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GreekRage

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greekrage

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  1. greekrage
    greekrage
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    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 .

    Test and report back please..
  2. Villalencia
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    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.
    1. greekrage
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      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.....
    2. Villalencia
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      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 
    3. greekrage
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      anything in a cell can be effected ...if the mod you use edits something in that same cell...(example adds or removes something)
  3. PariahOh
    PariahOh
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    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
  4. Septpas
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    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...
    1. greekrage
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      what does this mod have to do with blueprints ?
    2. Septpas
      Septpas
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      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?
  5. Abbadon70
    Abbadon70
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    Had some extra clutter...moved the mod lower in the load order. Worked like a charm. 

    Excellent mod. Love it.
  6. wickedpeter
    wickedpeter
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    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 
    1. greekrage
      greekrage
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      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...
  7. Hitman136
    Hitman136
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    Visually stunning as usual, I certainly didn't know what to expect until I went there and saw the place.

    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.
  8. monesq
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    Can anyone tell me if this mod conflicts with Fourville as the second settlement is right on top of Fourville.  Thanks.
    1. greekrage
      greekrage
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      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...
    2. monesq
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      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.
    3. greekrage
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      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...
  9. Sugram
    Sugram
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    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
    1. greekrage
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      shouldnt be unless something has reset the terrain there...
  10. Meowkyl
    Meowkyl
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    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?
    1. greekrage
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      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
  11. Meshick
    Meshick
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    I do not know what people do to make it work from about second visit of the place I'm getting horrific lag - performance drops dramatically .....
    1. greekrage
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      i have zero issues and i have a GTX970