Fallout 4

650 comments

  1. tarsis31
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    If you upgrade any versions before 0.9.5 to any versions after 0.9.5, legacy code changes will break all the things and cause crashes. I don't wish anyone would still be using those old ones, and I took them all down after the two week grace period. I do not have them backed up, they are gone, and not supported.

    "My Build budget keeps resetting" I thought I was done with this, my settlement mods all HAVE budgets set, but it would appear some people are combining DCMS with other build budget edits. I'll leave this here forever.

    Console command "set iSRCBudget to 0"
    (no quotes of course) run it, save your game, and reload the save you just made. The fix will disable that part of DCMS' scripting that tries to automatically modAV the settlement's maxtriangles and maxdraws (or in layman's terms, automatically update the budget as you edit the settlement.)



    As always from me, working updates will be coming to the changelogs BEFORE the updates are up. I'm sure the Nexus will let you know when the actual file update posted. I have a couple of different things going on all at once, I'll forget everything if I don't document.


  2. tarsis31
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    I'm sorry for my extended leave from here and inability to answer all of your questions, even more so for putting JKalts in the line of fire on all of this with no back up what so ever. My work situation has changed such that my free time no longer is, and my two older children that are still in school are requiring a lot more of my time with things there as well. I've got FO4 modding things I intend to do yet, but bigger fish to fry first, and I'm not sure how long it'll take to get all sorted.

    Thanks to all of you who have come by and enjoyed the mods, thanks for the endorsements and kind words, thanks for the hard work JKalts, you're a champ. Also thanks to the friends I've made here, a lot of cool dudes and dudettes around.

    I'll be back.
  3. JKalts
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    Quick heads-up: Unique NPCs has a patch that applies their dynamic settler names to the Mechanic Jumpsuit Goon Squad. It's an esp replacer, so I'll see about rolling the Experimental patches and their patch as an optional update. (And, ofc, a separate with just the Experimentals). Regardless, if you use it, drop by there and give their mod an endorse and their team a kudos for all their work.

    EDIT: As of this edit, the 1.6 update will make RRS work without a patch. If you want to hold on to 1.5 or an older version and still add Unique NPCs, then swing over their way.
  4. Infinium3
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    After some digging for another possible RR Settlements mod, I came across this. https://www.nexusmods.com/fallout4/mods/35405 (Settlements Redone - Red Rocket Settlemnts by Tarsis31 and Yagisan
    Here is a description bit.
    "The original Red Rocket Settlements was a welcome mod, adding many new settlement locations. However, it had some issues. With the gracious permission of Tarsis31 I took version 1.5 of his mod, and set about changing and fixing the things that bugged me most."
    1. Frumph
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      thank you for this
    2. ZombieSaint11
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      Thanks for the link. Can't wait to test it.
    3. AsherHunter
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      You're my hero, thank you!
  5. son0fgrim
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    Supply lines from these settlements seems to be bugged out anyone know a fix?
    1. ShepN7B0rk
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      I had this issue at one point and was able to fix it by moving it further down my load order
  6. AlacrityFitzhugh
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    How difficult would it be to have a version of this mod that excludes the Quincy Red Rocket? There's a very nice City of Quincy mod (https://www.nexusmods.com/fallout4/mods/22036) that I'd like to use, but its boundaries conflict with those of the Quincy Red Rocket. (I've opened the two in the CK but there doesn't seem to be an easy way to adjust boundaries so both can coexist, though I'm a CK n00b.)
    1. Telesma1
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      Yeah there are some locations where the presence of RR is troubling in regards to other settlement mods (Lexington comes to mind). I'm rather wary to try and see what breaks in overlapping settlements, so I haven't almost touched those particular Red Rockets yet. Does anybody have experience with this and issues it may create?

      As far as I can tell, I haven't got any crashes at locations with overlapping boundaries, so I hope that consequences are not too harsh to allow at least limited functionality.
    2. JimmyRJump
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      Simply stay away from the Quincy Red Rocket. As long as you don't activate its WorkShop, you're in the clear. I've used the Red Rocket Settlements mod extensively in the past (even in combination with m0ds1984's Settlemods fourteen-in-one package) without too much trouble when not activating the Quincy RR's WorkShop.
    3. dixieswife
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      What if you're already activated the Quincy RR? Is there a way to deactivate it/exclude it? I want to try out a Quincy settlement mod, but I've long since established an RR at Quincy.
    4. JimmyRJump
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      @DixiesWife:

      You'll have to wait with the Quincy town settlement until a next playthrough then.

      Now that you've established a settlement at the Quincy RR, do you have any Commonwealth entries in your pipboy's settlement list?
    5. AlacrityFitzhugh
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      So, if I wanted to modify Red Rockets Settlements.esp myself, what's the right way to remove the Quincy Red Rocket? Open the mod in the CK, find the RRQuincy01 - 04 objects in the Cell View, and delete them?
    6. JimmyRJump
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      Well, for me RR Quincy all of a sudden works now, after I mistakingly used an older version of the No More Disappearing Act mod...
    7. purchasemonkey
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      Thread necromancy here, sorry--did you mean that with the older version of NMDA, you got Red Rocket Quincy and City of Quincy to work together, or just that Red Rocket Quincy started working?
    8. ninalyn
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      Four years later, another thread necro.

      Did anyone figure out how to do this? I also have City of Quincy, and Fun and Games at Lexington-Corvega, and I want to use this mod but I don't know if I can for "but the RRs are already in the settlement" reasons.
  7. gungho95
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    This actually isn’t a bad idea. I could use this to set up small MM combat outposts at key locals. 
  8. Dman883
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    Hopefully someone still reads this and might know. Was working perfect, but I moved to a new PC and now half of the red rockets I had built up are only semi-functional. I can't send supply lines or settlers there. I removed BT interiors but no change. Anyone found other mods that might cause issues?
    1. Dman883
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      Nevermind. Case of the stupid. I accidentally enabled the other red rocket settlement mod along side this one when I had to reinstall the game and all my mods.
  9. VinnieMack
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    i got ctd using this mod. Removed mod, removed CTD problem. Use with caution.
  10. LucienLaCroix
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    Is this a dead mod? 21 bugs and no activity for 4 years. I used the original mod years ago without issue but seems like all my old mods that worked fine in 2016 now have multiple issues that I really don't want to inflict on my new all dlc installed game. 
  11. Incarni
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    Very nice mod!
    I love building settlements. The more, the merrier!
    Each station has their own charme, depending on their location. I especially love the Atom Cats station and the South Boston one :)

    Only thing I can criticize is that you can't scrap all the debris and trash in every station. It works in some, presumably because of Scrap Everything, but in some it doesn't. I like my settlements neat and clean so it's a bit of a downer, but I managed to make it look nice by building more messy settlements in those stations. :D
  12. SL17
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    Thanks! Awesome mode!!! Works perfect!
  13. Dustcan
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    No settlers are coming in to the Far Harbor Red Rocket. It's the first one I tried. Is that supposed to be?
  14. hkzonda12
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    Removing all the furniture and everything from Red Rocket Stations was a bad idea 10/6. Most of us using some scrap mod anyway...