Hello. i think the borders of this settlement, need to include all the rooms of the vault, so please, update your mod, if you have time. That's all. Thanks
I've been gone from my computer since the day I last posted about being unable to scrap the trash piles in the vault. I got back last night and got an update for the version 1.4.4 of this mod which apparently should exist since from what I can see on this mod page it's still on 1.4.3 and was last updated on 19 June 2016 so either my nexus view is bugged or I somehow got a phantom update fixing the unscrappable trash piles that; but that's not that issue. Now that I can scrap all the trash piles I noticed another problem arose. I can't place anything down in Vault 118 now. Whenever I try moving something or placing something new I has a permanent unable to place status no matter where it is and I can phase that s#*! through walls and floors and all that. I tried it with beds, chairs and dressers
Do you have the latest version of scrap everything? I had the same issue after an update to fallout that rendered it useless. Updating to the latest version fixed the issue for me.
I just found this. I notice that 1.4.3 is the main file, with 1.4.4 being an optional. May I ask what the differences are & which I should be looking at?
Also, I understand that this is the garage rather than the main vault itself which is cool, but do any settlers ever wander into the main vault (or even out into the hotel)? Do you know a way I could make that happen if they don't? I think settler sandboxing & build area don't necessarily need to be tied together?
1.4.4 was an optional file for a supporter (JohnShaft) who requested that the wall at the end section of the rooms behind the cavern be removed for easier access to the in-door beach section.
And yeah, settlers occasionally wander into other sections of the vault. However, I have only ever really see them do it around the main entrance, typically they don't wander much further. I guess I could increase the sandbox for the settlers, but if you have the CK yourself it's only a ten second fix.
Ah, it's just the ones he mentions below then. I couldn't tell if there had been more changes or not by the convo. K, cool.
I do, but it's foreign to me. It also crashes every time I look at it wrong. FO4Edit on the other hand, I know where the build limit records are & which control those limits just not the settler sandboxing.
i test it , and it works good , but i have FPS dropps wen going from the entrance(elevator) to the left corner , this is only wen going to the corner every time , if i stand there and rotate the camera no FPS dropps
No problem, the geometry is off in 1.4.4 but I'm guessing you are using place everywhere as this doesn't seem to bother you. Was going to fix the issue this morning, but only if you need it since 1.4.3 is working just fine.
Well if it's no issue I think I might make a start on my next mod. I think I might be being a bit ambitious, but hopefully I can figure it all out. I know that what I'm planning has essentially been done before (though a different subject matter), so it is just a matter of whether I can figure it out or not.
Tested last test version 1.4.3 beta and almost everything is fully functional. I definitely recommend giving this mod a shot, as it is a very unique area that is set up well for a market-like vault experience. I have used the garage bays for level 4 merchant booths and its great!. room for 4 levels. compatible with super mutant settlers also. (i am using them for guard positions on each ingress...)
i uploaded IMG_20160617_224322 to reference the back wall. Can I PLEASE request that it be removed (grey wall, 2 pieces)on next version so i have a back exit into vault 118?
I'll try to set it up so that once the workshop is unlocked that wall becomes disabled. I'm stoked it's working perfectly for you. I think I have a few issues on my end with something that is causing it to not work properly. Which makes me rather sad as I wanted to set this up as my merchants lair as well. Can you do me a favour please? When I tested 1.4.3 I noticed a very very small gap between the floor and elevator shaft that allowed you to see the shimmering white void. I assume it is just another thing tied to the issues I'm having, but no harm in checking.
And just for reference I am going to have a go at that wall you mentioned. When I first started the mod I was looking at that area and noticed it would link perfectly. My intention was to add another door requiring the vault 118 key. However there is some ref marker attached to the wall that could potentially break parts of the brain dead quest, so I was hesitant to touch it. But since you have been such a champion in giving us feedback, not to mention the kind posts endorsing the mod, I will definitely have another go once it's working again on my end.
Been a busy few days for me so I haven't had much time to spend on it. I can only thank the amazing efforts of BlahBlahDEEBlahBlah for getting the last horrid little kinks of mine out and being even more vigilant in testing and bug-fixing than I have been able to be.
you got it. i look forward to testing. no door needed here..just want those 2 pieces disabled another update..testing a new companion mod(vex) and vault works fine with her(don't usually use companions anymore as i have gotten all perks levels ago)
I haven't personally had it work for me either, though I have waited roughly 2.5 weeks in-game. But we are working on resolving the issue, thanks for having faith.
I'm gonna be putting up a version (Optional file, test 1.4.1, with 0UR0B0R05's blessing) in a little bit and asking on the forums for some testing. Many things are working *here* (just be nice if they worked for other people, heh)...though it can sometimes take 4 or 5 days (lots of sleeping) for the first settler to show.
If you'd care to take a whack at 1.4.1 and see how that goes? =)
sorry. no change. also new automatrons built there arent counting as settlers either (although i cannot recall if thats normal), and also will not gather food..
waited weeks in and out of the settlement. no diff
i would actually be completely happy if automatron bots worked, bc it is a robot vault after all...
Ands that's with 1.4.1 (per your download history). Lame.
Edit: Not even the ability to place on the regular floor was improved?
I'm just not getting it. I'm fine ('ish*) here...but you guys are not. Very little sense.
*The "ish" is that the actual map line for supply lines is still...odd. Also, that I've had no luck with the stats showing on mapmarker hoverover. So, those 2 things I'm not expecting to miraculously work for anyone.
Beta 1.4.3 is up. Probably best to test it with a save from before entering it your first time around. I don't know how it will react to being used with a pre-existing save that's already been there. sorry (feel free to test it too, if you'd like, but I'm more worried about getting it to work at all, heh).
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Also, I understand that this is the garage rather than the main vault itself which is cool, but do any settlers ever wander into the main vault (or even out into the hotel)? Do you know a way I could make that happen if they don't? I think settler sandboxing & build area don't necessarily need to be tied together?
And yeah, settlers occasionally wander into other sections of the vault. However, I have only ever really see them do it around the main entrance, typically they don't wander much further. I guess I could increase the sandbox for the settlers, but if you have the CK yourself it's only a ten second fix.
I do, but it's foreign to me. It also crashes every time I look at it wrong. FO4Edit on the other hand, I know where the build limit records are & which control those limits just not the settler sandboxing.
and no place anywhere
i uploaded IMG_20160617_224322 to reference the back wall. Can I PLEASE request that it be removed (grey wall, 2 pieces)on next version so i have a back exit into vault 118?
dont have that issue...
Been a busy few days for me so I haven't had much time to spend on it. I can only thank the amazing efforts of BlahBlahDEEBlahBlah for getting the last horrid little kinks of mine out and being even more vigilant in testing and bug-fixing than I have been able to be.
another update..testing a new companion mod(vex) and vault works fine with her(don't usually use companions anymore as i have gotten all perks levels ago)
my automatron creation still wont farm, but does roam around a bit
i will try real peeps tonight via beacon.
Did you have a chance to try with the beacon? Any luck?
What other problems did you still come across?
have faith
:(
I'm gonna be putting up a version (Optional file, test 1.4.1, with 0UR0B0R05's blessing) in a little bit and asking on the forums for some testing.
Many things are working *here* (just be nice if they worked for other people, heh)...though it can sometimes take 4 or 5 days (lots of sleeping) for the first settler to show.
If you'd care to take a whack at 1.4.1 and see how that goes? =)
sorry. no change. also new automatrons built there arent counting as settlers either (although i cannot recall if thats normal), and also will not gather food..
waited weeks in and out of the settlement. no diff
i would actually be completely happy if automatron bots worked, bc it is a robot vault after all...
Edit: Not even the ability to place on the regular floor was improved?
I'm just not getting it. I'm fine ('ish*) here...but you guys are not. Very little sense.
*The "ish" is that the actual map line for supply lines is still...odd. Also, that I've had no luck with the stats showing on mapmarker hoverover. So, those 2 things I'm not expecting to miraculously work for anyone.
Probably best to test it with a save from before entering it your first time around. I don't know how it will react to being used with a pre-existing save that's already been there. sorry (feel free to test it too, if you'd like, but I'm more worried about getting it to work at all, heh).
...if it changes anything at all, by the by. ;-)
If anyone would like to lend a hand. =)