Notice: The mods are getting some attention/fixes and several new settlements in "Mass Realty" updates (with new updates due in 2024):
Check and update each existing settlement for inconsistencies, errors and improve naming conventions
A new main file containing all the settlements but discontinuing an "all in one" version (for sanity reasons)
Creation of a number of new settlements
Creation of trailers, new screenshots and updating mod info for better communication
Re-uploading PS4 versions to Bethesda.net mods (note: the current set is now available there!)
Creating a new settlement creation CK tutorial
Modding in Creation Kit is a newer interest of mine so expect only novice results! I have been involved with indie games for many years and more recently make my own stuff with Unity. My previous game was Mr. Maze. My next game is Treasure Islands! These are also novice... I published a bunch of other games made by talented people at Screen 7 (on Steam). You can support me by wishlisting and purchasing something there, thank you :)
After all these years, including the many since Fallout 4 was released, my creative energy is lower nowadays so please note I generally cannot deal with issues immediately, but will aim for future updates and fixes.
Please do not send me settlement requests. Making settlements is not a difficult process using Creation Kit, so I encourage you to try and make one for yourself because then the entire Commonwealth can be your oyster!
With my video tutorial (below) you can get one setup in less than 30 mins! (Candidly, after a few clumsy attempts, you will get the process down quickly).
Part 1: The Basics (this will help you set up and test a settlement at a new [exterior] location)
Part 2: The Complexities (certain pitfalls and settings that may be necessary to get your settlement working)
Thanks for understanding and enjoy your new shanty home(s)! - Mark J. Lovegrove
Hello, I saw the previous comment about people having issues with Scrap Everything - Ultimate Edition, and looked into it for everyone (Mostly because I was having the same problem and was annoyed by the freezing.)
You can indeed have scrap everything installed alongside settlemods, and here's how: When installing Scrap Everything through the FOMOD installer menu, do not select the option for the precombines and preculling. If you want to use these, just change them in the .ini yourself later (though it is the pre-culling being disabled that causes the stutter in the settlemods collections.) Took me a good couple hours, but I do hope this fix works for others.
I have not tested the areas in Nuka World / The Commonwealth, but I was having this freezing every few seconds in Far Harbor at Huntress Island and Eden Meadows Cinema. Both areas are working now.
I love these settlements so much, been using them for years now, I'm seeing a lot of comments from people saying they can't send settlers there; a quick workaround for that is to install SKK's Multiracial Workshop Actors, It has a beacon that looks like a small orange radio (Under Resources> Misc) that will let you instantly spawn a settler of your chosen race (Note this will NOT work if you're having the 0% happiness bug).
Just a heads up for users that are playing with the mod "The Train" This mod is incompatible with "The Train" (link below) Just letting you know, "Norwood Depot" is too near "Old South Station" https://www.nexusmods.com/fallout4/mods/35061
Thank you. Yes sorry to have been slow, that can be put back in quickly if you feel it is solid technically, no-one ever really commented on its stability and I don't know for myself (just dont spend time in Nuka myself) so its only not in there cos I consider it "untested". Because I rarely play in Nuka I never did a full test of that one.
It also conflicts with another farm mod settlement I think, but hey again, no-one ever complained as far as I know I'm the only one who noticed the potential conflict...so whatever :D Have a nice Xmas!
I've looked that one over, sorry for the wait, but I will make sure it's added back ASAP. Yes, seems to be in mostly good condition. Perhaps its a little TOO large? And I think I want to make those fences and barrels scrappable or at least remove them via scrapping something else (so I can upload it to Xbox etc), that's about it. Next update I want to put in this one and 2 new ones.
I wish I could find a settlement mod for the Lexington parking garage. Thing is a bunker ready to clear out and build in. Seems like such a waste of good space.
There's a tutorial on the pinned post you can follow to create this yourself, or, someone has probably made it (worth a search). It's too close to a bunch of others to interest me, but I do have one of the other parking garages in the works (though it did not pass the first major test and needs another before I release it). They seem like good locations, fortified etc, but in practicality they're fairly average -- settlers are pretty douchey in/around them, but thats probably just my lame navmeshing.
Unknown however: If you have seen other settlement mods packed into an ESL before, then I'd say there's a good chance a bunch of these will work like that, too. Not sure what data an ESL keeps/discards so for example if it doesn't store navmesh or terrain data then some of these sites might be a bit borked. No real harm in trying one and see what happens. (I've never created an ESL file myself)
The Nuka-Island one crashes when I try to enter it. I had to remove this mod and roll back my saves, losing a whole lot of progress as Workshop Framework throws an error without it! I even had to trash a few of my alternate playthroughs as they were started with this mod enabled.
It ONLY flags them but maintains an order IF all your other potential flag-as-ESL are also flagged HOWEVER there is a caveat:
As far as I can tell, if you get all the mods you want, LOOT sort and then mark them ALL as light then you will have no (or few) problems starting fresh.
If you do it mid play-through then SOME mods tend to act up (or not work) so you may have to experiment individually on which ones you need to um-mark as light and re-LOOT. Also I have a decent machine with an ass-ton of V-Ram so mileage may vary.
I have had far too much fun running around your settlements and snagging all those little lore nuggets you left. Love it all and I eagerly await your return <3
The original version of this mod worked fine for me back in the day, but the latest one doesn't allow me to have any settlers even when the beacon is turned on. Is there a workaround?
One specific settlement? I guess when you initialized the workbench it was not 50% happiness.
All settlements? That's some other mod conflicting, or you were the unluckiest person to have the thing above happen at all of them.
But I assure you, every settlement in the zip is tested, multiple times, including sending people to/from them. So it's either the 0% happiness bug or some other mod messing around with settler behavior.
Couple of notes: If you build a settlement early game and have not invested in perks nor have a high level, keep in mind you're only likely to take in 1 to 3 settlers who may not arrive for a day or two after the beacon is setup. Another thing is that sometimes, for whatever reason, the beacons will switch themselves off whilst keeping the switch set to the "On" position. If you switch it off, remove the cable, rebuild the cable and turn back on again, it should be in a working mode again (you can usually decipher when it's on/off by looking for the notifcation about "settlement beacon found"). Finally, if we're talking specifically here about Evan's Way, then yes, in my most recent play I did experience some very weird settler issues there, but it is only this settlement that seems to have a problem (and I'm still not entirely sure what the problem was).
So far of the new settlements i've tried, Mystic Pines and Fiddlers Green have the problem. I did have the 0 percent happiness bug, and used Skk workshop to fix that, it created one settler but he won't do any of the tasks i assign him, but it shows 70% happiness now. I tried deleting my settler recruitment beacon and reinstalling it, but i still don't get anyone to the settlement, even after sleeping for several days, and it won't even let me send settlers from other settlements to them. It's like they're just not recognized as a settlement even though they show up on the lists when you try to send people there.
Curious indeed. I'm not playing F4 / videogames at the moment, but when I come back to it I'll run some tests. There is one potential setting that could cause this in the workshops script so I can definitely hop in and doublecheck these two sometime next week but doubt I can do any testing. But, if that setting is misaligned it'll be blindingly obvious. Will let you know what I find for Fiddlers and Mystic!
(Note for any self checks: It may be the "Min settler recruitment" setting in the workshops script. This is what I'll try to check in the next few days.)
Thank you, I'm pleased to hear something works with sim settlements as I was never able to get that working for myself. Egret became my main base for the first time in my most recent playthrough and it was nice to shuttle between there and Norwood in a vertibird. That said, the pathing/navmesh at Norwood clearly needs some work. And you're right, it's probably best to just use one or two that compliment a playthrough, not dump them all in there. Have fun!
562 comments
Modding in Creation Kit is a newer interest of mine so expect only novice results! I have been involved with indie games for many years and more recently make my own stuff with Unity. My previous game was Mr. Maze. My next game is Treasure Islands! These are also novice... I published a bunch of other games made by talented people at Screen 7 (on Steam). You can support me by wishlisting and purchasing something there, thank you :)
After all these years, including the many since Fallout 4 was released, my creative energy is lower nowadays so please note I generally cannot deal with issues immediately, but will aim for future updates and fixes.
Please do not send me settlement requests. Making settlements is not a difficult process using Creation Kit, so I encourage you to try and make one for yourself because then the entire Commonwealth can be your oyster!
With my video tutorial (below) you can get one setup in less than 30 mins! (Candidly, after a few clumsy attempts, you will get the process down quickly).
Part 1: The Basics (this will help you set up and test a settlement at a new [exterior] location)
Part 2: The Complexities (certain pitfalls and settings that may be necessary to get your settlement working)
Thanks for understanding and enjoy your new
shantyhome(s)!- Mark J. Lovegrove
You can indeed have scrap everything installed alongside settlemods, and here's how:
When installing Scrap Everything through the FOMOD installer menu, do not select the option for the precombines and preculling. If you want to use these, just change them in the .ini yourself later (though it is the pre-culling being disabled that causes the stutter in the settlemods collections.) Took me a good couple hours, but I do hope this fix works for others.
I have not tested the areas in Nuka World / The Commonwealth, but I was having this freezing every few seconds in Far Harbor at Huntress Island and Eden Meadows Cinema. Both areas are working now.
This mod is incompatible with "The Train" (link below)
Just letting you know, "Norwood Depot" is too near "Old South Station"
https://www.nexusmods.com/fallout4/mods/35061
It was a perfect compliment to Nuka World as it was in the southern section.
It also conflicts with another farm mod settlement I think, but hey again, no-one ever complained as far as I know I'm the only one who noticed the potential conflict...so whatever :D Have a nice Xmas!
Possibly will this compete with Riverside Farm from 'NUKA WORLD SETTLEMENTS - NUKA PARK SETTLEMENTS PLUS'?
https://www.nexusmods.com/fallout4/mods/23895
(I'm not good at English)
https://www.nexusmods.com/fallout4/mods/29196
As far as I can tell, if you get all the mods you want, LOOT sort and then mark them ALL as light then you will have no (or few) problems starting fresh.
If you do it mid play-through then SOME mods tend to act up (or not work) so you may have to experiment individually on which ones you need to um-mark as light and re-LOOT. Also I have a decent machine with an ass-ton of V-Ram so mileage may vary.
All settlements? That's some other mod conflicting, or you were the unluckiest person to have the thing above happen at all of them.
But I assure you, every settlement in the zip is tested, multiple times, including sending people to/from them. So it's either the 0% happiness bug or some other mod messing around with settler behavior.
Couple of notes: If you build a settlement early game and have not invested in perks nor have a high level, keep in mind you're only likely to take in 1 to 3 settlers who may not arrive for a day or two after the beacon is setup. Another thing is that sometimes, for whatever reason, the beacons will switch themselves off whilst keeping the switch set to the "On" position. If you switch it off, remove the cable, rebuild the cable and turn back on again, it should be in a working mode again (you can usually decipher when it's on/off by looking for the notifcation about "settlement beacon found"). Finally, if we're talking specifically here about Evan's Way, then yes, in my most recent play I did experience some very weird settler issues there, but it is only this settlement that seems to have a problem (and I'm still not entirely sure what the problem was).
(Note for any self checks: It may be the "Min settler recruitment" setting in the workshops script. This is what I'll try to check in the next few days.)
Even if I don't use all of them, having the option for so many new settlements is amazing.
Norwood + SS2 is amazing, for making a huge trade depot.
The other three are available in Miscellaneous Files. Judging by the dates, these three are awaiting re-testing and improvements.