Uploading version 2.7 redid some previs and precomb . I hope it works..
For some weird reason when i generated this crap last time it was doing many more cells than the location has as i did it *generate for LOADED cells ).. This time i did it cell by cell...
This sh1t pees me off because when i do a NEW location i never have these issues...only when dealing with vanilla locations... Kind of makes you wonder what devs have done... Also note the the creation kit is seriously lackingin certain functions that were in the original version but devs didnt give them to us that help fix issues like this easily... Its like they want us to fail...
The mod is great, but I again had a problem with the fact that the settlers do not go to bed, but stand in pillars after midnight, In Zimonj this problem arose when I installed this mod for a settlement with settlers. Then I managed to solve it by evicting settlers and recruiting new ones, But here it failed. New settlers generated by the settlement itself stop moving after midnight. I even tried it on a pure vanilla game, where there was nothing else besides this mod and scrap. Without the scrap installed after the mod, the huts from the original game remain in the settlement.
I've tried beds from different mods. I tried to connect Settlements Markers and give the settler an individual schedule. Nothing helps - during sleep, the settlemen stands up like a pillar I've tried settlers who were generated by different beacons. I tried generating settlers from a button on Finch farm and sending them to the Sunshine/ I've tried settlers from Commonwealth Captives, nothing helps
It seems to me that for some reason the bed-laying script does not run in this settlement
I saw someone mention they have the sunshine hairstyle and it does use the same name as the esp for greeks sunshine tiding mod. So just rename the sunshine hairstyle mod to sunshinehair.esp and then you can use both these mods together. If you have part of the old buildings mixing in with GreekRage Sunshine tidings then try the old version 2.1 of this mod. Thats what I had to do. Also PRP is a mess with settlement mods so I would suggest deleting PRP if you want settlement mods. Sometimes even putting greekrages mods below prp will not work you would have to delete the worldspace edits in prp file in f4edit that conflict with any of GreekRages settlement mods.
Am I supposed to scrap everything in sunshine tidings coop first before installing this mod? I have it at the bottom of my load order but somehow the old buildings are still there. I'm using the main 2.7 version
If youre using "workshop framework".... you can go to the workshop and press the suggested key to MANAGE...In there there is a scrap settlement option that removes anything youve placed... All this BEFORE installing this mod... The houses you are still seeing means that another mod is resetting changes done by this mod...It could even be something that edits vanilla locations globally....
I do have workshop framework but i haven't actually built anything there as I haven't even claimed it yet. So all the vanilla buildings are still there. I seem to have a problem with the terrain too. I have the previsibines repair pack mod installed and A forest installed, which work fine together. Could those be the conflict?
ok well i had this mod at the very bottom of my load order after "A Forest" and PRP and still the terrain is messy with part of the dam gone and the old vanilla buildings are still there. Too bad coz your settlement looks nice and is something I want like ranch style settlement. maybe ill try it in another playthrough
cant expect people to makes patches for everything it isnt that simple especially when we are talking previs data...(not an easy process )
In most cases PrP conflicts are fixed by load order so is there any chance you are also using something that edits vanilla settlements ? Even certain scraping mods caused issues like this...
Hello. I just found this mod in video on looks menu page and i want it badly. Unfortunately i use sim settlements 2 so cannot use it now. Any chance to get this mod as sim settlements 2 city plan?
when we say that a mod depends on a dlc or other mods it means that elements from those other mods/dlc's were used .... Meaning that if you do manage to load this mod without them you will have anything from stuff not appearing to CTD depending on what the dependency is...
If you have disabled them from the ini or are using mods that disable precombines load any location mods after those... also load after mods like prp...
Well first off thanks immensely for the amazing effort. I know from just touching on settlement building what a Herculean effort this must have been. Sadly I too ran into the old buildings bug with version 2.7. But there is good news for those running into my problem. I disabled 2.7 and, installed and activated 2.1. Here's the wonderful news, the mod loaded perfectly. I have no idea what is causing the problem. It doesn't seem to have a logical rhyme or reason. But simply using the older version of the mod seems to do the trick.
Hopefully this will help some folks and give the author some needed breathing space. Hopefully it will shall we say lighten the conversion level. Who knows what can happen if that occurs. My thanks again to the mod author. Just to be safe I would look into the problem. But that's your call. It just strikes me that if it's happening to so many folks with the current version there mite be something to it. But no matter what you did a amazing job. I thank you sincerely for your time and effort.
One reason is that the original version was made with game and CK older versions... These latest versions of the game and creation kit have caused many issues to older mods(not just mine) Imagine that mods i made with the latest creation kit didnt work until i updated my game as well...
Just installed v2.7. Absolutely no issues, BEST settlement mod EVER.
Just one question, I would like to use your settler spawner in my other settlements, but I cannot find it in any of the build menu's. Where do I find it ? or how do I get it ?
329 comments
redid some previs and precomb .
I hope it works..
For some weird reason when i generated this crap last time it was doing many more cells than the location has as i did it *generate for LOADED cells )..
This time i did it cell by cell...
This sh1t pees me off because when i do a NEW location i never have these issues...only when dealing with vanilla locations...
Kind of makes you wonder what devs have done...
Also note the the creation kit is seriously lackingin certain functions that were in the original version but devs didnt give them to us that help fix issues like this easily...
Its like they want us to fail...
He said it fixed the terrain issue for him and im sharing it in hope that it solves others issues as well.
He did specify that one cell still had issues as a result of a conflict with anothermod which is the NCR Ranger Veteran Armor mod .
So if you have that mod and still have issues somewhere try disabling it.
If it solves your problem dont forget to thank yowie12345
I've tried beds from different mods. I tried to connect Settlements Markers and give the settler an individual schedule. Nothing helps - during sleep, the settlemen stands up like a pillar
I've tried settlers who were generated by different beacons. I tried generating settlers from a button on Finch farm and sending them to the Sunshine/ I've tried settlers from Commonwealth Captives, nothing helps
It seems to me that for some reason the bed-laying script does not run in this settlement
You have a mod that is interfering with the settler AI and sandbox...
The houses you are still seeing means that another mod is resetting changes done by this mod...It could even be something that edits vanilla locations globally....
In most cases PrP conflicts are fixed by load order so is there any chance you are also using something that edits vanilla settlements ?
Even certain scraping mods caused issues like this...
Meaning that if you do manage to load this mod without them you will have anything from stuff not appearing to CTD depending on what the dependency is...
If you have disabled them from the ini or are using mods that disable precombines load any location mods after those...
also load after mods like prp...
Hence the mod isnt "bugged"... your game is...
Hopefully this will help some folks and give the author some needed breathing space. Hopefully it will shall we say lighten the conversion level. Who knows what can happen if that occurs. My thanks again to the mod author. Just to be safe I would look into the problem. But that's your call. It just strikes me that if it's happening to so many folks with the current version there mite be something to it. But no matter what you did a amazing job. I thank you sincerely for your time and effort.
Imagine that mods i made with the latest creation kit didnt work until i updated my game as well...
Absolutely no issues, BEST settlement mod EVER.
Just one question, I would like to use your settler spawner in my other settlements, but I cannot find it in any of the build menu's.
Where do I find it ? or how do I get it ?