Fallout 4
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Swat715

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  1. anryu451
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    PRetty cool, unfortunately cant scrap any trees, most cars...you cant scrap really anything on this map, few odds and ends, but even with scrap everything/spring cleaning/and the spring cleaning patch, you cant scrap any trash or make the other buildings that are trash stuffed, like the pier restaraunt towards the Nahant Church usable. Is there any way to fix this?
    1. jagerfrogger
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      you also can't disable them in console
  2. threeeds
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    [REFR:0020BDD0] (places WorkshopBorderCroupManor01 [STAT:0020BDCF] in GRUP Cell Temporary Children of CroupManorExt02 [CELL:0000DAF5] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 22,9))

    ^ That's the record you're looking for to move the border. '20BDD0'. Unfortunately, the borders for each settlement aren't set by boundaries, but are instead static meshes that appear when accessing the workshop menu. To create one that encompasses the entire island, you would need to create a new mesh (or modify the existing one). As a sort of workaround, if you don't want the vanilla green border there, you can set its Z position at 0, or mark it as deleted.

    http://i.imgur.com/ua9C5wO.png

    http://i.imgur.com/R8J0bPq.png

    1. Eysenbeiss
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      Changing the Z would mean, that you can't build higher than ground level - besides that, you are right.
    2. threeeds
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      Nah, that's for the buildable area, which has its own REFR. The static for the workshop borders is purely visual.
    3. Eysenbeiss
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      NO, it is not, cause if you change the X ans Y value, it does not do ANYTHING to the visible borders at all and if you think about the rest of your comment, HOW could this change affect the border, since it is a MESH ?

      yeah, right ...
    4. threeeds
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      Changing the size and location of the buildable area and changing the location of the purely visual settlement boundaries are two different, unrelated things. I'm talking about the latter. I think you're getting mixed up somewhere here.

      This http://i.imgur.com/NPQ4lYt.png (and its associated REFR that places it in the world) is very different from these http://i.imgur.com/IQPmMeU.png (the things that actually control the size of the settlement).
    5. Eysenbeiss
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      No, I am not.

      The two images that you've uploaded/linked before have shown something different then the new one and what you were saying in your last comment didn't fit those images, it only fits the new image.

      EDIT: besides that, thx for the new image, I have not seen this entry before and will be integrating it into the next mod, or at least try to ;-)
    6. threeeds
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      Eh? No. I've been saying the same thing the whole time. Here it is again:

      Changing the position of the STAT (WorkshopBorderCroupManor01 - 20BDCF) which is placed in the world by a REFR (20BDD0 - referenced in the OP) does nothing for the actual settlement buildable area. It simply moves the visual boundary.

      Changing the XPRM subrecords on CroupManorBuildableArea0(1-5...and 6+, Croup Manor has a lot) does actually change the size of the buildable area for the location. Changing the position (DATA subrecord) of these same REFRs (which link to an activator, not a static) would allow you to change the center point for where the invisible boundary surrounds.

      The point again is that the visual border (green and red boundary you see in game) is just that: visual. It is simply a mesh lined up with the actual boundaries that the game cares about for building stuff. You can go in game, click on the boundary in the console and markfordelete and disable it and it will not do anything to your ability to build things.
    7. Eysenbeiss
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      Yep, accidentially deleted it today ;-)

      Just one thing I am still wondering about: There is another entry, WodkshopSandboxArea and to me, this seems to be the entry that defines the whole area, in which those "XXXBuildableArea0x" have to be.

      Changing only the "WorksohpBorder" would do nothing to the size, but really just re-locate the visible borders and one would have to re-locate the real, invisible border (defined by the WordkshopSandbox variables) to make them fit ?

      The thing that bugs me is, that the shown borders, when entering the Build-Mode, arent't those of the WorkshopSandboxArea, but those of the combined rectangles of XXXBuildableArea0x - so, how would it help to relocate the visible Workshop borders, when those, that are shown, arent the WorkshopBorders at all ?

      The WorkshopBorders to me are like the sidelines of a soccer-field, but invisible, and the visible borders are, like if you would go and ram sticks into this field and connect those sticks with stripes - how could changing the "invisible" borders of the field affect the stripes ?

      I know, this comment section isn't the place to talk about that, so if you aren't annoyed about my questions, please answer them via PM - thanks.
    8. Shudderfly
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      You were wrong btw
  3. Eysenbeiss
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    Sorry to bust your bubble, but there is a bug, like with ALL settlement expansions and it is shown on one of your images.

    Like all other settlements, that have a changed cell structure, your mod is suffering from the override and cell reset - that's why you can't get rid of those ghould corpses permanently, they will ALWAYS respawn.

    It's not initially caused by your or my mod, since it happens to a pure vanilla game too, but mods like this are suffering directly from it.
    1. Swat715
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      Thanks for the heads up! I'm assuming there's no way to fix this?
    2. Eysenbeiss
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      You're right, there is no way, this is a bug and the reset is caused by the game itself - something Bethesda is well aware of, but doesn't seem to care about at all.

      I am acutally trying some things, but it seems like you simply can't fix everything by simple overrides ;-(
    3. Swat715
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      Dang. And its obviously somthing we really need fixed. Well if they don't fix it I have faith someone will figure it out. I guess the only thing to do is wait and be patient.
    4. Eysenbeiss
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      There is no way atm, since it is hardcoded and Bethesda knows exactly what is causing all this, they simply don't care.

      I think I am not the only one, that has send then a very precise bugreport, but even iI would be the only one, they DO know about it AND how to fiy it, but actually, they don't care, cause they are all "DLC".
  4. concepts2a
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    I am taking it the mod works well with rdunlaps "Rebuilt Croup Manor" ? Also can you put up a map or something showing the basic buildable ( estimated?) area you've created ? With only the original green borders still viable it would be helpful. Tracking
    1. Swat715
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      Yes I am currently using that mod as well, And Will do when I get a chance thanks for the request.
  5. guidion
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    I do not want to be the bearer of bad tidings, but... You mention that you searched for a mod that does this and found none so decided to do it yourself. I wonder why you did not find Croup Manor build area expansion V3 by Jkoroll14 a mod that does the exact same thing as your mod and was released on 02/07/2016, this modder has done the same for several different settlements and combined them with Settlement expansion all in one V6 by Jkoroll14. Another modder was just upset by the settlers loitering off the cliffs so made CroupManorXY.esp by Z MIR which was first released on 01/09/2016, while this mod does not have as large a scope as yours, it did increase the buildable size.

    Do not get me wrong, I am all for people doing their own mods and releasing them, I just don't see how you can justify your statement that you could not find any such mod when they do in fact exist.

    I found the above listed mods by using the search tool on the main page and typing in Croup, by the way.
    1. Swat715
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      That is because I made this a while ago, it was originally a mod for my personal use and that mod wasn't up yet. I only decided recently to upload to the nexus.
  6. igana
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    Do some of the settlers still find themselves below the cliffs, in the water at night?
    1. Swat715
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      So far i have not run into that problem. i'm just assuming but sense the original barrier is at the cliff line it made sense why they would stay there but with no barrier they should be able to move around.