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Tarsis31

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tarsis31

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54 comments

  1. Steeltara
    Steeltara
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    Thank you for this amazing mod, i am building a town here. I send you some pics and i hope you like them ;)
  2. Simpson3k
    Simpson3k
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    • 2 kudos
    wow so many screenshots but none wich shows the f*#@ing map location on the pip boy. Instead of that i get to see pictures for wich i have to load dozens of mods for different workshop items.. instead of one that shows me where the hell this settlement is.

    Thanks for nothing
    1. Matthiasr01
      Matthiasr01
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      • 10 kudos
      https://gyazo.com/b45ceaa236b1e5455a872ec51d090742
      ..take it easy
    2. Williefrog
      Williefrog
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      The very definition of a choosing beggar. 
    3. streetyson
      streetyson
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      It's a redux of the Lakeside Cabin mod and says it's "the same Lakeside cabin location". All you need do is check orig mod's image:
      Spoiler:  
      Show
      
      But as with any old mod of interest (especially worldspace ones) not updated since 2016, you might want to check it in FO4edit against newer game versions, UFO4P etc. Precombines may be broken, and may need cleaning too (though not all mods should be cleaned).
  3. anthony8659
    anthony8659
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    Still works in 2021.  Thanks tarsis31 !  Great pathing so no problem with sleeping.  Currently have 20 settlers at 100% happiness.  Can add more but this looks like the sweet spot imo.  If you are not satisfied with how the resident trader looks, try disable/enable first to change npc appearance and gender.  If this just changes clothes then do recycleactor.  Edit:  The largest water purifier can be placed at the water spot coming from the mountain so not to obstruct the beauty of the lake/pond XD
    1. anthony8659
      anthony8659
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      Info for those who want to populate that area from Sanctuary Hills.  This mod can work with Sanctuary Everglades and Lakeview settlement mods.  My suggestion how I made it work in my playthrough:  1.  Load order - Sanctuary Everglades needs to be loaded after scrapping mods as instructed like scrap everything.  Lakeside should be after Sanctuary Everglades in the load order.  For Lakeview just let Loot automatically sort it.  2.  Activation - Lakeview, Lakeside, Sanctuary Everglades.  3.  Do not enable the cabin settlement of Sanctuary Everglades.  I just used the largest one beside Sanctuary.  The cabin conflicts with this mod and Lakeview.  Everything can be done with the cabin but the problem arises when assigning settlers.  Assign them to farming and they work in Lakeview.  I haven't tried the one across Lakeview yet.  Looks steep but a watch tower settlement might work for just a handful of settlers.  Note:  I activated this mod after Lakeview and the beacon automatically attracted 2 settlers.  After enabling Sanctuary Everglades settlers stopped coming.  Easy fix- there's no problem sending settlers here so I just sent from the other 2.  Even sent a Brahmin bought from Kelly.
  4. Rodocastiza
    Rodocastiza
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    • 21 kudos
    Works great, nice spot for my witch of the forest.

    Thanks!
  5. Cybordania
    Cybordania
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    Last question. Not a prob just wondering. At every other settlement if you step like 1 foot outside of border, build menu will disappear. Why, in this mod, does that not occur like the rest?
    On 2 sides its quite a distance from borders and the other 2 are small but still out of borders. (See image - http://imgur.com/VtZK9se) same from other post.
    Like I said just wondering.
    1. JimmyRJump
      JimmyRJump
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      The actual build border doesn't correspond with the visible border. Simple as that.
  6. tazmeister
    tazmeister
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    Thanks for this mod.

    One interesting point about this mod is it is one of the few settlement mods that works with Horizon fully.
    I wish I knew what you did extra that the other mods didn't do so all the extras from horizon worked with the workshop system there.
    I don't supposed you had a check list or something you followed making this mod?
  7. Cocostirc
    Cocostirc
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    is this compatible with Nuka World ? Better said can it be turned into a vassal or a raider outpost ?

    Could you pls make it also compatible for nuka world ?


    TY

    Coco
  8. Cybordania
    Cybordania
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    Tarsis, hi me again, sorry. heh
    Couple of little things I thought you might find odd too, i hope. Yesterday I told you about my issue and all that I did to fix it. Works now of course. Anywho, 1 of the oddities I noticed was that when I re-loaded mod to start over site build it gave me items from Original Lakeside build. (boat in lake and trader in t-shirt and jeans) weird right? After save, exit and return to game it reverted to your elements only. All good.
    Second odd thing that I'm hoping stays is this. While building an enclosure wall for my "privacy", ( ya right, safety from psycho's, raider's and super mutants), I noticed that, unlike other build sites, I can walk far from site border and still build items before it tells me I'm outside of buildable area.
    See image - http://imgur.com/VtZK9se (wood flooring in pic as edge of buildable area outside borders)
    I have put some prefabs out there and so far staying with no problems. 2 settlers are using beds in house so nav-meshing isn't a prob. Now I know the advice is "don't build outside of border even if you can." but this is different. When I move things with Precise Moving or console command outside of border nothing goes and uses it.
    With yours, I'm up to 3 1/2 floor units out before I'm outside of buildable area, as I said before, and settlers ARE using it.
    Bottom line: for me this is a plus that i'm gonna use. If it continues to work for me WOOT! If not, well then imma have to rebuild that damn wall all over again. heh heh
    Just another reason to praise this mod. I love this !!!

    EDIT OK, long story short. Advanced 16 days ahead and apparently with expanded border broke it. CTD's everywhere. oh well, stick within borders and be happy. lol
  9. Cybordania
    Cybordania
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    Tarsis, I recently d/l'ed this mod and like the possibilities of it. I use many, many mods. Too many according to some lol. Anyway, I moved the workbench with a mod and had no problems until I came back into game tonight, 1-10-17, and went to walk over the area where workbench used to be, CTD. Now I understand this is NOT an issue caused by your mod but I have a question for you. Has anyone else mentioned any issues after moving the workbench or do you know of any issues that may arise because the workbench is moved?
    I loaded an earlier save where workbench is in original area and have had no problems with it as of this writing. I'll prolly just use that save but I thought I'd ask you about the moved bench issue I had.
    Thanks
    1. tarsis31
      tarsis31
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      I've had troubles with moving items across cell borders breaking parts of the reference links that the items use, but it isn't consistent in any fashion. Workshopworkbenches usually have 6-12 Reflinks before you build anything, plus the links to the quests. I can easily see problems arising from moving them.

      Specifically from this mod? No, I've not heard of any, but have from other settlement mods, possibly something more specific to mods or a modding style rather than just the moving of the workshop itself. I can't think of anything specific to this location that would trigger an issue either, and have to wait for parts before opening CK to look.

      If I do remember correctly though, the workshopworkbench is just inside the edge of the "primitive" trigger that the trader uses to determine it's sandboxing area, and I have heard that those triggers can cause issues for some things, though I've not experienced any. It would be interesting to know if that CTD was reproducible by entering the close proximity of the cabin from other directions. If it was, that would be the final nail in the trader's coffin, and it, and the problematic trigger (if that was the cause), would be removed.
    2. Cybordania
      Cybordania
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      Hmm, well originally I moved the workbench over to the little hill to the left of its original position, (if you were standing directly in front of it), roughly North. Had no issues as I said but when I left game and later returned, if I went over original workbench placement or towards either body of water it would CTD immediately. If I didn't go over that area it would CTD within about 10 mins..
      Sooo, what I did to see if there was a difference is I simply rotated the workbench 180 degrees so it now has its "back" towards the rocks, (West), and a bit closer to them. About 4 ft. closer in game relations. This way I can just build my earthship house around it and keep it roughly in the same area. So far no issues with it. Haven't CTD'd yet after an hour of building there so I'm guessing i'm still in the "sandbox area" for the workbench.
      About the reproducibility (sic.) of this with cabin still there, (I removed it), I don't know but now I'm gonna check cause you got me curious. Will let you know.
      Thanks for reply and again, Great Mod!

      EDIT
      Ok, I re-installed mod and tried to re-create conditions. I moved workbench to small hill and saved. Ran around a bit and no CTD. Started removing debris. tires, fences, some foliage. Started laying out foundations, saved. quit, returned.
      CTD again. I'm assuming I moved workbench too far out of a cell and caused the issue. Oh well, live and learn. Minor move works for me so I'm good. lol
  10. janlevkoff
    janlevkoff
    • supporter
    • 15 kudos
    I want this mod but with Jimmy's additions.