Fallout 4

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greekrage

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greekrage

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  1. willief23
    willief23
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    for anyone that wants to use GreekRage Egret Marina with his Coast Guard Pier mod then here is the modified esp file that allows you to use both his mods without landscape and floating item issues in Coast Guard.  you still need to download GreekRage Egret Marina v1.3 as this is only the esp replacer with the changes. 
    load order should be
    EgretToursPlus.esp   v1.3 file
    coastguardpier.esp

    https://mega.nz/file/w2Yl3YYb#Q9lzzAITmoXlo3yza1Je65vTtHHkm8ZOYLQPzgn6cVk

    3-5 update 
    fixed 1 cell that I forgot to merge.  Now the rocks at the back end of Egret by the houses are not partially
    blocking the stairs

    fixed some rocks by an underpass before going to Egret that were reverting to vanilla and some of them were missing as well.

    Fixed 2 navmesh to use the Egret Navmesh instead since they are close to Egret instead of using Coast Guards navmesh.


    I will take down the file if you dont approve GreekRage or you can add it under optional of your file section thanks for all your settlement mods!

    MAKE SURE to fast travel to Sanctuary Hills FIRST save your game.  Then replace the esp files.  Always save your game at a location half way across the map from where the location is that you are adding or replacing its files.
    1. greekrage
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      cool but will wait in case of issues from other users...( a sort of beta test)...
  2. Drivinghard
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    I'm loving this Coastguard Pier PLUS mod I am happy to report that: across the River at the WRVR Radio station there is a lady named Anne Hargraves, who without any quests or hassles will come to ANY of your settlements and if you assign her to a Clothing shop she is automatically a LEVEL 4 merchant! She is so good to you you'd might as well save her friend's life Curtain Call (optional)  It get's Sweeter around the Coast Guard Pier PLUS! Because I installed the mod WRVR Broadcast Center Settlement which does only ONE THING it turns the WRVR location into a small settlement, nothing else .. and it does NOT cause ANY ~ ZERO! ~ problems or resets with this Coast Guard Pier PLUS mod!  You can practically 'spray yellow water' on each other across the river from each other.

    I am just SAD that if someone could make an EXTENDABLE platform (like the ones below from Snap'n Build) which will extend and retract .. UM .. ONE LENGTH .. why didn't anybody have a neuron spark to make an extendable platform that extends at least TEN LENGTHS~ I'll tryout those 'block guns' and report later

    suggestions?
    WARNING FOR COASTGUARD PIER PLUS USERS! I installed the mod Simply Lowered Drawbridges at the deadLAST end of loadorder, and although it produced a fantastically restored and lowered drawbridge...

    it caused an extremely HELLISH reset of the ENTIRE Coastguard Pier Plus location and I removed it and thankfully my Coastguard Pier Plus location was savable and restored! I don't like to play with load orders so if someone has guts to reverse those 2 mods tell me what happens :) ~ drawbridge mod DIDNOT affect WRVR mod!
    1. Acleacius
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      Do you know about Precombs and Previs, when someone mods things that already existing (\statics),
      Precombs get broken and need to be repaired. Otherwise, it breaks the game world as your experiencing.
      If you will notice on the Drawbridge, he specifically says he rebuilds them. I.e. that means very likely this mod
      breaks them. There is also no info on this mod being repaired. It also means that this mod will still break the world.
      So when you add another cool mod like Drawbridge again it will break because of this mod.
    2. greekrage
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      @Acleacius
      This  mod  didnt  have  any precomb  and  vis  generated back  then  (its  an  old  mod  and  people  didnt do that  stuff  back  then  or know  that  much  about  how  to  do  it  properly...
      What Drivinghard said is  that  the  bridge mod  RESET the  cell basically  it  caused  a conflict...That  has  nothing  to  do  with  precombs...
      2 mods  cannot edit  the  same  cell...one  takes  priority according  to  load  order...
      Precombines  or  lack of cause  visual  issues...they  dont  reset the  area... 
      This  bridge  mod  would  basically cause  issues  to  any mod near  a bridge  or  sharing  the  same cells...because  he  has  edited each cell  occupied by  a bridge...
      He  didnt simply change  the  object but  had to  alter the  surroundings  to  fit  his  new  design...
  3. halfcocked
    halfcocked
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    Great settlement mod - looks very nice.

    My Coast Guard Pier has most settlement functionality, but does not recruit settlers. Traders and settlers "sent" from other locations do not turn up either. Since I activated this mod, I've also started having NPC glitches at the two settlements (both mods) I have just over the river - WRVR and Red Rocket Express.

    Being a bit of a modding noob, I'm guessing that the newly-activated Coast Guard Pier is somehow conflicting with WRVR and/or "Red Rocket Settlements" because of the close proximity?
    1. clydemcelroy1
      clydemcelroy1
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      With settlement mods you want to create a trade route "from" the new settlement to another settlement, a vanilla settlement if possible. Don't create trade routes "to" the new settlement.
    2. Drivinghard
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      first 2 settlers I (console generated) here I took the right steps like every other of 13 settlements..
      open console
      - click on them
      - enter the 'tai' command to freeze them..
      - enter the 'Addkeyword workshopallowmove' command in order to be able to ASSIGN them to a settlement
      close console
      now open your workshop and SELECT your frozen settler to '[R] Move' them where thou whitherest .. close your workshop...
      open console
      - click on them
      - enter the 'tai' command to "UN-freeze" them..
      close console
      At this moment you can now 99% of time TALK to the settler and get a normal settler AI ....

      BUT AT COASTGUARD PIER WITH THIS MOD (which I endorse and VOTE for this month) this is the only place I generate an IDIOT settler with ZERO dialogue! And here is my (works for me) solution!

      Go to a isolated remote settlement where you have a workshop... 0 or few settlers or one you KNOW works well and generate your settler there... (many guides on nexus for generating/creating settlers this is not discussed here)  Then follow my colored steps above at your REMOTE PRIVATE settlement, but when you get to the menu for [R] Move your settler of course we are talking about 'Coastguard Pier' soo choose this as where to assign them to...
      (MUST!! somewhere in the process in console click on them and WRITE DOWN THE SETTLERREFID # for below)

      Now that you have done all this don't be a (____?) please FastTravel to the Pier and then...
      open console
      - enter 'prid SettlerREFID' including space without marks/symbols same as clicking on them.. but they are far away..
      - enter the 'moveto player' command to teleport them to you.. (unless you want them to get killed travelling cuz yer sick)
      close console

      All settlers handled with above steps for me at Coastguard Pier work and function and operate NORMALLY for me using this 'Coast Guard Plus' mod for every one of 16 so far.... and I'm shooting for over 30 .. it breaks my heart this "Coast Guard Plus' mod from greekrage is not the FIRST settlement I ever acquired .. and it is NOT a second fiddle to greekrage's other mods I swear by:
      - Abernathy Spring
      - Serenity The Settlement
      - The Nordhagen Haven
      - Fort Samson
      - Kingsport Lighthouse Overhaul
      - Spectacle Island Reborn
  4. deltadeath93
    deltadeath93
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    awesome this turns the entire area into a huge settlement. my egrets tour marina border stopsjust your side of the bridge then your settlement takes over from there making these 2 into a 1 huge settlement. I used the build higher mod as well.
    p.s. love the Halloween file size you have going. did you plan it that way? lol
    1. Drivinghard
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      are you using a Egret's MOD?
  5. EHStormcrow91
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    Hey greekrage!

    I'm using several of your other mods and I love them. Apart from a small problem with Wallington (the game apparently forgets that settlements and I need to move around the place so the buildings, people and stuff loads back). My only problem is this mod. It gives me plenty of CTDs. I can barely travel to it but I can't stay more than a while before it CTDs. Moving around causes a CTD usually near the animal pen. I've ruled out Egret mods (removed them). Going to endorse your other mods asap.
  6. STONEDFACEKILLA
    STONEDFACEKILLA
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    Hey Greekrage, Love all your settlement mods they very well done. Quick question, what happend to the wallington refuge? I downloaded it (everything seemed to be working right) when it was available then didn't log on for a couple days and now i ctd at start loading screen (which may not be your mod at all) just wondering cause i dont see it up on the nexus or under your files anymore, maybe it was causing problems that i am having? Anyways thank you for all the hard work you put into making these wonderful settlements for us. You are doing fantastic work here on the nexus, Have a great day good sir!
    1. greekrage
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      CTD isnt the problem with the mod thats totally unrelated.

      I took it down cause it conflicts with 2 other of my mods since it sits right between them...
  7. MykalOBuachalla
    MykalOBuachalla
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    So the mutants are gone right from the start?
    also can I dump this into my current game like I did with your home with the bridge from Cambridge?
    1. greekrage
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      if you havent been there before the mutants are still there cause there are some quests and side quests related to that area...
    2. deltadeath93
      deltadeath93
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      you have to get the eddie winters tape from there and read the computer for nick valentines quest. I think that's the only quest for thatlocation though
    3. greekrage
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      i cleaned that stuff out before i got there with the mod...

      But its a good idea to do that stuff before you install even though i did leave those items there just in case...

      There is also a side quest kidnapping in there as well..
    4. deltadeath93
      deltadeath93
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      really all my kidnappings keep sending my ass to back st apparel over and over again lol
    5. MykalOBuachalla
      MykalOBuachalla
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      Thanks, went and killed all the mutants and collected everything before installing this mod, I have another issue though the settlement happiness is stuck on zero so I'm getting no settlers.
    6. greekrage
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      thats a save issue..

      Imagine that i had that issue with one test save while testing it but in my final revision even that save worked...
    7. MykalOBuachalla
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      So will it just sort itself? is that what your saying?
    8. greekrage
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      it wont but...

      I wanna try something...

      Im gonna link you a edited version t hat will act as if you got there for the first time and hopefully itwill work.

      Trick is that once you open the workshop and see 50 happiness you save and exit.
      Put back the original file and play or else it will initialize every time you visit the settlement.

      Heres the file http://www79.zippyshare.com/v/SLDuBVGY/file.html
      BEFORE YOU USE IT PLAY AND SAVE SOMEWHERE AWAY FROM THE SETTLEMENT !!!!! Then switch esp files and try.
      This isnt 100% sure to work but its worth a shot.

      One more thing..
      Is there any chance youre using or used any mods that had any relation to that area or close by ??
      0 happiness is only possible if i screw up meaning that it wouldnt work for NO ONE... or youre using a mod that renamed the cells in that area..
    9. MykalOBuachalla
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      I don't use any mods that edit places at all other than yours, only other things I use is texture replacers like vivid roads etc. but its not gonna be them, unless I'm using a mod were the mod creator messed around with stuff and didn't put it the description. I'll try the link you've posted anyway, thanks for your time, most appreciated

      It didn't work, happiness still zero, what if I unistalled the mod, play and save then re-install? would that work maybe?

      or console command, setav 129157 50 ??? on the workbench
    10. greekrage
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      dont know about the setav...(probably wont work).

      but the save without the mod might actually work...
    11. MykalOBuachalla
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      I've gone with the setav for now, it's has set happiness to 50, now to wait and see if any settlers arrive, if not I'll uninstall save and re-install

      Edit: Had to uninstall, save & close then re-install, which worked.
  8. seagullsquest
    seagullsquest
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    Sorry. I am having one problem. I caused it. I put down a work bench of my own long before downloading this mod. Now the two are interfering with each other. How do I get rid of my original work bench? Disabling in console only makes it disappear. It doesn't actually take it out of the game. Any ideas?
    1. greekrage
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      if you used conquest for the workbench you should be able to get rid of it via its menu (dissolve settlement and scrap workbench).

      As for floating furniture just disable it through console if you cant scrap something.

      About the truck and bike..
      Hmmm you might be wrong since this mod cleans up and makes the building brand new...so whats so bad about rebuilding a bike or vehicle ?? Maybe the sole survivor was a mechanic or some person that loved that sort of thing...
      Its all in how we each perceive how things would have been... ( use you imagination .. )
    2. seagullsquest
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      The mod I am using is "Build Settlements Anywhere - No More God Mode". I looked on his page and there is no info for removing a work bench. I sent him a text. But I thought maybe you might have an idea.
    3. greekrage
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      is that a simple mod that tells you to run a bat file in god mode ??
    4. greekrage
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      Also note if you go directly to the new workbench and open it from thereyou wont have a problem.
    5. greekrage
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      question :
      are you still running that mod ?

      Heres an idea..
      If you can still see the workbench you can move it out of the build area by using the console thus putting it out of the effective range/or building limits.

    6. seagullsquest
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      No, it doesn't use a bat file. The whole idea of the mod was not having to go into God Mode to be able to use the work bench. Yes, I am still using that mod. I went directly in front of the work bench from your mod and that seemed to work. I thought I had done that before. I'm not sure what you mean by moving it by using console. I know how to use console but I not.....wait a minute. Lol. I got it. "Moveto Player". Duh! I did just that and put it in the middle of the river until I need another work bench somewhere else. Thank you for be patient with me. I can be slow sometimes. I love the mini juke box on the table. I just saw it.
    7. greekrage
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      the console command i was reffring to is modposand you can use it to move objects a tiny bit to very far away..

      here is an example...

      point clickthe objectthen type.. "modpos X 10" (no quotes) and enter. you will see the object move 10 units on the X axis.
      This applies to all 3 axissettings ( X,Y,Z ) and you can also use the - (minus ) in front of your number and make it go in the opposite direction.Then we have the " setangle " command that rotates the object on 3 dimensions as well but here the numbers we use refer to degrees : example "setangle z 90 " this will rotate the object 90 degrees on the Z axis.(im not sure about this one but it could also mean rotating 90 degrees from its original position or from the true north.. ) .

      All this is found in the fallout4 wiki...you should read it..it has so many helpful tips..
  9. Talon111
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    I would prefer a more outfitted place instead of just an empty shell, I absolutely HATE using the workshop. It would be nice if you could offer a version that had more to start with, like power connectors already in rooms, a vendor already at the trading post, stuff like that. I don't mind the location but I don't have the time or patience to wrestle with the workshop to build every damn thing! Especially power conduits which drives me crazy. And yes the waterfall is too loud. But as it is I won't be keeping the mod, just waaaay too basic for me.
    1. greekrage
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      if i did all you ask...then what would be left for the players to do??
      Dont forget that im a player as well...and personally i didnt like some of the stuff other modders did ( call it personal choices or taste) so in my mods i stay away form "personalizing " the settlements thus leaving the details to the user.
    2. Talon111
      Talon111
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      I don't think giving power connectors and a trader leaves nothing to do, that's pretty basic. Not asking you to decorate it for me.
    3. greekrage
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      Im pretty sure i built a whole building for your vendors (at least 2 fit in there...and all you have to do is place a register on the counter..
      Second..
      Most of us that do the non-lore friendly or non immersive building ... use the long distance power pylons mod.( power everywhereis the mod name ) hence we dont need any type of conduit or wires.. You simply place the pylon and connect it to your gen and the whole settlement has power ...
  10. Jstalin56
    Jstalin56
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    i just downloaded this mod it looks impressive in the screen shots