Fallout 4
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  1. waynefox3
    waynefox3
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    Just downloaded this and when going there for the first time after talking and getting the quest works as it should.
    2nd time fast travel there they run to there beds during the day and sleep.
    All times going there they either standing at the back right corner or run to there beds and sleep.

    After Far Harbor quest is over and going to the boat shed and taken control over the site all 3 just stand at the back right corner behind the house and can not assign anyone to food, send a new settler there and still can not assign to food.

    Great idea but its broken and at this time should not be used.
  2. anthony8659
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    As a settlement, great that almost or all trash can be scrapped.  A settler arrived at once so no issue with recruitment.  I moved the provisioner from Coastal to Nakano then reassigned the same job so no probs with moving.  The borders although invisible is quite easy.  I just used lamposts technique where it loses the bright green color when not placeable or in this case out of bounds.  With place Everywhere there's still a green but just the outline remains.  Backup a little then place.  The back side of the settlement is end of map.  Road to coastal border at the front just before the beach umbrella and on the other side just after where Grandpa N was buried.  Waterline border is enough to place the largest water purifiers.

    Bedtime - aaaah, this falls under a few settlements with wonky AI.  I term it as wonky because they don't complain about bed problems.  They just sleep standing up.  As long as the settlement hits 100% happiness like all others, it's fine with me.  For now, I scrapped original beds and let the Nakano's join the settlers at the big appartment.  See if it improves.  

    Now to get bikinis from the never ending respawn of the bikini babes across Nordhagen and put it to good use ...
    1. anthony8659
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      EDIT:  still can't get the settlers to go to bed except for lucky times I arrive there thru fast travel around 3am and I find them in bed.
      *Will try with my other playthrough with just the Nakanos and their original beds plus just one settler for provision.

      EDIT 2:  Tried on a separate save on my new playthrough.  This one without scrapping mods.  Just the 3 of them.  Come night time they go outside the main house and just stand there.  Same as before.  Same location.  It's really like this.  Not an effect of Scrap Everything.  Will not make Nakanos a settlement for now in this other playthrough till hopefully a fix for this comes up. 
  3. pehammer
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    Hello

    Can it be that this mod is incompatible to:
    Wasteland Heroines Replacer (Kasumi Nakano)
    Scrap Everything

    If I understand FO4Edit correctly there is in this mod at STATIC some what is overwritten with empty entries of Scrap Everything and at Wasteland Heroines Replacer under NON-PLAYER CHARACTER (Kasumi Nakano) the same.
    Can anyone confirm this or do I not have to worry

    greetings P
  4. Thisgameisagame777
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    Thanks, I love being able to fix up the Nakanos' home. And more settlement building is definitely a plus, especially with its size. Only things that kind of annoy me are the lack of green borders and the beach umbrellas and lifeguard posts can't be deleted.
  5. DanLarry
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    Recruitment Radio Beacon not work. Any idea ? Thanks in advance !
    Later edit: I already finish the quest, after that, I use to install this mod.
    Still I Can't assume Kasumi's parents to work, or to add other settlers there, just I can to scrap or build.
    NOBODY HERE WHO CAN ANSWER ME !?!
    1. Avalonica
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      1. Go to your Fallout 4 game folder, example D:\games\Fallout 4
      2. make a new txt file called UnlockSettler.txt
      3. Paste the following text into the UnlockSettler.txt file:

      ;'Bat UnlockSettler'
      ;To make any settler movable, commandable, and able to become provisioners ;(useful for fixing Sturges, Mama Murphy and Smiling Larry, as well as the ;companion dismissal glitch). The changes will be immediate, this is an ;improvement to the previous bat I had in this guide.
      ;(click on the settler)
      setpv bAllowCaravan 1
      setpv bAllowMove 1
      setpv bCommandable 1
      addkeyword workshopallowcommand
      addkeyword workshopallowmove
      addkeyword workshopallowcaravan

      4. Make sure not to copy anything after this tho. Anyways. Now, open Console, and MARK the settler that won't respond properly.
      5. now write (in colsole) bat UnlockSettler
      6. now the settler should be working as intended.
    2. clydemcelroy1
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      @Avalonica thank you for that bat file! Kudos given.
    3. lazloarcadia
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      completely agree!  I use this same code for my own bat file and it works like a charm.  Combine this with Amazing Follower Tweaks (there is an option for "make settler" or "make follower" out of ordinary NPCs in AFT) and you gain ALOT of flexibility for who can and can not follow your orders.

      Personally I use this bat file on Jun Long in Sanctuary.  The bat works like a charm and you can send him (or anyone else for that matter) off to whatever the out of the way corner of the map, effectively banishing him.  I always figured I'd rather put up with Marcy being angry than Jun feeling sorry for himself. 

      I'd love to find the options to assign to an NPC a Minuteman AI package, such that when you meet a randomly spawned NPC that you like the way they are geared you have the option to recruit them to the Minutemen via the bat file.   After which point they would properly refer to you as General, etc.
    4. teridactyl
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      Ah wow, I totally forgot about AFT. I love that mod, but there's so much to it, I know I'm only probably dipping into about 30% of it. I forget that you can turn people into settlers. Between the two of these things, it should work! Thanks to everyone who answered on this thread. Kudos to you all.
  6. SteamGamer1999
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    I can download this and set Nakano non-essential then tell Kasumi I killed her parents
  7. serdur
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    When moves away from the WorkBench, leaves the transaction. Does anyone know what the problem is?
  8. DocDeath666
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    hi great mod i got a problem whit the workshop it close after 2-3 seconds the only place it dont close is inside the house
  9. woodfuzzy
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    I'm having an odd problem. Basically, no one will go to bed. At bedtime, the script will trigger and then everyone will stop what they were doing and go into a standing idle animation until morning.
    This happens no matter the population. Just Kasumi, Rei and Kenji, or 20+ settlers.
    I've deleted & replaced the beds (using yours and vanilla), put beds all over the place, house, dock, field, barn etc. without any luck. I can assign beds and get the normal verbal (NPC) and upper left message confirmations, but they still wont go to bed.
    It's like the script freezes or never triggers the navigate to bed script. (or whatever it's called)
    Other than that, everything works perfectly. Shoot.. I haven't even had an NPC on the roof... yet. (knock on wood)

    Oh, I've tried installing NRS before bringing Kasumi home and after completing the quest, same result. And I have no other mod that touches the Nakano residence.
    And before I forget... AWESOME job on this mod!
    1. caleb68
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      I've seen this same thing happen in vanilla in vault 88, I had 16 settlers all standing infront of the barber shop when they were suppose to go to bed, they just flat out refused to use the beds, not exactly sure what causes it to happen for some and not for others as well, being i've done several different playthroughs (pc & ps4) and sometimes I end up with this happening at various settlements and other times they work normally.
    2. woodfuzzy
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      The AI script is definitely a fragile flower. Let a super mutant fart crossways in Trinity Tower and settlers in Far Harbor forget they have guns and try to melee a Fog Crawler to death.
      Well I don't think the game can handle 57 settlements and just over 1300 settlers. LOL! Time for a fresh start. And I'm figuring NRS will be just fine on a new play through.
    3. JimmyRJump
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      I've at one point had 72 settlers at Croup Manor and they all went to their beds when the time came, while at the same time, 7 of the 12 settlers at the Fort Hagen Red Rocket were staring the paint off the ceiling inside the Red Rocket... go figure.

      Some has to do with the A.I. wanting settlers to go from point "A" to point "B" in a straight line, making the settler walk to underneath the spot where their beds are situated and then "not knowing" how to get there. Some of those 7 settlers got zapped into bed after a few days, the others made a U-Turn and finally started using the stairs to go up the roof and their rooms... haven't checked again as I don't give a toss what the game decides to do, as long as it doesn't bother me.
  10. JimmyRJump
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    Been keeping an eye on this one since its release and am glad to see some nice changes on what is already an interesting mod. But I'm still waiting to install the Nakano Settlement until the map marker issue is fixed. I like an informative map overview with all the i's dotted

    Keep on tracking for the time being...
    1. caleb68
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      yeah I hear you, I've found the location is actually using 3 map markers... which just complicates things. The offscreen map marker, which i'm not even sure why its there in the first place, I can't find any references to it within the dlc, then the mapmarker thats out of location (the one that actually shows on the pipboy) and the locations map marker is set to a third map marker that is also out of location, the 'to farharbor' mapmarker that you see on the pipboy, which may also interfere with a area if I modify it.

      It seems odd the method they did this, I can understand the one map marker for showing the residence on the pipboy sense its technically off screen, but the other two map markers being used for the location are confusing to say the least. I have to agree, it is nice to be able to see the settlement data on the map rather then having to jump to the workshop or the settlement data tab in the pipboy.
    2. JimmyRJump
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      There was a mod that made a settlement at the Mass Fusion Containment Shed which had more or less the same issue, in that the original map marker only showed the name of the spot with CLEARED in brackets underneath instead of the amount of settlers and level of happiness.

      Everything worked like it should, mind, except that when adding a supply line the PipBoy icon vanished (when looking at the map after hitting "C" to see connected settlements) and the line on the map for the supply line ended abruptly there where the location marker should be.

      Modder was never able to correct things but meanwhile Tarsis31 built a settlement at the Shed from the ground up with markers acting/showing as they should.
    3. caleb68
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      could you point me to the mod that the map markers are showing properly for the mass fusion shed? Perhaps looking at it in ck may help me figure out what to do to resolve this multi-marker issue. one can be hopeful.
    4. JimmyRJump
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      There you go
      http://www.nexusmods.com/fallout4/mods/19134/?
    5. caleb68
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      well i looked at that one, and at the unmodded version, it really wasn't a dual map marker issue in that case, just needed its own location settings for the mass fusion area.It seems to be sharing milton generals location settings at mass fusion. seems a simple fix for mass fusion area.

      I don't get why they made it req. all the DLC though, thats abit odd, he's not even using stuff from the DLC's that are required except one.
    6. caleb68
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      I am getting warmer to the map marker issue in the nakano area however.

      The mapmarker (off screen) at the nakano residence is only there to print 'Nakano Residence' on the screen when you get close to the house.
      The mapmarker (off location) to the south is for fast travel to the Nakano Residence
      Still don't know why the location settings file itself is set to the 'tofarharbor' mapmarker.

      The workshop parent script reads the location data, and grabs the first 'mapmarkerref' that shows up in the list. There doesn't seem to be a way to override this with the workshop parent script and even if you override it by calling from a secondary script, each time the workshop updates it will revert back to the first mapmarker shown in the location data, rather then the one you defined.

      I could set the cell the fast travel map marker is in to the nakano residence, and disable the other, but then you'd be down by the plant in the south and it would be telling you your at the Nakano Residence. Short of rewriting the workshop parent script so that I could point it directly to a specific map marker, I still don't see a way to make this work properly, and even if I rewrite the script (just for a single location not gamewide) And I believe the workshop parent script is used gamewide, so it may not fire off the single location script properly if I do change it.

      That make sense? sry not always the greatest at describing things.
    7. caleb68
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      Hi JimmRJump,
      Don't know if your still watching, been awhile sense I started looking for a way to fix the map marker, I just uploaded a newer version of the mod that should properly display the map marker with # of settlers and settlement happiness as well has show the supply line linked to it properly as well. Everything tested okay on my end, pretty sure it will work for everyone else too, found this solution while working on a user requested mod yesterday, and thought it might work as well for this issue, and that it did. little ck, little xedit, and bingo
    8. JimmyRJump
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      Cool

      Just started a new run through (one day, eight hours and fourteen minutes in) and will have a look at your updated version

      Cheers Caleb