This place was my fav until I tried Zimoja outpost by you :D Still its good place. But for some reason I get power problems. Like all generators work but seems each time game forgets they conected. Thou it may be just Bethesda issue and not a mod problem as I saw this happen with other settlements latley
After using this settlement for a week or so, I've run into an odd situation. It seems to reset every few days in game. The one ghoul in the basement respawns, occasionally the rad-roaches too, and all of the doors that are locked when you first explore it (including the mag-locked door where the work bench is) are relocked. Is this normal, or do I have some sort of problem? It doesn't seem to mess with anything I've done, except the small cart in the clinic with the medical supplies on it moves back to its original location, blocking the settler manning it from reaching her counter.
I'll fiddle around with the load order and see what happens. I put Scrap Everything and the Clean Settlement Greenhouse fix after it in the load order so those mods worked properly with Greentop next door, but LOOT put all three of them pretty high in the load order. Maybe I'll move those three down to the last three positions and see what happens.
Does the budget expansion keep causing problems, even if it's uninstalled? I've heard you can uninstall them after you run them because the expanded budget gets baked into your save, is that true? If that's the case, would the damage be done already, or would uninstalling it possibly stop the resets if that was the cause?
A LOTof mods keep causing issues even if uninstalled becausecertain data is baked into your saved game...hence only a fresh game will show the changes.
Forgive me if this is a stupid question, and it is by no means a complaint. I installed this and it looks fantastic but when I went back to my settlement at General Atomics all of my hard work cleaning it up is not only back but cannot be removed. Did i do something the wrong way?
I tried that but it did not help. I really want to figure this out because this is an excellent mod, but I put so much time into the Galleria I don't want to just walk away from it. Thanks for your response.
I had something similar happen to the Greentop Nursery on the other side of Mass Fusion. I have dgulat's clean settlement greenhouses that basically fixes and retextures the greenhouses at Greentop and Greygarden to makes them look new. I had also done some cleanup scrapping and replaced the shack section attached to the ruined house with the retextured version of the same wooden prefab from clean shacks.
After installing this mod, the scrapped items reappeared and the greenhouse looks like it's old dumpy self. I'm assuming cell overlap, or something? I dunno. Should I put scrap everything and the greenhouse mod below this one? I honestly don't really care about Greentop, as I've never done anything with it.
Same situation occurred at Egret Tours due to the Robotics Park mod. The tipped over shelves I'd scrapped in the boathouse at Egret were back.
For some reason I thought Scrap Everything needed to be relatively high in your load order.
My only other issue with Mass Fusion, and it's not even really an issue, is that depending on my location in the building I have limited access to the shared workbench in build mode. All of a sudden I'll go from being able to build 450 of the bed I'm trying to build to just being able to build one from the mats I actually have on me or in the mass fusion workbench itself. I'll move a few steps, wait a second, and I'll be able to build 450 again. The basement where all the beds are and the area with all the rad barrels and dead fusion reactor come to mind.
This settlement is awesome! I like how the mutfruit tree that comes with gives 10 food. It's a nice little start to get things going while you're waiting on other settlers to arrive. It's layed out perfectly, for me at least. Love the diner and thebasement areas especially. Great work Greek!!! After the Hagen Fortress, this one is my favorite.
I'd really like to try out the new Ten Pines one, but I've built way too much there already to wreck it all.
Another great settlement mod, but I have a problem. I have the tailgate of a Wicked Shipping truck trailer stuck in the middle of the main room, just above the edge of the pool, where it would have been attached to the wrecked trailer before I added the mod. I cleared the place out and left it for a game-day before installing the mod, and there are no other persistent remnants. I can't use disable or markfordelete, because I can't select it in the console; it doesn't register as an object, even though out of console I can raise and lower the tailgate door. Everything else appears to be working normally.
Thanks for replying! I've got the latest versions of both Spring Cleaning (2.05) and Spring Cleaning Compatibility Patch (1.1) installed, but using Nexus Mod Manager, SpringCleaning.esm doesn't seem to want to move any further down the load order than 14th. I think it's because it's a master file or something, although I don't really understand what that implies. I tried moving the compatibility patch to the bottom of the load order, but that didn't seem to do anything. I'll try uninstalling and re-installing the mod, see if that helps. I'm not giving up, dammit! I want this settlement!
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also after installing, county crossing dropped to 50 happiness
You have a conflict with another mod.
Someone once mentioned that a certain budget expansion mod caused resets but i cant remember which...
Also put this mod close to the bottom of the load order but not last if you are using scrapping mods too...
I'll fiddle around with the load order and see what happens. I put Scrap Everything and the Clean Settlement Greenhouse fix after it in the load order so those mods worked properly with Greentop next door, but LOOT put all three of them pretty high in the load order. Maybe I'll move those three down to the last three positions and see what happens.
Does the budget expansion keep causing problems, even if it's uninstalled? I've heard you can uninstall them after you run them because the expanded budget gets baked into your save, is that true? If that's the case, would the damage be done already, or would uninstalling it possibly stop the resets if that was the cause?
After installing this mod, the scrapped items reappeared and the greenhouse looks like it's old dumpy self. I'm assuming cell overlap, or something? I dunno. Should I put scrap everything and the greenhouse mod below this one? I honestly don't really care about Greentop, as I've never done anything with it.
Same situation occurred at Egret Tours due to the Robotics Park mod. The tipped over shelves I'd scrapped in the boathouse at Egret were back.
For some reason I thought Scrap Everything needed to be relatively high in your load order.
My only other issue with Mass Fusion, and it's not even really an issue, is that depending on my location in the building I have limited access to the shared workbench in build mode. All of a sudden I'll go from being able to build 450 of the bed I'm trying to build to just being able to build one from the mats I actually have on me or in the mass fusion workbench itself. I'll move a few steps, wait a second, and I'll be able to build 450 again. The basement where all the beds are and the area with all the rad barrels and dead fusion reactor come to mind.
I'd really like to try out the new Ten Pines one, but I've built way too much there already to wreck it all.
Any suggestions?
there are some ghouls etc in the original that have to be cleared out in a quest...
This doesnt have those ghouls...