025 Out now: World Soccer April 2025 by Jamie Evans March 13, 2025 ESM Team of the Month: January 2025 by Jamie Evans February 7, 2025 Out now: World Soccer’s Ultimate Guide to MLS by Jamie Evans February 3, 2025 ESM Team of the Month: December 2024 by Jamie Evans Advertisement European Sports Media March 13, 2025 ESM Team of the Month: January 2025 by Jamie Evans February 3, 2025 ESM Team of the Month: December 2024 by Jamie Evans January 10, 2025 ESM Team of the Month: November 2024 by Jamie Evans More European Sports Media Advertisement Advertisement Receive TWO free welcome gifts!Subscribe and enjoy World Soccer for a whole year - plus receive TWO special editions from World Soccer!Subscribe nowNo thanks, I’m not interested!

SS2.esm - Sim Settlements Forums

Stop. ││ ││ Wanna know more about Storybook? Check out ││ Having trouble or want to chat? Join us at ││ │╰──────────────────────────────────────────────────────────────────────────────╯Running Storybook@storybook/core v8.3.5(node:12838) [DEP0040] DeprecationWarning: The `punycode` module is deprecated. Please use a userland alternative instead.(Use `node --trace-deprecation ...` to show where the warning was created)=> Failed to build the previewError: @storybook/builder-vite tried to access vite (a peer dependency) but it isn't provided by your application; this makes the require call ambiguous and unsound.Required package: vite (via "vite/package.json")Required by: @storybook/builder-vite@virtual:3fd42c61ee445ba2474bf2d74e4f838fb27b6e801c81132c31d97ff317d0f961eaed92f0ac32b0c00decba5f617c5e9ac731bc504f917d76c10cd5646893fee6#npm:8.3.5 (via ./.yarn/__virtual__/@storybook-builder-vite-virtual-e2abc65a75/3/.yarn/berry/cache/@storybook-builder-vite-npm-8.3.5-01c4947b43-10c0.zip/node_modules/@storybook/builder-vite/dist/index.js)Ancestor breaking the chain: sb-demo@workspace:. at makeError (./.pnp.cjs:10127:34) at resolveToUnqualified (./.pnp.cjs:11704:21) at Object.resolveToUnqualified (./.pnp.cjs:11945:26) at resolve$1 (file://./.pnp.loader.mjs:2031:31) at nextResolve (node:internal/modules/esm/hooks:748:28) at Hooks.resolve (node:internal/modules/esm/hooks:240:30) at MessagePort.handleMessage (node:internal/modules/esm/worker:199:24) at [nodejs.internal.kHybridDispatch] (node:internal/event_target:816:20) at MessagePort. (node:internal/per_context/messageport:23:28)WARN Broken build, fix the error above.WARN You may need to refresh the browser.✔ Would you like to help improve Storybook by sending anonymous crash reports? … nokj@my-mbp sb-demo % kj@my-mbp sb-demo % yarn storybook @storybook/core v8.3.5(node:13206) [DEP0040] DeprecationWarning: The `punycode` module is deprecated. Please use a userland alternative instead.(Use `node --trace-deprecation ...` to show where the warning was created)info => Starting manager..info => Starting preview..=> Failed to build the previewError [ERR_MODULE_NOT_FOUND]: Cannot find package 'vite' imported from ./node_modules/@storybook/builder-vite/dist/index.js at packageResolve (node:internal/modules/esm/resolve:839:9) at moduleResolve (node:internal/modules/esm/resolve:908:18) at defaultResolve (node:internal/modules/esm/resolve:1038:11) at ModuleLoader.defaultResolve (node:internal/modules/esm/loader:557:12) at ModuleLoader.resolve (node:internal/modules/esm/loader:525:25) at ModuleLoader.getModuleJob (node:internal/modules/esm/loader:246:38) at onImport.tracePromise.__proto__ (node:internal/modules/esm/loader:482:36) at TracingChannel.tracePromise (node:diagnostics_channel:337:14) at ModuleLoader.import (node:internal/modules/esm/loader:481:21) at defaultImportModuleDynamicallyForScript (node:internal/modules/esm/utils:227:31)WARN Broken build, fix the error above.WARN You may need to refresh the browser.kj@my-mbp sb-demo % ls -l node_modules/@storybook total 0drwxr-xr-x 7 kj staff 224 Oct 16 08:44 addon-actionsdrwxr-xr-x 7 kj staff 224 Oct 16 08:44 addon-backgroundsdrwxr-xr-x 6 kj staff 192 Oct 16 08:44 addon-controlsdrwxr-xr-x 15 kj staff 480 Oct 16 08:44 addon-docsdrwxr-xr-x 5 kj staff 160 Oct 16 08:44 addon-essentialsdrwxr-xr-x 6 kj staff 192 Oct 16 08:44 addon-highlightdrwxr-xr-x 8 kj staff 256 Oct 16 08:44 addon-interactionsdrwxr-xr-x 9 kj

[FO4][HELP]Settlement Keywords, Settlement Keywords Expanded - Reddit

Project.$("#grid").kendoGrid({...grid configs...});Open a terminal and execute the rollup command. As a result, the bundled script will be located in the dist/bundled.js folder of your project.npx rollup -cLatest Export SettingsAs of 2024.4.1112 the @progress/kendo-ui NPM package introduce a more fine-grained exports setting to satisfy various module bundlers and easy its usage in the NPM ecosystem.`@progress/kendo-ui` //Imports the kendo.all.js `@progress/kendo-ui/*.js` //Imports the files corresponding to the modul system used - ESM or CJS.`@progress/kendo-ui/esm` //Imports kendo.all.js only for ESM.`@progress/kendo-ui/esm/*.js` //Imports the files for ESM.`@progress/kendo-ui/cjs` //Importskendo.all.js only for CJS.`@progress/kendo-ui/esm/*.js` //Imports the files for CJS.`@progress/kendo-ui/umd` //Imports kendo.all.min.js only for UMD.`@progress/kendo-ui/umd/*.js` //Imports th files for UMD.Examplesimport "@progress/kendo-ui"; //Imports the kendo.all.js import "@progress/kendo-ui/esm"; //Imports kendo.all.js only for ESM.import "@progress/kendo-ui/kendo.grid.js"; //Imports the Grid related files corresponding to the modul system used - ESM or CJS.import "@progress/kendo-ui/esm/kendo.grid.js"; //Imports the Grid related files for ESM.Known IssuesThe Progress NPM registry was retired in favor of npmjs.com. To start using the default registry, remove the two lines which contain registry.npm.telerik.com from your .npmrc file.The scripts in the NPM package are not usable in the browser. To work around this issue, use a bundler such as WebPack.After May 2017, the kendo legacy package that is available as a GitHub repository and is accessible through git+ will no longer be updated but will remain active.Next StepsCreate Your Own Custom BundlesThe Component DOM Element StructureInitialize Components as jQuery PluginsInitialize Components with MVVMjQuery Version SupportWeb Browser SupportOperation System SupportPDF and Excel Export SupportComponent Script DependenciesCreate Your Own Custom ComponentsSee AlsoTroubleshooting When Installing with NPMHosting Kendo UI for jQuery in Your ProjectInstalling Kendo UI for jQuery with BowerInstalling Kendo UI for jQuery by Using the CDN ServicesInstalling Kendo UI for jQuery with NuGetGetting Up and Running with Your Kendo UI for jQuery Project (Guide)Module BundlersLicensing Overview. 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]

Global Human Settlement - ESM visualisation - European

By: @storybook/builder-vite@virtual:3fd42c61ee445ba2474bf2d74e4f838fb27b6e801c81132c31d97ff317d0f961eaed92f0ac32b0c00decba5f617c5e9ac731bc504f917d76c10cd5646893fee6#npm:8.3.5 (via ./.yarn/__virtual__/@storybook-builder-vite-virtual-e2abc65a75/3/.yarn/berry/cache/@storybook-builder-vite-npm-8.3.5-01c4947b43-10c0.zip/node_modules/@storybook/builder-vite/dist/index.js)Ancestor breaking the chain: sb-demo@workspace:. at makeError (./.pnp.cjs:10127:34) at resolveToUnqualified (./.pnp.cjs:11704:21) at Object.resolveToUnqualified (./.pnp.cjs:11945:26) at resolve$1 (file://./.pnp.loader.mjs:2031:31) at nextResolve (node:internal/modules/esm/hooks:748:28) at Hooks.resolve (node:internal/modules/esm/hooks:240:30) at MessagePort.handleMessage (node:internal/modules/esm/worker:199:24) at [nodejs.internal.kHybridDispatch] (node:internal/event_target:816:20) at MessagePort. (node:internal/per_context/messageport:23:28)WARN Broken build, fix the error above.WARN You may need to refresh the browser.✔ Would you like to help improve Storybook by sending anonymous crash reports? … nokj@my-mbp sb-demo % kj@my-mbp sb-demo % yarn storybook @storybook/core v8.3.5(node:13206) [DEP0040] DeprecationWarning: The `punycode` module is deprecated. Please use a userland alternative instead.(Use `node --trace-deprecation ...` to show where the warning was created)info => Starting manager..info => Starting preview..=> Failed to build the previewError [ERR_MODULE_NOT_FOUND]: Cannot find package 'vite' imported from ./node_modules/@storybook/builder-vite/dist/index.js at packageResolve (node:internal/modules/esm/resolve:839:9) at moduleResolve (node:internal/modules/esm/resolve:908:18) at defaultResolve (node:internal/modules/esm/resolve:1038:11) at ModuleLoader.defaultResolve (node:internal/modules/esm/loader:557:12) at ModuleLoader.resolve (node:internal/modules/esm/loader:525:25) at ModuleLoader.getModuleJob (node:internal/modules/esm/loader:246:38) at onImport.tracePromise.__proto__ (node:internal/modules/esm/loader:482:36) at TracingChannel.tracePromise (node:diagnostics_channel:337:14) at ModuleLoader.import (node:internal/modules/esm/loader:481:21) at defaultImportModuleDynamicallyForScript (node:internal/modules/esm/utils:227:31)WARN Broken build, fix the error above.WARN You may need to refresh the browser.kj@my-mbp sb-demo % ls -l node_modules/@storybook total 0drwxr-xr-x 7 kj staff 224 Oct 16 08:44 addon-actionsdrwxr-xr-x 7 kj staff 224 Oct 16 08:44 addon-backgroundsdrwxr-xr-x 6 kj staff 192 Oct 16 08:44 addon-controlsdrwxr-xr-x 15 kj staff 480 Oct 16 08:44 addon-docsdrwxr-xr-x 5 kj staff 160 Oct 16 08:44 addon-essentialsdrwxr-xr-x 6 kj staff 192 Oct 16 08:44 addon-highlightdrwxr-xr-x 8 kj staff 256 Oct 16 08:44 addon-interactionsdrwxr-xr-x 9 kj staff 288 Oct 16 08:44 addon-linksdrwxr-xr-x 7 kj staff 224 Oct 16 08:44 addon-measuredrwxr-xr-x 7 kj staff 224 Oct 16 08:44 addon-onboardingdrwxr-xr-x 7 kj staff 224 Oct 16 08:44 addon-outlinedrwxr-xr-x 6 kj staff 192 Oct 16 08:44 addon-toolbarsdrwxr-xr-x 7 kj staff 224 Oct 16 08:44 addon-viewportdrwxr-xr-x 5 kj staff 160 Oct 16 08:44 blocksdrwxr-xr-x 6 kj staff 192 Oct 16 08:44 builder-vitedrwxr-xr-x 6 kj staff 192 Oct 16 08:44 componentsdrwxr-xr-x 7 kj staff 224 Oct 16 08:44 coredrwxr-xr-x 7

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User2110

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

2025-04-20
User7460

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

2025-04-08
User8462

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...

2025-04-23
User4864

All games Fallout 4 Mods Player Settlement Busy Settlers Patches For SKE Download: Manual File information Last updated 08 November 2017 6:00AM Original upload 03 March 2017 6:49AM Created by despy patch amaeli Virus scan Tags for this mod Description Files 2 Images 0 Videos 0 Posts 6 Forum 0 Bugs 0 Logs About this mod Busy Settlers 1.7 Patches for Settlement Keyword Expanded Requirements Permissions and credits Patches for Busy Settlers 1.8 and Settlement Keyword Expanded.esp only Moves all Busy Settlers constructible object from vanilla workshop menu in SKE worshop menu SKE/Workshop/MiscFirst Install the original mod : here Busy SettlersSecondly this patch Confirm Overwrites at the endTo avoid the limit of mod installed (255) you also can replace directly the .esp in your Data file(Steam user) Program Files/Steam/steamapps/common/Fallout4/DataTo avoid any problem think of your load order for every replacement of .esp. In the tab plugins on NMM (Nexus Mod Manager) you can export/import your load order easily and quickly Thanks To the original author of this mod (all credit for this mod comes back to him) Despy_______________________________________________________________________________________________________________________SKE PATCHES REQUEST : You want a patches for SKE (Settlement Keywords Expanded) ? Read warning below and Send me a request in the post section.Warning :- You have to ask for the authorization to the author of the mod Before sending me a request.- I do not have a lot of time has to dedicate has it, then if there is a lot of request it will set more time.- I speak french so PLEASE Write your post the most simply possible thanks.- Maybe more rules later, According to how it is going to go it ....

2025-04-07

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