sorry to disappoint but this and commune will not play nice together...
Terrain issues were mostly fixedBUT the problem is on anew playthrough test.. the commune gets the ZERO happiness bug .
I will upload a version of both togetherand terrain fixed but i suggest that the commune be started FIRST with the original esp and then save and install the new edited ESPs of that and this mod..
Also ... the commune has to be ABOVE the Coastal cottage in the load order...
So to test this do the following...
1) initialize the Commune with its ORIGINAL esp and save
2) install the new files found in the optional version overwriting the old ones . 3) make sure the Commune is above the Coastal Cottage in the load order
Test and report back .
NOTE : ive added a NPC spawner to the commune for fun.. b) if you find any old stuff has returned use the console to disable them .
I've been looking for a good settlement mod for days, and finally I found it, but there is a problem. The vanilla settlement is still there, merged with the overhaul.
You have a conflict ... This happens when 2 mods edit the same space and one over-writes the other... Make sure this mod loads as last as possible.....
Weird, I only have a mod that affects the terrain, but it is supposed to add more object, not modify buildings or anything like that. I'll try to do something
Great job, adorable adorable transformation of a boring vanilla settlement. Does anyone know where the image of the sailing ship in the hotel lobby comes from? Sailing ship
Good settlement! If you are still there Greekrage, you might be interested to know that 'Import Blueprint' now implements power grid connexions (this BP plugin must have been made with it unless you made with the CK). A good reason to update your plugin...
OK, not a BP! But if you used Import Blueprint then it started by being one. Since I use two of your settlements plugins, I wondered if you used Import Blueprint or if you made it in the CK.
Since the power grid of your two settlements has to be made manually, it looked like you made the plugins using some previous versions of Import Blueprint. That's all. So, you made it in the CK?
great concept for a mod however it did not install correctly for me the hotel bit is still mostly taken over by the existing hills around it any way around this issue please
you have a conflict with either another location near by or possible previs/precombined data... Try putting this mod as last as possible in the load order...
depends on where exactly it is... If it shares the same cells as Coastal... or edits certain things in one of the cells...it will cause resets in terrain,buildings,objects etc... If youre going to try it...make sure to save prior to installing the new mod...
Fourville is underneath the second settlement for this mod. I installed that mod before yours as I have always hated to build on this settlement. I am not going to build at the second settlement just in case. In any event, great mod. I've noticed an ongoing theme in you settlements, you really like the mirelurk species, and you like to build churches/cathedrals. I've been trying to figure out what to do with the churches, I cover up any holes as best as I can and turn them into a boarding house and/or hospital. I usually spend about 15-20 hours per settlement spanning across a few days. Having your mods has tremendously cut down on the overall time. Thanks.
The pier has its own workbench making it basically a second settlement... IF the Fourville mod uses a loading screen to enter you shouldnt have any issues unless the Author edited terrain etc to add the entrance...
so u know the building front of the hotel workshop is front of that building slightly above the ground as much as u could fit a fat floor piece under it
The mutfruit at the farm area - are they supposed to be non-repairable? I keep coming back to the settlement and find some destroyed. Also, are they supposed to produce 3 food units?
units as should be... They are standard plants should be repairable or selfrepaired after certain time.. If you have issues throw them away and plant yours
140 comments
Terrain issues were mostly fixedBUT the problem is on anew playthrough test.. the commune gets the ZERO happiness bug .
I will upload a version of both togetherand terrain fixed but i suggest that the commune be started FIRST with the original esp and then save and install the new edited ESPs of that and this mod..
Also ... the commune has to be ABOVE the Coastal cottage in the load order...
So to test this do the following...
1) initialize the Commune with its ORIGINAL esp and save
2) install the new files found in the optional version overwriting the old ones .
3) make sure the Commune is above the Coastal Cottage in the load order
Test and report back .
NOTE : ive added a NPC spawner to the commune for fun..
b) if you find any old stuff has returned use the console to disable them .
Test and report back please..
This happens when 2 mods edit the same space and one over-writes the other...
Make sure this mod loads as last as possible.....
Sailing ship
If you are still there Greekrage, you might be interested to know that 'Import Blueprint' now implements power grid connexions (this BP plugin must have been made with it unless you made with the CK). A good reason to update your plugin...
Since I use two of your settlements plugins, I wondered if you used Import Blueprint or if you made it in the CK.
Since the power grid of your two settlements has to be made manually, it looked like you made the plugins using some previous versions of
Import Blueprint. That's all.
So, you made it in the CK?
Excellent mod. Love it.
I particularly love the Monorail as well the lift into the bedroom, lovely touch.
Haven't started it using it as a settlement yet so not sure if there will be issues there, but for now kudos to you, you're truly an artist.