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spacetimebender

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spacetimebender

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33 comments

  1. unidentifiedbones
    unidentifiedbones
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    I realise you uploaded this a long time ago, so I don't know if you still read the comments, but, in the hope that you do, I'd like to thank you for this and several of your other mods, all of which have enhanced the playability and longevity of FO4. It really is appreciated.
  2. Thephillips2005
    Thephillips2005
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    Will these mods work with Settlement Border Expansion Project?
  3. DimitriDark
    DimitriDark
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    This really is a great mod, especially so if this was a first attempt! The ability to toggle assets for a lived-in vs. clean appearance is a great idea. Have you ever considered giving the same treatment to an area like Mass Fusion Containment Shed? It would be great to see that place get the same treatment, as existing mods seem to really struggle with making all the clutter scrapable when the most elegant solution really is to turn it all off. Brilliant!
  4. ReapTheChaos
    ReapTheChaos
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    I've used this mod on a couple of playthroughs now and overall it's a great settlement, but there are a few issues I've noticed.

    Main Warehouse:
    There seems to be some serious navmesh issues on the main warehouse floors, there's many areas where settlers simply cant get to, most notably the far back corner (on the right as you enter from the front.) Other areas they seem to take an odd path to reach. I had to replace the entire floor with pieces from the vanilla warehouse menu. Also, the inside stairs leading to the raised floor on the left can not be used by settlers, I managed to fix this with some navmesh blocks from another mod.
    The long stairway leading to the upper catwalk area can not be used by settlers. I built a complete second floor up there but couldn't get anyone to actually go up the stairs. Again, replacing them with a stairs from the vanilla menu fixed this.
    All of the minor loot items (cans, bottles etc.) continually respawn, no matter how many times they're picked up, or scrapped/stored with the workshop. The only solution was to open the console and use disable/delete on each individual item. This is an issue for the entire settlement.
    This is more of a minor inconvenience, but some of the warehouse wall sections can not be scrapped. I use scrap everything, and while some wall sections can be scrapped, others can not.

    Greenhouse:
    There are three skeletons that will respawn in a pile right in front of the power armor station, along with a red cylinder and some minor loot. Again, no amount of scrapping will stop them from reappearing and using disable/delete with the console doesn't work either.
    The stairs leading to the top of the greenhouse (once the trailers are removed) can not be scrapped, or disabled in the console. I understand this is likely by design, but I honestly have no need to get on top of that building on a regular bases and the permanent stairs are unnecessary. Also, as with the warehouse stairs, settlers are not able to navigate up them.

    1. DimitriDark
      DimitriDark
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      It's year later but for the record, I've tested all of those things. My companions can use the main stairs, path at the top along the gankplanks, and I haven't seen those three skeletons. In xEdit, those skeleton models are listed as being 'deleted'. I think that for the poster above, there may have been a conflict or he did not place the Wicked Shipping .esp low enough in his load order. I haven't yet had enough time to check for respawning issues, but the location is flagged as 'never resets' so I believe that respawns should not be a problem - again, possibly a load order conflict for the o.p.
  5. jtzeal
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    love the mod!... i don't know why, but i get texture/mesh blips. i stand in the shop and Everything disappears, can see a lake in the distance. turn around and the walls vanish. walk around and things vanish where ever i look. and of course the scrapped items reappear like crates and bodies. all load order issues seem to have no effect.
    this is one of my favorite settlement mods and it drives me crazy
    1. spacetimebender
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      This was my first mod so it's likely full of little nonsense, but I haven't heard that bug from any other users. Hm. That sounds like a previs issue, maybe. I will look into it soon. :)
    2. jtzeal
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      just watched this vid by Skooled Zone; https://youtu.be/4qgtFG8FHOw. from inside the house ...this is what i experience with your wonderful mod. just so you know what i'm talking about
    3. bobblunderton
      bobblunderton
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      There's definitely likely a mesh culling box in there somewhere, might not be visible by default in the editor. These make stuff past it (from the player's view position) disappear, which helps FPS greatly, but should only be used if you can't see through the item ever. This effect raises FPS at the cost of removing 'hidden' objects from view. If you put one where the player could walk through, things could disappear noticably as if the player walked into a space/time vortex (showing the bare, basic boring terrain underneath the detailed world terrain, all decorations and buildings disappear except tall distance stuff usually).
      Usually these are hidden in tall walls of buildings where the player can't normally see or walk through, even if there's a load zone door (for an interior on a separate cell) within the wall of buildings. When these objects (tall buildings, walls of crates, etc) are removed, and the culling zone is left (which removes things past it) it will seem like everything on the other side of it vanishes temporarily until the player moves past this box/out of it, or backs up a ways.Using this info, you can then pin-point where it is, though I am not sure 100% how it works in this game, I have much experience from other games. Either re-build the vis process of the cell, or remove the manually placed vis-blocking box (culling box?) from the area. These should only be used in solid walls/buildings/etc that cannot ever be seen through. I hope it helps. again, it might be hidden by default!
    4. jtzeal
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      wow, bob, that was ...amazing. now if i could understand the ck and apply what you said this would be one of the greatest mods ever. thanks
    5. JimmyRJump
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      Try the No More Disappearing Act mod to counter LOD flicker in most areas, Far Harbor and Nuka World included.
      https://www.nexusmods.com/fallout4/mods/13294
    6. spacetimebender
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      I'll check that out, thanks! This was my first mod, so I didn't know what to look for at the time.
    7. JimmyRJump
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      To make things clear: LOD flicker occurs when things that normally can't be scrapped are in some way deleted. What happens during pre-culling (when the game prepares the files that need to be loaded) is that the game tries to load files that are no longer there and in those places where the deleted meshes should be, you can see straight through the game and into infinity, because, to save on computer resources, the areas that are normally covered aren't rendered. Now that the 'cover' of those areas is gone, the game is like a Swiss cheese and you can see through the holes when looking at those spots from a certain angle. The flickering happens because of the fight happening in the game's engine. One part "knows" that some meshes have gone and tries to close the holes, another part still persists and tries to render the deleted objects and the holes reappear...
    8. jtzeal
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      hey jimmy, from another mod. quote "If there's still stuff you want to get rid of, open the console, click the item you want to lose (so that its reference ID shows) and then type "disable" or use the more drastic "markfordelete" and hit enter. The first renders the object invisible and turns off its collision markers, the second deletes the object from the game but can cause LOD flicker when pre-culling and the game tries to render an object that is no longer present." is this what you mean and should the the ..no more disapp... mod fix this ? ..... if space deleted instead of disabling said things? if you make sence of this my respect goes up even more for you two.
      love your work space, and jimmy ... you give great advice..
  6. Khalifrio
    Khalifrio
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    Just stumbled across this mod and I love the idea of turning this location into a settlement. However, I do have one question. How does it handle Wicked Shipping as being a location for those random Minutemen/Settler quests that send you to clear out the ghouls at such and such location?
    1. spacetimebender
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      I haven't tested that myself, but I don't think it will allow it as a point to send them to anymore. If it does, it should be too hard to clear them now that you have a bunch of defenses! If you find out for sure, please do let me know. :)
  7. Kayzer2001
    Kayzer2001
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    One of the best settlement mods I've ever found. However, I've had an issue with all the previously scrapped items returned and appeared inside of my build.
    1. spacetimebender
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      If you play around with your load order, that should fix the problem. :) Let me know if it works!
    2. Kayzer2001
      Kayzer2001
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      Yes! It was fixed! Once again, you've done great work on this mod.
  8. LyriumSpectre
    LyriumSpectre
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    Hey, friend, I really wanted to use this mod but for some reason it won't let me toggle off the crates and trailers, making it kinda useless for what I want to use it for. Any advice?
    1. spacetimebender
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      Press it once, wait a second or two, then press it again. Should work on a one-to-one basis after that!
  9. iamslar
    iamslar
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    So, anytime I try to use Beth Net, my load order gets screwed up. Not sure why, makes me crazy. Any chance you will post up that Immersive Version for us Nexus folks?
    1. spacetimebender
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      Shoot, thank you for reminding me. I'll get on that tonight!
    2. iamslar
      iamslar
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      Huzzah!
    3. spacetimebender
      spacetimebender
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      And it's up! I fell asleep last night, oops. Enjoy!
    4. iamslar
      iamslar
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      Downloading now!
  10. Naholowaa
    Naholowaa
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    Great MOD! love what you did with this place as I always thought it would have made a great settlement with its fence and buildings. You really make some awesome MOD's. Thank you for making this and sharing it with us.