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33 comments

  1. anthony8659
    anthony8659
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    Thanks for the update djomac !

    Everything works.   Endorsed!

    Note:    Just load after Scrap Everything and before Better Settlers if using those.  No conflicts with other custom settlements in the vicinity - Fort Hope, Sanctuary Everglades ...   :D
    1. djomac
      djomac
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      Thanks, glad you like it!
    2. anthony8659
      anthony8659
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      I do! This is one of the bare settlement mod where settlers have no probs with pathing with the use of vanilla walkways and stairs. They do find their beds. This is a spawn point for the bikini girls. Looks like I lost it. (Edit: Got it to work again lol). No prob cause there's another spawn point across Nordhagen :D
    3. djomac
      djomac
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      Haha cool!
  2. OutlawShark
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    Not working for me either. The happiness started out at 50. When I was done, I noticed it at 0. Can't recruit unless I spawn the settlers and then they don't take the assignments I give them. 
    1. djomac
      djomac
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      This should be fixed now.  I would upgrade in one of two ways:

      1) If you don't mind going back to an old save, then upgrade the mod and load a save before you had this one in your game.

      2)  if you don't want to use and old save then make sure your latest save is in a different location then the settlement. Open game and make a new save if you need to.  Then upgrade the mod, launch game and travel back to New Hope.  I believe it should work ok.  You might have to put your recruitment beacon into the workshop, then replace it.

      if you do option #2, the happiness will stay at 0 until you have a settler in the settlement AND you have food.  So you either have to wait for settler to show up and assign to crops or use a cheat item from a mod that gives you food.  The settlements have a cycle where it checks status so might take a day in game before you see uptick.  Once you have food and settler you can try sleeping in the settlement.
    2. OutlawShark
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      Hats off to you brother...Just Reloaded. Thanks for such a quick response and phix for this. Refreshing... There may be "Hope" for all of us yet!
    3. djomac
      djomac
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      Awesome, really hope its all good now :)
    4. OutlawShark
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      Werkkkks 4.0 amigo! Can you please delete the 1st 2 images I sent ya please? Godspeed...Brooklynn NY...Population 2.75 million...Saaaaalute!
    5. djomac
      djomac
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      Yep.  I like your room with the workbench
  3. riv3026
    riv3026
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    Hello, I like this Mod, but I wonder with the New Patches, has this Mod been affected, I can not assign any settlers even with the 50% happiness. It does not show on list to send a settler to settlement. Also there appears to be items that can not be scrapped anymore, which may be do to the latest patches. I wonder if you were going to look at a new update to the current Fo4 patch if required. If not I can used New Hope for more test builds, Thanks
    1. djomac
      djomac
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      Sorry took a break from Fallout for a bit. Loaded this up into a new install of Fallout and worked fine for me still with current patched version of Fallout.

      I was able to recruit settlers using a beacon and also send them there. I use Spring Cleaning so everything was scrapable for me, except a little bit on northern edge, but that's because the border I borrowed from the airport doesn't match up exactly with scrap area. If you aren't using a scrap mod, then less might be scrapable.

      Enabling Settlement mods can be kinda buggy, I've had similar problems with other settlements that everyone else uses just fine. Sorry it isn't working for you :(
    2. djomac
      djomac
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      • 16 kudos
      Think it should work better now.
  4. MLB69
    MLB69
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    Hi first I want to say congrats on the first mod
    But I would have like to seen it placed somewhere else , as stated you have Sanctuary then normally you get the drive in and then sunshine then you got ten pine , this would be a cool as a fill in settlement for when you transfer for building
    But all and all a great idea and well thought out
    1. djomac
      djomac
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      If you are looking for some good settlements to fill the gaps, near sanctuary, this one is good:

      Open Stands, just below Concord:
      http://www.nexusmods.com/fallout4/mods/13329/?
  5. IgnacyOrder
    IgnacyOrder
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    Love the idea but you picked very bad location. I mean Sanctuary is really scripted settlement and for many crashes a lot even with no mods. And your settlement is quite near. I think better location would be north from Vault 111 since I dint see many mods located there and its quite far from Sanctuary
    1. djomac
      djomac
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      My original spot is pretty much where you say but had a hard time finding the right cell to edit, so gave up haha. Ended up taking this spot because I could find it and it was pretty simple spot to mod. I believe its in a different cell, so hopefully not too much a problem. The other settlement mods I want to do may be more to your liking.
    2. MJK50011
      MJK50011
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      Yo! I appreciate that you took the time out to make this mod! I'm gonna try it out on my save, but keep making these. It's a shame that there aren't enough good settlement mods. I always loved making them.
    3. djomac
      djomac
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      Cool, it's a pretty simple area. Will do some better locations in the future.
  6. greekrage
    greekrage
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    im working on it...

    You have a few mistakes....

    Lemme test and then ill post the results and the fixedfile.

    Edit: fixed file here ....

    Ok here are you errors.

    a) the default empty trigger is your Sandbox/build area and is allways BIGGER than the setowned trigger and linked as follows :
    workshop -> default empty trigger = (keyword)workshoplinksandbox
    Default empty trigger -> workshop = workshoplinkedprimitive

    the setowned trigger only needs to be linked to the workshop.
    setownedtrigger-> workshop = no keyword

    b) the attack marker all ways goes outside of our build area (the primitive) and is linked to the map marker.
    Attackmarker -> mapmarker = no keyword

    c) the workshop spawn markerlinks from the workshop and vise versa with the same keyword which is workshoplinkspawn

    d) the center marker has to have a location value (the location ref type tabandyou add the locationcentermarker value to it
    http://prntscr.com/ew9tqt

    e) all markers should try to be in the same cell as the workbench to avoid issues EXCEPT the attack marker that goes outside the build area.

    f) ALL cells involved have to be named (cell/edit/location name )

    BEFORE editing an areaopen up the cell view (hit the " B " key ) so you can see the cell borders (yellow = ,cell blue = quads) and this way you can setup within a specific cell without scattering everything in several cells that might also cause issues to neighboring mods or other settlements using those cells .

    I also had to move one of sanctuary's markers that was in your build area ( this is where carefully planning what cells to use comes in...)

    tested and all aspects of the location work 100% including moving settlers,assigning jobs,assigning supply line duty.
    Also adjusted the build border to match the actual build area.

    To clarify..
    The build border DOES NOT effect the location at all as far as building is concerned . Its a VISUAL border and nothing else.
    What determines your build area is the sandbox/primitive .

    Also note that if you use a setowned trigger you dont need the initialization quest( but some ppl use both any way )

    Thats it for now...
    1. djomac
      djomac
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      Ohh, thank you!
    2. greekrage
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      One more thing ..

      We NEVER DELETE vanilla references ...

      You had deleted several objects.

      If you want to remove somethingyou select it then hit the " - " and a batch action window will popup .
      In that window you will see the object/s that are selected (left hand side)and on the right are several actions you can take for those objects.
      Here you select the "hide from local map " option and hit " Do it" and then you select the "set initially disabled"action and " Do it" .
      http://prntscr.com/ewa680

      Now you can close this popup and grab that object and "sink" it VERY deep using the "Z" key and drag .

      If you didnt do this while editing and have deleted references then you have to "clean" the mod by using "FO4Edit" and the filter to "undelete and disable" .

      I went ahead and cleaned it now (forgot the first time) so here is the cleaned file....
    3. djomac
      djomac
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      Thanks, I had heard it was better not to delete reference, but couldn't find a good guide on how to do it. I think the dogs were outside my original area, but looks like you made it a bit bigger? Which is what I wanted anyway, but was trying to avoid that dog spawn. Anyway, looks great and I should hopefully have more success in the future with all your helpful notes
    4. greekrage
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      i moved the dogs abit as well...they are out of the sandbox...
    5. BlahBlahDEEBlahBlah
      BlahBlahDEEBlahBlah
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      Look at Greek go, passin' on teh knowledges!

      Good job. =)

      Edit: Once you've downloaded that file from Greek and did your thing with it, Greek may want to edit out the addresses from his posts.
      Just good internet clean and safe living. =)

      Edit 2: "but some ppl use both any way"
      That would be me...'cause old skool. ;-)
    6. greekrage
      greekrage
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      @Blah
      Brother you guys helped me...so isnt it natural that i help other s now?...
    7. djomac
      djomac
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      @ BlahBlahDEEBlahBlah I've had Open Stands installed for a while but just recently finished building it out. Need to add some screenshots to your page.
    8. deleted7103646
      deleted7103646
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      You can delete references without a problem, only thing is when you have other mods that want to enable them then there can be crashes, If you make a mod and delete refs in it, you always have to put it last in the load order to make sure you don't get instability.

      So usually you will want to undelete and disable, but i have made a mod that deletes tons of existing stuff in settlements, and i always have it last in my load order, and have no problems with it at all, the upside of deleting refs is that they will no longer be rendered thus not taking up Vidcard resources.

      Since i only play with a few mods that others made and most of the mods i play with are my own, and i checked them all for conflicts, i can easliy have 1 single file at the end of my load order where i delete what i do not want.
    9. greekrage
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      Sorry but you are very mistaken....

      This is a mod that this author shares with others and not for his personal use hence anything he does will effect OTHER peoples game and the mods they run .

      Deleting is simply the WRONG WAY...
      fyi...
      When a object is tagged " hide from local map " and "set initially disabled then sunk -30.000 Z it doesnt get rendered .

      Also note that there are things called "precombined objects" and if you delete something from that group it breaks the precomb and causes serious performance issues among other things...

      If you want to deletestuff for your own use fine...but please dont try to pass it as advice to a learning author that will be sharing his work with others.
  7. BioHazardSperm
    BioHazardSperm
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    do you know if this overlaps this other settlement? its very close ,so im asking before i install .
    Sanctuary Hot Springs Settlement and Home by Synpathy
    http://www.nexusmods.com/fallout4/mods/17575/?
    1. djomac
      djomac
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      I checked, its on other side of river, and there is no overlap, so this should be compatible.
    2. greekrage
      greekrage
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      also tested with my sanctuary mod which is massive and it doesnt effect it.

      You may want to recheck the hotsprings mod though cause after i edited it..i had to change some stuff to get this to work correctly.
    3. BioHazardSperm
      BioHazardSperm
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      thanks,ill wait till the new file is tested out .Just to be sure.