Just a side note: The re-spawning Gunners is my own personal choice to make the City of Quincy a bit more interesting and to remind the SS of its gruesome past.
The re-spawning Gunners aren't as many as before, roughly 5-7 at a time. They will only spawn if you leave Quincy for a long time, about 20 Days. And they only spawn in areas where they could logically get into Quincy, such as some of the gates, the roof access bridges on the east and of course the freeway.
I left them in because it would make sense that the Gunners would try and takeover, re-takeover(?), Quincy since they already did it once so in their minds they could do it again. And if we look at Fo4 Lore, the initial Gunner takeover of Quincy was closer to a siege, which spanned days/weeks with multiple attacks, rather than a single large-scale settlement attack so it would also make sense that the Gunners would attempt multiple times to retake Quincy from the SS.
I chose the spawn points to simulate the original attacks that Preston Garvey and Col. Hollis experienced when Quincy was taken over. The Gunners would first attack the gates and while everyone was focused on them, a different unit would travel the long way from the east unto the freeway to attack Quincy.
Or at least that's how I envisioned the Quincy Massacre. To be honest I wish Bethesda had made retaking Quincy part of the Minutemen Main Questline. Or at the very least a Quest you receive after *SPOILERS* defeating the Institute. With the Institute gone and the MM rebuilt it just made sense to then focus on the next biggest, and frankly very personal, enemy the Commonwealth and the Minutemen had.
For anyone still experiencing cell resets, full or location specific, it is definitely caused by other mods. I've checked in the CK and this mod covers multiple cells and some cells cover a wide area that goes outside Quincy, such as the Cemetery and Police Station. Having mods that edit/reset cells will cause the settlement, or parts of it, to reset if they also affect Quincy or the nearby locations. For a full list of mod types check the description page.
This can however be solved by placing "City of Quincy" last in the load order but this is still risky especially if you frequently change your load order. One of the most common conflicts my mod will have will be with any scrap mod such as "Scrap Everything". This is because it affects objects in almost every cell in the game effectively resetting them upon activation of the mod. You can however easily spot this conflict if you can scrap objects inside or around the church. If you can't scrap objects there then everything should be fine.
Enabling then disabling scrap mods improperly might permanently mess up the settlement functionalities so I highly suggest not to do this method. The reason is because by loading a scrap mod AFTER "City of Quincy" the data from my mod will be overwritten by the scrap mod and even if you uninstall the scrap mod the data remains gone in that save game.
In my game, nothing resets and everything works fine. An important note, the only mod I have that resets/edits cells in and around Quincy is "Scrap Everything". I can't scrap objects in and around the church which means my mod is loaded AFTER "Scrap Everything" which makes my settlement fully functional. I keep these two mods in the very bottom of my load order so that even if I add new mods they won't affect how these two are loaded.
A very nice idea, but problematic for me. I need to be able to clean up my settlements, I love Scrap Everything just on principle of being able to remove all the debris and trash from the area, and not being able to do that with Quincy hurts. Church aside, there seems to be a lot of inconsistency in what can be scrapped or not - one of the mannequins in the clothing store can be scrapped, the other cannot.
That aside, it didn't seem to fully work - City of Quincy didn't show up on my map at a Settlement, though I was allowed to run a supply line to another settlement and workshops connected properly. And after one settler showed up no one else did in spite of proper resources. I run no other mods that affect cell loading or scrapping, so not sure what happened here.
That said, I am gonna try to use it as is, because I want Quincy as a settlement. if these glitches are fixable and this IS 100% compatible with Scrap Everything, tell me and I'll be very happy :D
It should be compatible with Scrap Everything and Snappy Housekit. Here's my load order: > Other mods > Scrap Everything > Snappy HouseKit > City of Quincy
BTW, when you first activate the workbench the City of Quincy Icon SHOULD ALWAYS appear on your map and should appear in the Workbenches tab in your Pip-Boy. Otherwise, something went WRONG. This isn't necessarily due to mod conflict, although it is usually the case, but sometimes it just doesn't work because the game is struggling to load ALL of the Quincy cells and this messes up the settlement activation. I think this is the reason why there aren't any player settlements in Downtown Boston. Anyway, an easy way to avoid this is by WALKING to Quincy rather than Fast travelling or if you really want to fast travel than I suggest fast travelling from Homeplate since it's probably the least memory intensive area you can fast travel from.
I put Scrap Everything as my second-last and this mod as my last (had two after before, a mod to enable more food crops and one to make power armor frames scrap and buildable). The City icon now shows up on the map and in the Workbench tab. I left Quincy and walked all the way to the train tracks running down the western half of the map, and then back. Still can't scrap everything.
Loaded a save a few hours older before I even went to Quincy for the first time (was around the Fallon Department Store area) and headed over. Same thing.
I also noticed during this that the Settlement Size was at 0, the bar was empty. Can build fine though. Sim Settlements also says the plot size limit has been reached so no one can upgrade anything
Unfortunately even with Scrap Everything and Snappy HouseKit, we won't be able to scrap all of the things in Quincy. I might make a scrap update when I have more free time from real life.
I don't really use Sim Settlements since I like building things so if ANYONE knows how to fix this, please feel free to join the conversation!
Good news all around - noticing the respawning enemies, I decided "screw that" and downloaded the No Respawn version, and with it added the City now properly shows up on the world map with stats and a supply line running to it.
Also, for some reason I can scrap WAY more than before. Not everything but several more large and annoying piles of dirt have been removed. Now the city is looking properly cleaned-up, just a work-in-progress.
Still getting the Sim Settlements error, but it's no problem to build Quincy by hand. In fact it'll be better that way with all the small rooms and shops to populate.
So, yeah, now most things are running fine with the No Respawn download. :D
Uh, another problem. City of Quincy is still last in my load order and always has been, but when I head over there now there's a bunch of settlement objects gone. Not all of them, it's weirdly inconsistent, like the floor in a building I'd renovated is gone but the beds are still there in mid-air. Fortunately most things are still there, but yet. What happened?
Did you add/remove any mods to your game? Did you update your load order? Or did Todd Howard sneeze thus making the Creation Engine worried causing an error while loading? Maybe.
I had changed my load order to accomodate a finnicky Vault 88 overhaul, but did not change City of Quincy's position, and no other mods I've downloaded change settlements.
I was able to rebuild efficiently enough, but yeah, still weird. I wonder now if I'll head back there sometime and find all the removed stuff back and overlaped with the rebuilt stuff.
Yeah, updating the load order would do it. This happened to me quite a lot when I first started using my mod, and other NEW settlement mods, while still adding mods to my load order. It got so annoying, I just started a new playthrough and NEVER updated my game until I was finished...
If anyone knows how to prevent this feel free to share then I'll post it on other NEW settlement mods.
P.S. If you change your load order again then load a save where objects haven't disappeared yet, the settlement will SOMETIMES load properly. This randomness is why I never update my mods/load order while playing a modded save...
so im having a problem, where the workbench itself isn't appearing at the roof location, could that be that the mod needs to be dropped to the last plugin on the load order?
Yes. Unfortunately that seems to be a problem caused by mod conflicts since I could never replicate this bug in my own game with just my mod installed. Check the bugs section for my testing details.
OK LISTEN DUDE. You can't just label 3 pages of bug reports as "NOT A BUG" clearly there are issues. PLUS you "wall of text" the comments section so people won't read the comments (you might as well just lock comments, though I suspect you know how that would look)
Listen, I appriciate you making mods and I used this mod on a previous playthrough with a previous account (see my profile) however this practice of hiding bug reports is kinda crappy and it bugs me. So I've said my peace. Won't be using your mods I think from here on out. Very suspect
Sorry you feel that way. It's been years since I played Fo4 so I would be shocked if this still works properly with the anniversary patch and all the new CC stuff. Definitely, probably, has issues now.
As for the Bugs Section, I honestly considered a lot of the stuff NOT BUGS because they were mainly caused by mod/CC conflicts and can be fixed with patches. NOTE: I don't own, or plan to own, any CC so don't expect a patch from me. If you or anyone wants to make a patch for this and any other content, go ahead and post.
If you DID find an issue while playing with this mod please post it in the BUGS section so other people with the same version, and installed CC, of Fo4 will know if this mod would still work for them. I'm honestly just happy people are still playing Fo4 and looking at my mods! Peace (^_^)
Unfortunately the "00% Happiness Bug" means the settlement doesn't work properly. The bug often happens for any mod that adds a NEW Settlement and you install the mod on an existing save.
You can't really do much with the bugged modded settlement. From experience, Settlers won't come, supply lines can't be generated and built settlement objects sometimes disappear.
i was searching for a mod for quincy and this seems to be just fine, thing is that i need to be sure that it works since i don't want to start a new save, is it compatible with scrap everything and place everywhere?
It should be compatible with both HOWEVER I highly recommend a NEW GAME for the mod to work especially if you've already visited Quincy. Just how these sort of mods work unfortunately.
I appreciate the effort, even if it does not work properly for the anniversary. Bethesda should have made this as a prime mechanic, but who knows what they think. We know modders are not getting paid, so update or not, it was a good thought. Thank you for the effort, and buggy or not, Bethesda is at fault here.
This does not seem to be working with the next gen version. If anyone has gotten it working please respond to this post. Also, The workshop isn't appearing.
I haven't used this mod yet but I would like to share some info that some people may not know about settlements in this game. There is an SKK mod that allows us to move workbenches and spawn markers. The specific SKK mod even allows us to move border edge spawn markers so ALL enemy spawns can be moved in game wherever anyone likes. I mention this because you don't need to worry about the mod author disabling spawn points or not anymore thanks to SKK mods.
I think I know why beth didn't make this a settlement in the first place, they must have planned vaultec DLC early and couldn't have one settlement so close to another. There really is a problem if you have two or more settlements too close together like with sanctuary red rocket and abernathy farm, there are bugs to consider in relation to distance.
For anyone interested I'm sharing my ideas for an improvement on this mod in case anyone decides to act on them. This settlement doesn't need a bunch of things set to scrappable, what it needs is for all the busted and ruined stuff to be linked to a marker and some kind of menu option will pop up asking for x amount of resources and the town can be rebuilt with a fade to black screen and a disabling of that marker and then enable a marker with new or fixed/cleaned versions of most or all the buildings linked to it. This way all the old stuff will be gone and new or acceptable stuff will be added. The player can then build in and around those items.
What we all want I think is for this town to be restored and used as a proper settlement so supply lines can go through there and we can travel through the area without having to kill a bunch of constantly respawning enemies. The gunners need their own content though, I liked the idea of how SS2 took over GNN I just couldn't stand how gunners could just take away settlements later and screw up everything in the game.
It is entirely possible to replace all the busted buildings with cleaned or fixed buildings thanks to various mods on nexus their content could be utilized as replacement meshes and textures. All that remains is for someone to make it happen... but I think we all have that nagging feeling about leaving quincy alone to see if some other mods significantly change the area in some new or interesting way. That is exactly what keeps me from modding the area myself.
Has anyone tested this mod with The Fens Sheriffs Department and Sim Settlements 2 chapters 1-3?
Both those mods effect Quincy quite a bit and I'm and like 99.9 percent certain that there will be issues. But I'm hoping maybe someone here has already tried that and can tell me otherwise because I REALLY want to download this mod x.x
297 comments
The re-spawning Gunners aren't as many as before, roughly 5-7 at a time. They will only spawn if you leave Quincy for a long time, about 20 Days. And they only spawn in areas where they could logically get into Quincy, such as some of the gates, the roof access bridges on the east and of course the freeway.
I left them in because it would make sense that the Gunners would try and takeover, re-takeover(?), Quincy since they already did it once so in their minds they could do it again. And if we look at Fo4 Lore, the initial Gunner takeover of Quincy was closer to a siege, which spanned days/weeks with multiple attacks, rather than a single large-scale settlement attack so it would also make sense that the Gunners would attempt multiple times to retake Quincy from the SS.
I chose the spawn points to simulate the original attacks that Preston Garvey and Col. Hollis experienced when Quincy was taken over. The Gunners would first attack the gates and while everyone was focused on them, a different unit would travel the long way from the east unto the freeway to attack Quincy.
Or at least that's how I envisioned the Quincy Massacre. To be honest I wish Bethesda had made retaking Quincy part of the Minutemen Main Questline. Or at the very least a Quest you receive after *SPOILERS* defeating the Institute. With the Institute gone and the MM rebuilt it just made sense to then focus on the next biggest, and frankly very personal, enemy the Commonwealth and the Minutemen had.
This can however be solved by placing "City of Quincy" last in the load order but this is still risky especially if you frequently change your load order. One of the most common conflicts my mod will have will be with any scrap mod such as "Scrap Everything". This is because it affects objects in almost every cell in the game effectively resetting them upon activation of the mod. You can however easily spot this conflict if you can scrap objects inside or around the church. If you can't scrap objects there then everything should be fine.
Enabling then disabling scrap mods improperly might permanently mess up the settlement functionalities so I highly suggest not to do this method. The reason is because by loading a scrap mod AFTER "City of Quincy" the data from my mod will be overwritten by the scrap mod and even if you uninstall the scrap mod the data remains gone in that save game.
In my game, nothing resets and everything works fine. An important note, the only mod I have that resets/edits cells in and around Quincy is "Scrap Everything". I can't scrap objects in and around the church which means my mod is loaded AFTER "Scrap Everything" which makes my settlement fully functional. I keep these two mods in the very bottom of my load order so that even if I add new mods they won't affect how these two are loaded.
That aside, it didn't seem to fully work - City of Quincy didn't show up on my map at a Settlement, though I was allowed to run a supply line to another settlement and workshops connected properly. And after one settler showed up no one else did in spite of proper resources. I run no other mods that affect cell loading or scrapping, so not sure what happened here.
That said, I am gonna try to use it as is, because I want Quincy as a settlement. if these glitches are fixable and this IS 100% compatible with Scrap Everything, tell me and I'll be very happy :D
> Other mods
> Scrap Everything
> Snappy HouseKit
> City of Quincy
BTW, when you first activate the workbench the City of Quincy Icon SHOULD ALWAYS appear on your map and should appear in the Workbenches tab in your Pip-Boy. Otherwise, something went WRONG. This isn't necessarily due to mod conflict, although it is usually the case, but sometimes it just doesn't work because the game is struggling to load ALL of the Quincy cells and this messes up the settlement activation. I think this is the reason why there aren't any player settlements in Downtown Boston. Anyway, an easy way to avoid this is by WALKING to Quincy rather than Fast travelling or if you really want to fast travel than I suggest fast travelling from Homeplate since it's probably the least memory intensive area you can fast travel from.
Loaded a save a few hours older before I even went to Quincy for the first time (was around the Fallon Department Store area) and headed over. Same thing.
I also noticed during this that the Settlement Size was at 0, the bar was empty. Can build fine though. Sim Settlements also says the plot size limit has been reached so no one can upgrade anything
I don't really use Sim Settlements since I like building things so if ANYONE knows how to fix this, please feel free to join the conversation!
Also, for some reason I can scrap WAY more than before. Not everything but several more large and annoying piles of dirt have been removed. Now the city is looking properly cleaned-up, just a work-in-progress.
Still getting the Sim Settlements error, but it's no problem to build Quincy by hand. In fact it'll be better that way with all the small rooms and shops to populate.
So, yeah, now most things are running fine with the No Respawn download. :D
I was able to rebuild efficiently enough, but yeah, still weird. I wonder now if I'll head back there sometime and find all the removed stuff back and overlaped with the rebuilt stuff.
If anyone knows how to prevent this feel free to share then I'll post it on other NEW settlement mods.
P.S. If you change your load order again then load a save where objects haven't disappeared yet, the settlement will SOMETIMES load properly. This randomness is why I never update my mods/load order while playing a modded save...
Listen, I appriciate you making mods and I used this mod on a previous playthrough with a previous account (see my profile) however this practice of hiding bug reports is kinda crappy and it bugs me. So I've said my peace. Won't be using your mods I think from here on out. Very suspect
It's been years since I played Fo4 so I would be shocked if this still works properly with the anniversary patch and all the new CC stuff. Definitely, probably, has issues now.
As for the Bugs Section, I honestly considered a lot of the stuff NOT BUGS because they were mainly caused by mod/CC conflicts and can be fixed with patches. NOTE: I don't own, or plan to own, any CC so don't expect a patch from me. If you or anyone wants to make a patch for this and any other content, go ahead and post.
If you DID find an issue while playing with this mod please post it in the BUGS section so other people with the same version, and installed CC, of Fo4 will know if this mod would still work for them. I'm honestly just happy people are still playing Fo4 and looking at my mods! Peace (^_^)
[IMPORTANT]
Please be aware of the Settlement 00% Happiness Bug.
Once you activate the Workshop, check the Happiness rating.
If it's 50% the mod is working fine and everything loaded correctly.
If it's 00% load a previous save and try again.
Also, there a high chance the mod won't work properly on an existing save. New Game is recommended.
The bug often happens for any mod that adds a NEW Settlement and you install the mod on an existing save.
You can't really do much with the bugged modded settlement. From experience, Settlers won't come, supply lines can't be generated and built settlement objects sometimes disappear.
Also, you could technically make a Camp anywhere in Fo76 so hopefully they expand on that mechanic for Fallout 5.
Please be aware of the Settlement 00% Happiness Bug.
Once you activate the Workshop, check the Happiness rating.
If it's 50% the mod is working fine and everything loaded correctly.
If it's 00% load a previous save and try again.
I think I know why beth didn't make this a settlement in the first place, they must have planned vaultec DLC early and couldn't have one settlement so close to another. There really is a problem if you have two or more settlements too close together like with sanctuary red rocket and abernathy farm, there are bugs to consider in relation to distance.
For anyone interested I'm sharing my ideas for an improvement on this mod in case anyone decides to act on them. This settlement doesn't need a bunch of things set to scrappable, what it needs is for all the busted and ruined stuff to be linked to a marker and some kind of menu option will pop up asking for x amount of resources and the town can be rebuilt with a fade to black screen and a disabling of that marker and then enable a marker with new or fixed/cleaned versions of most or all the buildings linked to it. This way all the old stuff will be gone and new or acceptable stuff will be added. The player can then build in and around those items.
What we all want I think is for this town to be restored and used as a proper settlement so supply lines can go through there and we can travel through the area without having to kill a bunch of constantly respawning enemies. The gunners need their own content though, I liked the idea of how SS2 took over GNN I just couldn't stand how gunners could just take away settlements later and screw up everything in the game.
It is entirely possible to replace all the busted buildings with cleaned or fixed buildings thanks to various mods on nexus their content could be utilized as replacement meshes and textures. All that remains is for someone to make it happen... but I think we all have that nagging feeling about leaving quincy alone to see if some other mods significantly change the area in some new or interesting way. That is exactly what keeps me from modding the area myself.
Both those mods effect Quincy quite a bit and I'm and like 99.9 percent certain that there will be issues. But I'm hoping maybe someone here has already tried that and can tell me otherwise because I REALLY want to download this mod x.x