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  1. jackapoint
    jackapoint
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    Hi everyone :)

    Version 2.5 is UP!!

    XBOX and PS4 versions also available in Bethesda.net

    More info about the mod can be found in the article section

    Log updates can be found in the Docs section

    Take a look at the images section for sneak peaks

    Enjoy the mod. Enjoy the game ;)

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    VERSION 2.5

    - Fixed text in the Reactor Chamber terminal (Vault-Tec Facility) not showing the "Subsystems" entry

    - Added missing Sandbox area for the molerats in the Vault-Tec Facility
    --> This should prevent the molerats teleporting to nearby areas

    - Tweaked delay spawn for the molerats in the Vault-Tec Facility
    --> Now they will spawn in a sequence (consecutive) rather than all at once
    ____________________________________________________________________________________________________________________
    For those who are experiencing crashes or ctd's:

    These little tweaks do not change anything regarding the way the mod works, so I highly doubt these new fixes (by themselves) solve the crash issue.

    However, there is a difference.

    Previous version (2.4) was uploaded directly from the FO4Edit save while this one (2.5) is uploaded from the Creation Kit save. Usually the workflow should go from CK (creates the mod) to FO4Edit (Cleaning and editing) and back to CK (Finalize the mod). This last step is not really needed but (maybe?) should help to make the mod more stable (this is just a though, a guess, since I don't really know)

    This is a longshot, but hopefully the crash issue is solved this time (fingers crossed)
    NOTE: I haven't experienced any crash or ctd in my test.
  2. emccollu
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    Hey, this mod works great and really improves nuka world. I noticed that my scrap everything mod doesn't do much in these settlements though, and that you have some patches for scrapping, I was wondering about any advice on the load order? Scrap everything always has to be last, should these patches be with that? I know load order is more of a personal thing to figure out, just didn't know if you had advice on that in general.
    1. jackapoint
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      from OPTIONAL FILES: ADD ON FILES article, in the articles section:

      LOAD ORDER

      If you are using any of these NUKA WORLD SETTLEMENTS ADD-ONs the LOAD ORDER must be seen as this...

      ...
      NUKA WORLD SETTLEMENTS
      ...
      NUKA WORLD SETTLEMENTS DECAL ADD-ON
      ...
      NUKA WORLD SETTLEMENTS NO COMBINED
      ...
      NUKA WORLD SETTLEMENTS SCRAP ADD-ON
      ...
      Scrap Mod of your choice.

      The dots means that any other mod can be inserted there but the order between the NUKA WORLD SETTLEMENTS series must be like that.

  3. Natsusei
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    Hey there, it is possible to send companions to the mod settlements when you dismiss them? I love the mod, i really like Nuka World theme and im trying to use the mod with Sim Settlements and specifically with Sim Settlements - Rise of the Commonwealth instead of building manually to create a large community, and to save time. But first i need a companion as a settler (i suppose), if anyone can help me with this, i would be very gratefull.

    Nice mod, by the way!
    1. CassandraJames
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      Yep. I've got Strong hanging around the riverside farm.

      Also you can send settlers to other settlments once you've activated their workshop. With an Xbox controller it's the X Button.
    2. Natsusei
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      Thanks for the help! ... but it doesn't work with NukaTown settlement (at least for me), does not appear in the selection options. Is there any way to doing it? :(

      Edit: I don't know how but now it's fixed, sorting the mod order with Mod Organizer i guess
    3. jackapoint
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      ...sorting the mod order with Mod Organizer i guess


      Most likely ;)
  4. CassandraJames
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    Sorry to ask for spoilers, but how do I gain access to the Vault-Tec facility?

    Edit: Okay, somehow it never occurred to me to just give the boards a good old whack with a blunt instrument. Nevermind.
    1. jackapoint
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      XDDDD
      Shooting the plancks or blowing them up also works :P
  5. gmanvortex
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    It seems having too many settlements, (not including Far Harbor) cause a bug where I cant send or create a supply line to the newly found settlement because the name in the option menu is missing. But the name still appear in PipBoy's workshop menu. Obviously it's still ok if you atleast recruit one settler by using radio recruitment beacon on the buggy settlement (missing name) (hopefully you guys have the materials to build) then create a supply line.
    1. jackapoint
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      That is what I suspect but cannot confirm :P
      Thx and cookie (Kudo) for you.
  6. Eduardo79
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    Hey there great mod. But have you ever thought of adding the Station on Nuka World´s side to the locations!?
    I´d so love to clean that place up....
    1. jackapoint
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      Sorry , but since that area is part of the Gauntlet dungeon I prefer to stay away of it and make no changes at all.
      Remember the Gauntlet is still active while you are completing the main quest in Nuka World, so building a settlement in that area when it is supposed to be a trap... seems no logic to me.
  7. HowieFelterpuss
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    Anyone using this with Sim Settlements?
    1. jackapoint
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      I do not use Sim Settlements but if you are worried about incompatibilities I believe is safe to use.
      Maybe another player/user of Sim Settlements can corroborate this.
    2. CassandraJames
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      I am and it's working pretty well. Some places are easier than others to fit things in.
  8. CassandraJames
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    Does anyone know if there's any conflict with Minutemen Takeover - Nuka World
    1. teridactyl
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      There is no conflict. And it is awesome.
    2. CassandraJames
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      It's pretty great but all these people at the park are slowing things the hell down.
  9. Ashemanu
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    I started version 2.5 with a new playthrough, after using the former version for ages with other playthroughs. This time I have problems with the Transit Centre and the Galactic Zone. After cleaning the zone of Raiders I can build, but no settlers are called by the settlement beacon. Also I cannot send settlers to both settlements, even if they show up in the list. The settlers just don´t go there. When I console a settler there I cannot assign him/her to a task.
    Everything seems to work fine regarding the building part, but the attraction for settlers does not work. I use Better Settlers, but that hasn´t been an issue before. The other Park settlements work as intended. Help please :)
    1. jackapoint
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      Sorry, but I dont know the reason why the issue arise.
      Some people have trouble with different settlements not starting properly. The question is that I dont know why is that. My best guess is the game cannot detetct properly all the settlements due to being too many of them (too many settlement start quest?).
      Or it could be related to the usage of an older save so the game cannot translate the data properly.
      I really don't know, sorry. :(
    2. chrislor2882
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      Some people have trouble with different settlements not starting properly. The question is that I dont know why is that. My best guess is the game cannot detetct properly all the settlements due to being too many of them (too many settlement start quest?)


      Hi, is there the possibility of a version with fewer settlements? I love this mod, but I think it's really a lot
  10. Comrade365
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    Could you make the parking garages on the commonwealth side of the Nuka station clean and able to be built in?
    1. jackapoint
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      Sorry, but I have no plan on adding anything else.
      I can see why you are interested on using that space but I prefer to avoid landscape edit (which will be necessary in this case) because it can lead to errors (like the floating grass). However, you can build on top of the existing parking place or in the settlement area, which has plenty room for a medium/basic settlement.
  11. jackapoint
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    Sorry for the late answers

    @NoobYorkCity
    Probably it is some light emitter but I couldn't confirm that. I've tried to look for it in NWS, the scrap addon and even Scrap everything but no luck.
    It could be from another mod since I don't remember to include any object like that one as scrappable.

    @CommanderShepard153 & @CassandraJames
    You probably already have figured this out but, yes, you can use "Minutemen Takeover" with NWS.
    To avoid conflicts (mainly some cell data) put NWS below Takeover in the load order.
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