Sorry for a possible repost, but the last post here was from August 2020. I agree with deleted9060408, where some objects past the vanilla range, but within the new boundaries, are unscrappable. This mainly pertains to objects like trees, cars, and roads. However, objects that can be deleted are objects like traps, tires, and debris. Is there a way to make it so everything can be scrapped? I am aware of the "Scrap Everything" mod, but there doesn't seem to be a patch for extended boundaries. Is there anything you can do to make this a possibility?
and it wont. You or the OP will have to make a patch of fix the mod its self. It seems the OP just redrew the boundaries and didn't give any thought what so ever to the terrain or objects there-in the new confines.
Honestly i think this is a great way to just break your game
I'm having an issue with the boathouse, the visual border has indeed expanded, but the physical border is still the same size as vanilla, as such it kicks the player out after 5 seconds even though they're in the visual border; I understand that this has been posted under bug reports, but I was hoping it could be fixed given it's been 5 years.
I understand you've worked on Annex the Commonwealth, but I don't consider that an improvement over this mod, I consider it a different mod entirely, with an entirely different means of functioning, and when it's put simply, I'm not looking to annex the commonwealth, I'm just looking for bigger settlements.
Would it be possible to reopen support this mod? Or even just fix the boathouse and leave it at that? I think that's the only major issue this mod has.
It's a long shot you'll see this, but: I'm trying to troubleshoot my mods, and got the following advice from another modder:
"If I wanted to extend build boundaries I would (a) increase uGridsToLoad to ensure the entire span of the build area is loaded when the player is on any edge and (b) change the affected cells so they are tagged with the LocType that triggers ResetWorkshop or (c) rewrite ResetWorkshop so it triggers when the player is within 1/2 UGridsTLoad range of the workshop."
He said I should ask you if this is how you set up this mod. I know you've said you endorse Annex the Commonwealth, but I really prefer the way this one handles, so I'm hoping you'll see this comment and answer.
Should get inspiration and Tutorials from Neeher instead of Eysenbeiss for expanded settlements because Neeher adds scrap recipes for trees, cars, and junk in expanded area.
Slight request if you don't mind, if you ever make an update, could you make it where you could scrap stuff in that expanded border as well? I installed this and could build in the larger area but couldn't scrap anything past it.
I disagree about Covenant. Yes, it is a pre-built settlement, but, I tear everything down and rebuild it. The trouble is the lot is too small, so everything becomes so scrunched. Any chance you’ll reconsider and expand Covenant with a new update or perhaps a patch?
Make the area a little bit larger and include the shore of the sea, that it is possible to use it for purifiers. But don't freak out like Building High, that is way to large
That's the reason I prefer your mod, you expand the area but set the borders reasonable
Did anyone get cucked by a cell reset with these new borders? I didn't see any info so i'm wondering if Items within the new build area are scrapable. Was the build hight also altered? haha vanilla was like 15ft tall. :P Really wish to use the mod for Covenant because its mid map so its by default the best settlement...but scared about a reset :P Great mod just not knowing if reset is addressed or if i'm too noob to intuit there is another mod for that.
I'm really glad you're still online supporting this mod. It's my favorite of the settlement border expansion mods. The best part about it is that you've managed to match the visible green border in-game to the actual buildable area. Kudos to you.
I do have one bug to report: The buildable area at Taffington Boathouse stopped several "meters" inside the green border in my game. It could be a conflict, as I also have Taffington Rebuilt loaded, but I also checked it with that mod disabled, and was able to fix it by editing your mod in the CK. Following your great tutorial, I changed the X and Y Primitives in 'TaffingtonBuildableArea01'. I changed the Origin to match 'WorkshopBorderTaffington01' (X=5208, Y=45325), and increased the Bounds to X=5208 and Y=6180. Now the border matches the buildable area in my game. It may not be exact to the decimal point, but it's close enough for me.
Wow, thank you for your time. I knew there were some stupid things like this. I will include this with other fixes for console release. Also sorry for my slacking in these past 2 weeks
143 comments
go and check annex the commonwealth, settlement expansion mod to rule them all
https://www.nexusmods.com/fallout4/mods/32170
Honestly i think this is a great way to just break your game
I understand you've worked on Annex the Commonwealth, but I don't consider that an improvement over this mod, I consider it a different mod entirely, with an entirely different means of functioning, and when it's put simply, I'm not looking to annex the commonwealth, I'm just looking for bigger settlements.
Would it be possible to reopen support this mod? Or even just fix the boathouse and leave it at that? I think that's the only major issue this mod has.
"If I wanted to extend build boundaries I would (a) increase uGridsToLoad to ensure the entire span of the build area is loaded when the player is on any edge and (b) change the affected cells so they are tagged with the LocType that triggers ResetWorkshop or (c) rewrite ResetWorkshop so it triggers when the player is within 1/2 UGridsTLoad range of the workshop."
He said I should ask you if this is how you set up this mod. I know you've said you endorse Annex the Commonwealth, but I really prefer the way this one handles, so I'm hoping you'll see this comment and answer.
First, thanks for offering this mod.
i installed this mod right with your readme instruction.
pasted meshes forder to Steam/steamapps/fallout4/data
and pasted Bigger Settlements-Bigger 1.esp to data forder.
but it didn't work. borders and height limit didn't changed.
how can i solve it? can you notice it to me?
Well I gotta say, I do love this MOD...BUT.....
I disagree about Covenant. Yes, it is a pre-built settlement, but, I tear everything down and rebuild it. The trouble is the lot is too small, so everything becomes so scrunched. Any chance you’ll reconsider and expand Covenant with a new update or perhaps a patch?
~Cheers~
That's the reason I prefer your mod, you expand the area but set the borders reasonable
Sorry I did not respond sooner - real life stuffs.
Back now to play another round of Fallout 4 and I must have this MOD installed. :D
Was the build hight also altered? haha vanilla was like 15ft tall. :P
Really wish to use the mod for Covenant because its mid map so its by default the best settlement...but scared about a reset :P Great mod just not knowing if reset is addressed or if i'm too noob to intuit there is another mod for that.
I do have one bug to report: The buildable area at Taffington Boathouse stopped several "meters" inside the green border in my game. It could be a conflict, as I also have Taffington Rebuilt loaded, but I also checked it with that mod disabled, and was able to fix it by editing your mod in the CK. Following your great tutorial, I changed the X and Y Primitives in 'TaffingtonBuildableArea01'. I changed the Origin to match 'WorkshopBorderTaffington01' (X=5208, Y=45325), and increased the Bounds to X=5208 and Y=6180. Now the border matches the buildable area in my game. It may not be exact to the decimal point, but it's close enough for me.
Thanks for your great work.
Edit: Ok nvm I'm obviously blind cause I didn't see it in the files section :D