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15 comments

  1. INTernalJ
    INTernalJ
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    As far as I can tell (through simply going to the Natick Banks settlement before starting any of the mods' quests), this is compatible with Outcasts & Remnants? (and Project Valkyrie), though the doors to the Raider Emporium are inside the build area. I haven't tested any further than that.
  2. gandalf.nho
    gandalf.nho
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    Having a bit of trouble with Natick Banks, can't activate the workshop because it says I must clean the area first, but I can't find enemies in the area, Roadside Pines Motel and Mine Springs are working without problems
    1. malthol
      malthol
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      I have had the same issue, and yet to find any way to fix it.
    2. Yanqui9
      Yanqui9
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      Bring up the console and type killall when there. (this will make your companion collapse too but they should be OK. You can stimpack them on survival mode)

      I have to do this with Hangman's Alley all the time. Either enemies get stuck in the geometry or are hiding out in some inaccessible corner or tunnel.
    3. texsun
      texsun
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      I'm getting this on all three external settlements, and killall doesn't help, so I'm suspecting a conflict. Dunno with what, yet.
  3. Nsinger998
    Nsinger998
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    not sure if your still working on this or not, but you left the 'core' of the 'roadside pines motel' in a different cell then the workbench: Poseidon reservoir

    This means that settlers can only be assigned to stuff in the Poseidon area but not the pines motel.

    suggested fix: pick one of the above cells to be the settlement and restrict settlement size to only include the chosen cell.
    1. Nsinger998
      Nsinger998
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      found a workaround:

      1. Used the instructions from the original ITA Poseidon exterior settlement to move the workbench to the office on the top of the Poseidon building.

      2. used cheats to summon some settlers.

      3. built a store in the office and assigned the summoned settlers one-by-one to it until they all belonged to the settlement.

      4. profit!
  4. Eimerian
    Eimerian
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    For your information:
    The popular quest mod Tales of the Commonwealth (http://3dnpc.com/) adds a new location Belcher's cave very close to Mine Springs.
    The two mods are compatible, but there is a minor visual glitch.
    Supply lines sent to Mine Springs show in the map as being sent to Belcher's Cave.

    I was able to make Western Settlements work with other mods that add settlements to Natick.
    Supply lines, beacons, sending followers all work.
    Natick Power plant http://www.nexusmods.com/fallout4/mods/15242/? (havent tried mods1984's 10 in 1 collection though)
    Red Rocket Settlements http://www.nexusmods.com/fallout4/mods/17681/?
    Vault 85 http://www.nexusmods.com/fallout4/mods/18199/?
    1. Yanqui9
      Yanqui9
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      Yes, I spent a lot of time getting those various mods to play together nice. Its all in load order. All settlement mods apparently should be at or near the end of your load order. According to the Red Rocket Settlements people, RRS should be last in the load order after all other settlements. I've followed this advice and have been having good results so far with this mod and RRS.
  5. TheOneState
    TheOneState
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    Really happy with this! I am doing a replay and making the highway above on Mine Springs my first settlement.

    One possible issue... I can't get the fast travel marker from the workshop to function, Mine Springs fast travel ignores it seemingly.

    Thanks for the hard work!
  6. CuriesLover
    CuriesLover
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    Are there currently any plans to bring this to console?
  7. JimmyRJump
    JimmyRJump
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    Looks good, but, sadly, can't use this mod as I'm using other settlement mods which are in the same area (the Red Rocket Settlements by Tarsis31 which adds both the Fort Hagen and Natick RR as settlements and Natick Power Plant by m0ds1984)...
    1. Eimerian
      Eimerian
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      I was able to use ITACs Natick Banks settlement mod with Red Rocket Settlements and Natick Power plant without problems, beacons, sending, supply lines all worked.
    2. JimmyRJump
      JimmyRJump
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      Thanks for the info, Eimerian. Am still not gonna risk it. I've had it before where everything worked from the go but nevertheless gotten problems afterwards, not because of WorkShop conflicts from being too close to one-another but because of bad/wrong naming of cells (when that happens you all of a sudden have one or more settlements called "Commonwealth" when checking the Data/Workshops in the PipBoy).

      Besides, have around seventy settlements now (and haven't been to Far Harbor nor Nuka World yet) and that's enough work for the moment...
    3. greekrage
      greekrage
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      JImmy is right... and in the case of natick we have TWO locations right next to each other ...the motel is a different location and not part of the town as far as cells go.
      One of the reasons i decided not to mod this area...