On the off chance that anybody using this mod happens to swing by:
Does this mod clear the settlement area out so that you're free to build wherever you like, or is a mod like Scrap Everything required in order to get rid of all the mess and normally unscrappable items?
Edit: It was a conflict. Placing this at the bottom of my LO - after Fusion City Rising, Outcasts and Remnants, etc. - returned this location to full settlement functionality and scrapability without any reliance on other mods.
I downloaded this one and Breakheart Banks, then merged them into one plug-in. Adding that plug in will crash my game. Do I need to be in a non-Commonwealth cell (like an internal one, or Diamond City, or whatever) for this to work? I will try it with the raw plugins instead of the merge, but I haven't had any other problems with merging like this before. I have visited both places and cleared them (fairly recently at that), if that is a factor.
I don't have any other plugins that modify those locations, beyond maybe the height one (to increase build heights everywhere).
Just to confirm, it works properly with the separate plug-ins, and still crashes with the merged plug-in if I create a save in Home Plate. Crashes as soon as I hit "Continue" to load the save, no loading screen at all.
I would like to use this one, Breakheart Banks, and the Red Rocket settlements for sure, maybe more, but my plugin count is rising, so it can't be merged for some reason, I need to be more picky about which ones I add.I'll post this as a bug report.
you know there is a small structure at the north of Outpost Zimonja with a small lake next to it. You can try to make a mod of that place yknow? Its kinda wonky that you cant use that place. Also thanks for the mods.
For some reason I cant run this mod. Everytime I go (fast travel or walking of a nearby place like Atomic Gallery), the building seems normal, I mean, with radiation, ghouls, etc...
I tried both version (only one for each time), changing the .esp in my load order, loading the game without F4SE (I know, but for trying... lol) etc... and nothing works.
I dont have another mod related with Mass Fusion and I cleared this place for first time so long time ago in my early hours of game, so I dont know why doesnt work. Even I have Conquest mod, but only a settlement built of ten you can build it (far, far away) so I dont think its about settlements size or something like that.
Maybe its my plugins.txt, I have a looot of different mods (+90) and its advertising me thats enough lol.
Anyway, I endorsed your mod, first time I visited this place I thought too it was a very good place to build a settlement. I track it for future tries
If you had been here earlier in your save, then the location has likely baked into your save. Try a new save, just to see if it works that way. Conquest can cause issues with settlement mods, but not usually making them not work, usually much more minor. If it does not work in a new save, you could PM me your load order and I could have a quick look.
Tried with a new save and nothing, its the same like my actual huge savegame; radiation, ghouls and nothing about a settlement.
Anyway dont worry, actually I dont need more settlements, only wanted to try yours because the place looks so awesome, but I will try it in the future, for sure.
Thanks for your answer and for your work doing mods
So it is either a bad install or some mod conflict. That is too bad. Only mods that really should conflict would be the other Mass Fusion Shed Settlement mod and the various spawn monster mods that edit tons of vanilla cells, which changing load order to put this after should fix. Should you decide to try in the future, and have troubles, let me know, and we will work it out.
Oh well, talking about enemies spawns, I have "More spawns", "Adjusted encounter zones" and "Supermutant redux", which in Mass Fusion means more ghouls and dogs.
I disabled them and tried with the new savegame and the old one, but nothing works. There must be something more doing conflict, who knows.
Anyway, doesnt loose your mind and your time with this, I will tray again in the future.
Just to continue to pester you, in the past, I have had to move my settlement mods under those to function, as they rewrite nearly every cell in the game. I won't loose my mind, until you must have this mod, then mind away! Lol. Play on, have fun. Get ahold of me when/if you need help to get it running for next time around.
I'm still using the 1.2NPV version. Keeping to that one too, for the time being, as I've got my sleeping accomodations built on the roof.
Even without a navmeshed roof, settlers shouldn't get stuck as they'd walk on my added floors, not on the roof itself... but everything works as it should, so, not keen on changing
No problem there for me. I actually had some time to play over the weekend, and when I picked this place up, of course settlers got stranded on the roof, even though they had no access to it yet. I weighed the pros and cons of removing the nav-mesh from the roof, and decided that anywhere up there *I* wanted settlers to go would have floors, it wouldn't need it after all.
There were a couple other places I wanted the nav-mesh redone again anyway, it's better now than before. I like to think that, for the most part, after 1.0, most upgrades are optional for my mods. If things are running good on this play through now, don't let me screw em up for you!
Started building chez da Shed and after having scrapped the railings around the loading dock (I deck-off the dock) I have massive LOD flicker when standing atop the dock looking straight out or in.
No kicking out of WorkShop mode though... just ran around the complete circumference, building a wall, and did it in one go.
56 comments
Does this mod clear the settlement area out so that you're free to build wherever you like, or is a mod like Scrap Everything required in order to get rid of all the mess and normally unscrappable items?
Edit: It was a conflict. Placing this at the bottom of my LO - after Fusion City Rising, Outcasts and Remnants, etc. - returned this location to full settlement functionality and scrapability without any reliance on other mods.
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I don't have any other plugins that modify those locations, beyond maybe the height one (to increase build heights everywhere).
I would like to use this one, Breakheart Banks, and the Red Rocket settlements for sure, maybe more, but my plugin count is rising, so it can't be merged for some reason, I need to be more picky about which ones I add.I'll post this as a bug report.
Can you help me please?
I tried both version (only one for each time), changing the .esp in my load order, loading the game without F4SE (I know, but for trying... lol) etc... and nothing works.
I dont have another mod related with Mass Fusion and I cleared this place for first time so long time ago in my early hours of game, so I dont know why doesnt work. Even I have Conquest mod, but only a settlement built of ten you can build it (far, far away) so I dont think its about settlements size or something like that.
Maybe its my plugins.txt, I have a looot of different mods (+90) and its advertising me thats enough lol.
Anyway, I endorsed your mod, first time I visited this place I thought too it was a very good place to build a settlement. I track it for future tries
Anyway dont worry, actually I dont need more settlements, only wanted to try yours because the place looks so awesome, but I will try it in the future, for sure.
Thanks for your answer and for your work doing mods
I disabled them and tried with the new savegame and the old one, but nothing works.
There must be something more doing conflict, who knows.
Anyway, doesnt loose your mind and your time with this, I will tray again in the future.
Thanks for your dedication.
Merry Christmas!
Even without a navmeshed roof, settlers shouldn't get stuck as they'd walk on my added floors, not on the roof itself... but everything works as it should, so, not keen on changing
There were a couple other places I wanted the nav-mesh redone again anyway, it's better now than before. I like to think that, for the most part, after 1.0, most upgrades are optional for my mods. If things are running good on this play through now, don't let me screw em up for you!
No kicking out of WorkShop mode though... just ran around the complete circumference, building a wall, and did it in one go.
Will try the npv one...