Fallout 4

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greekrage

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greekrage

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75 comments

  1. gramus100
    gramus100
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    For all the amazing new stuff - and it IS amazing - I still love this one. Not noticed any issues on last couple of installs. Perfect for COA play thru.
    1. greekrage
      greekrage
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      You know how a photographer  sees  something and  stops to take the pic?
      This is how i did this mod..
      I was walking by  and BOOM !! ...."this would be great for small settlement "....
      It was fun doing it...
      Glad youre enjoying it...
  2. Dubbyk
    Dubbyk
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    • 11 kudos
    Just a heads up, seems some of the edits from this mod stretch all the way to concord, discovered this while playing around with the Concord Expanded mod.

    DE02 and other cells nearby for reference.

    Fixed conflicts with FO4edit easily enough just letting you know as I don't think you meant to change cells so far away?
  3. Ramboy94
    Ramboy94
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    Most of your mods have updates from 2017 put on the files page there are mostly updates from 2016 wtf! you need to fix this because I really like your mods.
  4. Fafnir747
    Fafnir747
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    L.s.

    I realy hope that your "situation" will change for the better.
    Also i'd like to wish you all the best and God's blessings!
    May life treat you more kindly in the near future and beyond!
    (i hope that made sence 'cause English is not my native tongue)

    P.s; i'm also on "low budget" but i'm trying to count my blessings ;-)
  5. 2034
    2034
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    doesnt seem to be navmeshed because my settlers dont move and piper can move a bit but avoids the walk way by the church like its made of fire. also dogmeat and piper wont go through the main gate, they pop in or go around
    1. greekrage
      greekrage
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      it was FULLY navmeshed inside and out but ill take a look over the weekend...
    2. 2034
      2034
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      ok so the navmesh problem fixed itself after the place got attacked. IDK why the settlers wouldn't move until then. though the raiders did spawn inside the walls near the workshop.
    3. greekrage
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      raiders should not have spawned there since i dont have any markers to allow that.

      Probably a mod you are using that has something to do with attacks etc..
  6. RikaRikaRika
    RikaRikaRika
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    greekrage, It is unfortunate, but the game is closed (((
    1. greekrage
      greekrage
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      sorry but i dont understand what you meanby "closed" .

      If you have a problem please specify the issue and i will try to help.
    2. RikaRikaRika
      RikaRikaRika
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      • 1 kudos
      greekrage
      I admire your modes, load only your fashion, thank you! Everything works fine, except for this mod. With him the game is not vklyuchaetsya.U I have all the additions to the game, the other fashion, I will not boot.
    3. greekrage
      greekrage
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      possible conflict with another mod.
  7. HermaeusM0R4
    HermaeusM0R4
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    • 3 kudos
    My game CTD's with this settlement mod installed, during loading screen after choosing a save to load.
    1. greekrage
      greekrage
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      sorry to say but the issue is on your end.

      This is a clean wilderness location and has nothing to do with any vanilla locations to cause a CTD .

      You either have another mod that alters that location or dont have the needed DLC...
    2. HermaeusM0R4
      HermaeusM0R4
      • supporter
      • 3 kudos
      Yeah I just thinking about something along those lines, the closest location modded is Sunshine Tidings Co-Op. But The Commune works just fine even though it sits a stone throw away from Coastal Cottage (which has also been modded)
  8. greekrage
    greekrage
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    I love seeing that you people are enjoying this mod and the main building...

    Heres a little brainfart that just hit me...

    This building and swan's pond....

    Lets see if i can make that beautiful but abandoned area into a paradise in the middle of hell...
    1. speedynl
      speedynl
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      • 40 kudos
      just a warning swan pond is a pain to work with, to much to load everytime, try it and you will see
    2. greekrage
      greekrage
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      lol i know im all ready looking at it but ive also noticed that it has too many triggers and quest related objects which will not allow me to move/changetoo much and that will make it truely a pain.

      Im giving up on it for now cause if i cant do what i had planned it wont be worth the effort.


      I could ofc make it and offer it to those that have done all the quests and side quests but still my heart wont be in itsince i cant offer it to everyone..

      Oh well....Time to grab dogmeat and go hunting for a new location...
    3. deltadeath93
      deltadeath93
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      • 9 kudos
      a very over looked location for building would be the over passes and near Quincy. even the lighthouse along the beach is all by its self in the swamp.
    4. greekrage
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      Sorry i hate doing junkers...

      Im into nature etc...
    5. HermaeusM0R4
      HermaeusM0R4
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      Hmm a beach resort on the edge of the swamp, It would be about as far away on the otherside as Warwick Homestead of the FMS Northern Star
  9. TalonLord
    TalonLord
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    Not sure if this is a bug, but with the chapel loaded, and clearing out the Museum of Freedom for the first time, I get an IFLS right in front of the doorway. I am running a long list of mods, and had experienced this before, but didn't bother debugging it. I went ahead and ran through my list and narrowed it down to this mod. Can anyone recreate this?

    First time run through on Museum of Freedom. Has happened in other structures too, so I assume its something about the asset.
    1. greekrage
      greekrage
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      youre using the old version that had a teleport bug...
  10. speedynl
    speedynl
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    crops are like any other wb item greek you have to give them the keyword just like workbenches, if no keyword they don't count to the settlement
     
    sample, place a waterpump you will see without the keyword it don't add the the settlement