Imo, it would make a lot more sense for this to be a separate settlement because as soon you follow Longfellow to Acadia and finish talking to him, his workshop becomes open. But it wouldn't make sense to be able to build in Far Harbor before they've grown to like you.
Having a little problem with the mod.. I can only enter the workshop while in the vanilla boundaries (Not sure if a bug, doesnt really bother me), and my game crashes to desktop... kinda spectacularly if I so much as turn towards Far Harbor in Workshop mode... Any advice?
Not sure what i am doing wrong. i installed this manually in my fallout 4 data folder, i have far harbor, i had not yet talked to longfellow, did the arcadia escort quest to gain access to his island workbench, but the build area stops at its usual place and i can not build inside farharbor anywhere.....damn, i really want this to work!
The only way I think is to activate the real one (you need to click on it) each time you need as the portable one is probably overlaping and activates when you press the "V" key. Other then that only on a previous save before you droped the portable one.
Other possibility might be deactivating the Portable Workshop mod, saving after waiting 3 days in game and reactivate it later. But I can't guarantee it because of the scripts. Just try and keep backups of your saves just in case.
Containers, lights, generators might need moving around afterwards so they register under new workshop.
The diference is with the grenade one you can hotkey it while with the normal one you couldn't (meaning opening the pipboy, dropping the workshop and so on), also the quest shows where is the last PW.
I am probably going to release another version soon with more possibilities.
De-activating a WorkShop and saving and then re-activating it later after having rebooted the game with the de-activated WorkShop will make everything you had built previously seen as not belonging to the settlement (like beds, water and turrets and stuff).
Buildings and everything else will still be there, of course.
To again add beds and turrets and whatever counts towards settlement stats, you simply need to either pick up the item in WorkShop mode and put it back down, or store the object in the WorkShop and then re-add it.
That way, nothing you've built before will get lost...
If there's settlers specific to the location, then they'll need to be sent to the location they're actually at, but are no longer connected to thanks to the change of WorkShop.
For the Far Harbor location, it is better to send the settlers to another settlement before de-activating the first WorkShop, because of the possible difficulties in finding the lot amidst the inhabitants of Far Harbor...
I like this mod. I'm using the no-water-change version in conjunction with Move That Workbench http://www.nexusmods.com/fallout4/mods/7507/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D7507&pUp=1 and it works just like any settlement.
However, the mod needs some minor cleaning in FO4Edit as there are some Identical to Master records, i.e., records that are identical to the base game but are flagged as edited (usually caused by accidentally moving an object or moving and then undoing the move). It's unavoidable, so it's best to clean it in FO4Edit afterwards so only the edits that are intended are preserved in the mod.
[Removing "Identical to Master" records done] Processed Records: 83, Removed Records: 6, Elapsed Time: 00:00 [Undeleting and Disabling References done] Processed Records: 77, Undeleted Records: 0, Elapsed Time: 00:00
Love the mod. The first thing I did was build my own bridge from Longfellow's, then I made that shack next to the path from Longfellow's into a decent house/shop complete with repaired dock and fishing boat provided by Better Stores (produces 20 food when a worker is assigned.) Finally, I threw up some outer walls. So many possibilities for the main town, I don't know what to do next. Thanks. -- Please keep working on it and see if you can get the green border set properly.
"<snip> "...even under water." Do you mean you were able to get splines working from/to underwater? (ex: Generator is underwater, attach it with spline *directly* to conduit, which is also underwater) If so, wanna share? Pretty please? =)
I haven't tried the generator underwater because I am not using normal ones. I use a custom wireless system, not included in this mod. But I guess you could use the normal ones also. As long as there is some collision most workshop pieces like the big blocks (foundations)will snap. Let me know if t works.
In that case (since you didn't mention any modifications to the splines in your reply), I'd guess that you would still run into *unconnectable splines underwater* like I did. No splines underwater=no power underwater=no working settlement. Unless, of course, you use a wireless power mod.
Anyways, thank you for responding and I'll keep looking for a fix for my splines. =)
p.s. Although, that wireless bit is an interesting idea. Maybe I'll have to track that down and build some similar capabilities into it as a workaround. Thanks for the inspiration, good job. =)
I want to implement a way that it just becomes clear when you are using the diving suit but I a m still trying to find out how to do it.
To get back the original water if you know how to use FO4Edit, you just need to remove the water and image space references from my mod and it will work. I will see if I have some time to do it as an alternative.
29 comments
Endorsed, meanwhile, and wishing you a speedy recovery
Im using Ur potable workshop and wanna use this (and I do)
I already dropped a workshop in FarHarbor!
Is there a way to remove the WS so I can use only the "real" one?
(im using both at the moment)
Great modding =)
Other possibility might be deactivating the Portable Workshop mod, saving after waiting 3 days in game and reactivate it later. But I can't guarantee it because of the scripts. Just try and keep backups of your saves just in case.
Is the stuff gonna be there (that I builded ) when i disable the mod?
Or do i have to start all over ?
And, whats the diff between the PWS and the grenade pw ?
Tnx for Ur quick answer =)
Containers, lights, generators might need moving around afterwards so they register under new workshop.
The diference is with the grenade one you can hotkey it while with the normal one you couldn't (meaning opening the pipboy, dropping the workshop and so on), also the quest shows where is the last PW.
I am probably going to release another version soon with more possibilities.
I figured out that i can move it if I wanna build outside the area, and move it back when finished ^^
So static not gonna go away in time either ?
Is it possible to do a script or something (im no modder nor programmer) to make the area "clean" if I scrap the PW ?
And, are U gonna look in to why some menus are missing?
U get better and gatter some energy.
I know how it can be.
And the hart is nothing to "play" with !!!
Tnx for Ur answers tho :)
Buildings and everything else will still be there, of course.
To again add beds and turrets and whatever counts towards settlement stats, you simply need to either pick up the item in WorkShop mode and put it back down, or store the object in the WorkShop and then re-add it.
That way, nothing you've built before will get lost...
If there's settlers specific to the location, then they'll need to be sent to the location they're actually at, but are no longer connected to thanks to the change of WorkShop.
For the Far Harbor location, it is better to send the settlers to another settlement before de-activating the first WorkShop, because of the possible difficulties in finding the lot amidst the inhabitants of Far Harbor...
However, the mod needs some minor cleaning in FO4Edit as there are some Identical to Master records, i.e., records that are identical to the base game but are flagged as edited (usually caused by accidentally moving an object or moving and then undoing the move). It's unavoidable, so it's best to clean it in FO4Edit afterwards so only the edits that are intended are preserved in the mod.
[Removing "Identical to Master" records done] Processed Records: 83, Removed Records: 6, Elapsed Time: 00:00
[Undeleting and Disabling References done] Processed Records: 77, Undeleted Records: 0, Elapsed Time: 00:00
I haven't been able to update some of my mods as I have been in hospital for heart surgery and I am still recovering.
My time is a bit limited due to my health and I only spend a few minutes ever so often to do some modding.
Do you mean you were able to get splines working from/to underwater? (ex: Generator is underwater, attach it with spline *directly* to conduit, which is also underwater)
If so, wanna share? Pretty please? =)
No splines underwater=no power underwater=no working settlement.
Unless, of course, you use a wireless power mod.
Anyways, thank you for responding and I'll keep looking for a fix for my splines. =)
p.s. Although, that wireless bit is an interesting idea. Maybe I'll have to track that down and build some similar capabilities into it as a workaround. Thanks for the inspiration, good job. =)
To get back the original water if you know how to use FO4Edit, you just need to remove the water and image space references from my mod and it will work. I will see if I have some time to do it as an alternative.