I have not played Fallout 4 or touched CK in over 5 years now. I have no idea what updates the game has received in that time and can not provide any reliable troubleshooting for the mod, I also had a stroke in the meantime and typing has become a problem for me, so the comment section is now locked. Sorry.
There is now a Settlement version of the file in the Miscellaneous downloads section. Yeah, I know, I lied about never doing that, boo-hoo. I made it as a test, to see if a settlement could function in that specific location. Turns out that - most of the time - it can, indeed.
It's a full-featured settlement, so it will show up on the list, you will be able to send companions and settlers there, and settlers will spawn if you place a beacon. I tested all the functions (except the supply caravans, I never really use those) in a few playthroughs and it works about 95% of the time if used on a fresh save. The remaining 5% is the game crapping itself out because the settlement is too high above the ground. Or something. I'm not exactly an expert.
This file also has greatly expanded building limits in all directions. As for 'bugs' - one of the floor plates is off by a few millimetres. Nothing a few modpos commands can't fix, but it's there and can be annoying for your OCD. I'd fix that, but I don't even have Fallout 4 installed anymore, let alone the CK, so... not happening.
Disclaimer: I share the mod here by request and I will not offer any troubleshooting for this version of the file. Technically, it should work like a charm. Realistically... it's Bethesda, so it may not work at all in your game.
By request, I added an alternate version of the file where the Dartmouth Professional Building map marker will take you directly to the roof. Also, you won't have to discover it anymore, it will be visible on your map from the start.
Lazy people, I swear...
Note: just in case the game has a hiccup, if you have any special valuables in your custom containers, take them out before switching.
-- The building area is set up pretty high, but it does not stretch much beyond the building's walls. Technically, it can be expanded, but you need to consider the game's performance: if too much stuff gets added to an already very busy area, framerate will drop dramatically.
-- With Place Anywhere you can easily build outside the building area BUT do remember: if you build something very tall, or stretching far beyond the Dartmouth building's walls, it will look bad from a distance when the building's LOD loads. Depending on which mod you use for your building pieces, they will or will not be visible from a distance, resulting in weird shapes and structures when viewing your penthouse from afar.
-- The file was created with the CK and cleaned with FO4Edit. It is safe to install/uninstall it at any time, just remember to use 'scrapall' command before uninstalling to remove all the elements you placed.
This is a lovely mod. I use a batch file to get a thousand of each building material imaginable while I'm standing next to the workshop and then simply transfer it all (or sometimes I'll do it more than once just so I don't run out of materials like I did on a recent playthrough), and I just build to my heart's content. No unscrappable trees, no rocks, no eyesore desks or terminals that can't be removed because reasons like that desk terminal in Sanctuary Hills. Just a decent-sized, flat canvas to let your imagination run wild on.
There was one bug I encountered in one of my recent playthroughs. I ran out of materials, so I walked over to the workshop, batched in a bunch more, and tried to transfer, only to find that the workshop had disappeared. The top red beam-like thing was there, right where it was supposed to be, but no workshop. I noclipped through the area and there was no workshop, it was simply gone. Thankfully, I had some other workbenches set up and was able to transfer all that junk over to them and keep building. This was with the version of your mod that has the Dartmouth Professional Building map marker set outside the lobby on the ground floor.
OML I was just up there checking it out, started building then heard some odd gurgling noises. I then see two Brotherhood of Steel inquisitors DROWNED in the pool but all my followers happily swimming around and this was well after I cleared out the squatters so I dont know where on earth they came from !
love this mod. is there any way to delete the light source in the body of water? i deleted the water entity via workshop mode because I wanted to turn it into build area but the light source still persists and I would like it to be completely dark so i can add my own lighting. any ideas?
Thanks so much for this. The settlement version seems to work well with SS2. Uploaded a screens featuring the Snappy Builds toolkit. I tried to make it blend in with the original building and had some success. Endorsed. Now, to find some more ways to fill out that space while enjoying the view. :D
awesome mod...endorsed and voted...but is there any possibility of a mod version with a bigger build area? that would be perfect and would let me build the build I've envisioned
Try the settlement version of the mod instead, it's in miscellaneous files and it has GREATLY expanded build area. You'll find more info about it in my first stickied post at the top here.
Thanks for the reply...I didn't expect a reply so long after you made the mod... so I had already started building on the non-settlement version and thanks again for the awesomeness that is this mod.. I think I built my best ever settlement will share a few pics when its done.. It is 3 years too late..nut better late than never ..
I'm trying to figure out if it (& The Top Floor Loft) will be compatible with Boston FPS Fix. The Boston author says it should be fine... "as long as they only add to and do not change any parts of the cells. you can simply load them before my mod and it should still have access to the player homes"
Discovered a confli...er, instance of two mods peacefully coexisting in a whacky manner.
When I first installed this mod, lo and behold there was a helipad and an elevator up on the roof as well. "Echo - An Employment Adventure" installs them which I'd forgotten. Deactivated that mod with no ill effects. Now I've got a lovely swimming pool with a glass patio attached. Yes, that would be incredibly slippery which you don't want on a rooftop. I don't care. It looks nice. Now I've got to build a home up in the clouds.
Hi.I downloaded and installed the settlement version, but its not showing up on the settlement list. I have a beacon setup. Not sure what I'm missing. I've already build stuff. Any suggestions?
To be perfectly honest: heck if I know. As I wrote in the sticky comment: because of the location, this version *usually* works and then sometimes it doesn't, and nobody knows why. Try giving it a few in-game days, that seemed to help most of the time for me. And if it somehow ends up working, keep in mind that the settlers/companions may take a day or two to show up after sending them there, too.
Thanks for the reply. Its weird because it was working before, then I had to redo my all my mods because I was have the loading save game CTD issues. I finally fixes the CTD issue, but now BB does not show up anymore after reinstall.
Just to confirm, do I need to download and install either one of the main files and then the settlement file, or do I only need the settlement file? If need both, do I need to install in certain order, and do I need to do anything to the load order?
You only need to install the settlement file, everything is in there. Come to think of it, it's possibly best to install it on a save where the other files have not been installed first. You know, standard tactics: "clean save" and all that crap. As for load order - if you have any mods changing anything in the area, or generally in the entirety of the open world, it's usually best to have my mod below them in the load order.
Sorry it refuses to work, but as I said: this game engine is a finicky and fickle thing. Move one mod higher or lower in the list, change one meaningless parameter, and poof, something suddenly stops working.
Hi.Did you use the Conquest mod to build the settlement version? If I still cannot get the back bay settlement to work, can I use the Conquest mod to create the settlement? And would you know if settlements built by that mod would show up on the list?
I built that mod from scratch in CK following a detailed tutorial from Nexus. Conquest was not used in any way.
I have only tried Conquest once, it messed up my game pretty dang hard, never used it again, so I can't really help you much here.
That said, I do NOT recommend it, but you can try using Conquest together with my file, just make sure to use the non-settlement version of Back Bay Penthouse for it. And on a throw-away save first, just in case. If I remember correctly how it worked, once you run Conquest, you will end up with two workshops - one from my mod and the one coming from Conquest - so do not even activate the one that comes with my mod, just the one that comes with Conquest. Play it for a few days, try building something, scrapping it, assigning settlers, etc, and see if stuff works before you move to your normal save. That's all the advice I can give here, I'm afraid.
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The author has locked this comment topic for the time beingIt's a full-featured settlement, so it will show up on the list, you will be able to send companions and settlers there, and settlers will spawn if you place a beacon. I tested all the functions (except the supply caravans, I never really use those) in a few playthroughs and it works about 95% of the time if used on a fresh save. The remaining 5% is the game crapping itself out because the settlement is too high above the ground. Or something. I'm not exactly an expert.
This file also has greatly expanded building limits in all directions. As for 'bugs' - one of the floor plates is off by a few millimetres. Nothing a few modpos commands can't fix, but it's there and can be annoying for your OCD. I'd fix that, but I don't even have Fallout 4 installed anymore, let alone the CK, so... not happening.
Disclaimer: I share the mod here by request and I will not offer any troubleshooting for this version of the file. Technically, it should work like a charm. Realistically... it's Bethesda, so it may not work at all in your game.
Lazy people, I swear...
Note: just in case the game has a hiccup, if you have any special valuables in your custom containers, take them out before switching.
-- The building area is set up pretty high, but it does not stretch much beyond the building's walls. Technically, it can be expanded, but you need to consider the game's performance: if too much stuff gets added to an already very busy area, framerate will drop dramatically.
-- With Place Anywhere you can easily build outside the building area BUT do remember: if you build something very tall, or stretching far beyond the Dartmouth building's walls, it will look bad from a distance when the building's LOD loads. Depending on which mod you use for your building pieces, they will or will not be visible from a distance, resulting in weird shapes and structures when viewing your penthouse from afar.
-- The file was created with the CK and cleaned with FO4Edit. It is safe to install/uninstall it at any time, just remember to use 'scrapall' command before uninstalling to remove all the elements you placed.
There was one bug I encountered in one of my recent playthroughs. I ran out of materials, so I walked over to the workshop, batched in a bunch more, and tried to transfer, only to find that the workshop had disappeared. The top red beam-like thing was there, right where it was supposed to be, but no workshop. I noclipped through the area and there was no workshop, it was simply gone. Thankfully, I had some other workbenches set up and was able to transfer all that junk over to them and keep building. This was with the version of your mod that has the Dartmouth Professional Building map marker set outside the lobby on the ground floor.
and thanks again for the awesomeness that is this mod.. I think I built my best ever settlement
I'm trying to figure out if it (& The Top Floor Loft) will be compatible with Boston FPS Fix. The Boston author says it should be fine... "as long as they only add to and do not change any parts of the cells. you can simply load them before my mod and it should still have access to the player homes"
When I first installed this mod, lo and behold there was a helipad and an elevator up on the roof as well. "Echo - An Employment Adventure" installs them which I'd forgotten. Deactivated that mod with no ill effects. Now I've got a lovely swimming pool with a glass patio attached. Yes, that would be incredibly slippery which you don't want on a rooftop. I don't care. It looks nice. Now I've got to build a home up in the clouds.
Big thanks for this one.
Just to confirm, do I need to download and install either one of the main files and then the settlement file, or do I only need the settlement file? If need both, do I need to install in certain order, and do I need to do anything to the load order?
Thanks again in advanced!
Sorry it refuses to work, but as I said: this game engine is a finicky and fickle thing. Move one mod higher or lower in the list, change one meaningless parameter, and poof, something suddenly stops working.
Thanks in advance!
I have only tried Conquest once, it messed up my game pretty dang hard, never used it again, so I can't really help you much here.
That said, I do NOT recommend it, but you can try using Conquest together with my file, just make sure to use the non-settlement version of Back Bay Penthouse for it. And on a throw-away save first, just in case. If I remember correctly how it worked, once you run Conquest, you will end up with two workshops - one from my mod and the one coming from Conquest - so do not even activate the one that comes with my mod, just the one that comes with Conquest. Play it for a few days, try building something, scrapping it, assigning settlers, etc, and see if stuff works before you move to your normal save. That's all the advice I can give here, I'm afraid.