This one is still the most fun for me, in creation, memory, and in play. JKalts was amazing to work with and made the making of this mod an absolute blast. He chose the location, made the description, basically built the page, play tested, and debugged it. I drew the boxes. Any permissions or anything to do with this mod belong to him, in my opinion.
I wish I could be around more, but I've painted myself into a corner, and we'll see if the house still stands when the paint dries.
I strongly recommend running this mod with niston's Bridgeport Road Water Stop (nexusmods.com/fallout4/mods/39335).
Not only is niston's mod a fine settlement location, but it will also clean up much of the debris littering the road at the east end of Bridgeport, litter that you can't even remove with the "disable" command. Just ensure that you load Bridgeport (this mod) before niston's.
I wanted to use this mod badly, but my settlers always wanted to use the bridge to access every building i had build under it, so I kinda gave up and deleted it. I just wasnt cutting it for me no matter how much I wanted to use it.
This is a wonderful location. A scenic crossroad so to speak. I completed a build here just after it was released using Ethreon's mods. I should submit the images.
The only problem i encountered here, was the settlers were always under the bridge in the water when i left the cell and returned. Just make sure to leave them a Nav-Meshed option to get back on top and they usually opted to go do their "chores" and things once they saw the boss person return.
I really like this mod and use it a lot. However, I get that cell culling bug when I scrap the trucks and vehicles on the bridge itself.The one where the world goes invisible or disappears to a base mesh when you walk through where the trucks used to be. :-(
I still use it, just can't build my townhouses on a bridge like they do in Europe or anything.
I know this kinda spits in the face of most other settlement mods, but where do you have it in your load order? The last we had something like this, there was an ini edit (which I cant find or remember right now) or, failing that, it would fix itself if you moved Bridgeport toward the end of your load order. Something about partial cell overwrites.
As for the Dogmeat quest... if you know where you're going, you don't actually have to follow Dogmeat. You can go right to the location. (trying to be spoiler free here, even though the game's been out a year, there's probably some still coming in new :-)
Tarsis settlements seem to be the most stable you can find. Very great! m0ds1984 aren't bad but I've had some trouble with his. Finally had to just do them individually since the "collection" version was crashing my game (yes I tracked it to this mod in long heartbreaking testing because I really wanted it to work).
I would suggest getting all of Tarsis mods, including the Red Rocket Settlements collection!
Love the mod and haven't had any issues so far except..... wanting to build the castle look in your last image. What mod did you use for the windows etc...?
That would be courtesy of Ethreon's Atoms Greatness mod (make sure you grab & install his framework beforehand), paired with Place Everywhere (assuming you aren't already using it). It... took a good bit of rescaling and modpos in the console to get the end result, though.
My settlers tend to disappear here (the actual number in the settlement data doesn't change, I just don't see them). Is that common? I wonder if they are in the water.
I did build a terminal after I posted this, loaded up the holotape for the settlement management mod and tracked one of the settlers - that made them all appear.
Huh; wish I could say it's the first I've heard of something like that happening with one of Tars' mods. Mind if I ask you to make a private bug report w/ your load order? I want to see if I can find the other report(s) and compare them.
Also, when you tracked one, did they and everyone else auto-appear, or did you get a message saying there were somewhere else right before?
72 comments
I wish I could be around more, but I've painted myself into a corner, and we'll see if the house still stands when the paint dries.
Not only is niston's mod a fine settlement location, but it will also clean up much of the debris littering the road at the east end of Bridgeport, litter that you can't even remove with the "disable" command. Just ensure that you load Bridgeport (this mod) before niston's.
25 ready for your approval.
I hope they are worthy of your settlement location
TY
--- i even tried a "String art" project in there - image 3
I completed a build here just after it was released using Ethreon's mods. I should submit the images.
The only problem i encountered here, was the settlers were always under the bridge in the water when i left the cell and returned. Just make sure to leave them a Nav-Meshed option to get back on top and they usually opted to go do their "chores" and things once they saw the boss person return.
I still use it, just can't build my townhouses on a bridge like they do in Europe or anything.
Tarsis settlements seem to be the most stable you can find. Very great! m0ds1984 aren't bad but I've had some trouble with his. Finally had to just do them individually since the "collection" version was crashing my game (yes I tracked it to this mod in long heartbreaking testing because I really wanted it to work).
I would suggest getting all of Tarsis mods, including the Red Rocket Settlements collection!
Any advice/workarounds would be appreciated.
Also, when you tracked one, did they and everyone else auto-appear, or did you get a message saying there were somewhere else right before?