Fallout 4

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Deku78

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Deku78

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  1. mangaboy111
    mangaboy111
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    TLDR: There is an incompatibility with the mod moreXplore but here is how I personally got around it.

    1: Download/install this and all other mods etc in Mod Organizer 2

    2: Get Scrap Everything mod and install it with the scrap expanded setting which allows you to delete precombines at the cost of performance. Also get Place Everywhere.

    3: Run LOOT apply the settings. Look for warnings like "this mod needs to be cleaned" or is missing masters etc. Sort any of that if there is any. You can leave warnings in at the risk of stuff breaking (CTD) or just bugging out.

    4: Match the mod install load order (on the left) as best you can to the ESP one. I if an install folder has multiple ESPs, I tend to move it to the lowest position relative to the ESPs it contains. Clicking on the install folder, or the esp will make a lil blue marker on the scroll wheel to show you which is connected to which.


    5: Run Mator Smash. Use the Smash All button. Wait. If its your first time using it, the files it generates (after its finished and you close it) are located in the Overwrite folder. Right click on it and choose make a mod. Name that SMASH or something. Once that is done any following smash patches will simply overwrite the one in that folder.

    6: The cell edits will now be smashed together and you will have some of the best ingame tools other than the console to fix where the two overlap in UNimmersive(!) ways. It's not perfect. Some of the benches and innerwall things in the building cannot be scrapped. So get creative with ways to work with it.Personally in the beginning I will keep the building but eventually when I get round to properly doing this place up. I will build a tower/fort in the place of this Sailing Club and turn the bottom floor into a generator room so I don't have to care about the mess. The settlement could be named "Boston Sailing Club" rather than Lakeview depending on what loot decided to do I guess.

    7: Provisioners wont work to this place if you do this, and the settlers them selves are wonky. 





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    It is incompatible with moreXplore. Even though Mator Smash can make it not a CTD fest the two locations overlap and cause a lot of weird inconsistencies. Such as unscrap-able junk intersecting with the building. I am trying to see if removing it mid save will cause issues (Lakeview). Running Mator Smash again. Will report when completed. 

    If you ever did feel like making a version of this mod that is slightly different location, by the same lake I'll try it?  (I see this mod is older in the comments, but still I already have like all your other extra settlements so I don't mind losing one.)

    EDIT: So I was in the interior cell added by the other mod. (which was in the settlement) Went back out with this mod removed and it just works. The only issue is the mattress is placed down my self remained. But le no care. This solution will only work if you didn't already build here.

    EDIT2:

       It has come to my realisation that the unscrappable car frame that clips into the wall of the moreXplore mod, didn't come from Lakeview, but actually from the mod (I believe) Unique NPCs - Creatures and Monsters of the Commonwealth. As it adds a location of RadSpiders in an underground cell near by. I imagine it adds edits to the environment near it. Also, Eli's camp from Old Time Religion is very near by so maybe the car is added by that mod. I care not to find out in FO4Edit, sorry. I am in survival mode so I cant open console to check either. Thanks to Mator Smash, the Smash Patch makes it not crash when these two cell edits are smashed together, and it doesn't bother me too much seeing as its not my settlement anymore. 

    This is the important part. If you dont have the mod which adds that unscrappable stuff to the cell despite having scrap everything. But you do have this mod and the moreXplore mod, and scrap everything and you made a smash all patch with Mator Smash. The two cell conflicts are really NOT THAT BAD. Considering you can scrap what you dont like. Its only really the tomato field and the explosive car that clash with morexplore in this mod. And once smashed into submission, they dont cause CTDs. All you have to do, is move the tomatos. The explosive car will be comically resting on the roof of the boathouse, and one of the shacks added by Lakeview, making a bridge. The NPCs are there. You can the stuff added by moreXplore if you have scrap everything (believe cuz I was scrapping the concrete building as a test before I reloaded a failsafe save). But if you dont want to delete the boathouse building, it doesnt clip with the workshop for the settlement. It actually blends in well. The only real issue, and you can scrap that to make it work. Is both seem to add chainlink fence in similar locations but at slightly diff angles. This makes its a very minor incompatibility, and even a potential symbiosis, if you use Mator Smash. The thing about the explosive car will only be true if you have never loaded the cell with these mods on before. Otherwise it might just clip into something rather than place its self there. Also I dont reccomend scrapping the basement

    EDIT3: Right well, for the sake of science I am reinstalling scrap everything expanded (with precombines off. comes in installer). I know the game will throw a hissy despite running on 3070 at only 1080p but it must be seen. Because to be honest it would be beautiful to have so many cell edits in the same space all working together, wouldnt it.

    EDIT4: So I re-ordered all the mod installation files in mod organizer to match the load order of the esps, and reinstalled a diff version of scrap everything that allows precombines to be deleted and then ran Mator Smash. reloaded the save from before I unintstalled the mod. The intersecting cars were gone. I didnt need to scrap them, and more stuff from the settlement appeared. The Brahmin Feed tub and the shack its in, for example. It totally intersects with the building added by moreXplore but it works. I scrapped the shack and relocated the Brahmin. 
    1. streetyson
      streetyson
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      • 102 kudos
      Just knowing about the conflict with MoreXplore is very useful, thanks, but your partial-fix seems like a massive faff - far simpler to either just not use this settlement or open MoreXplore in FO4edit and remove this location. Another mod which will likely conflict is Rsyio's Location Pack as it adds a crashed APC at the same sailing club (and also partially conflicts with MoreXplore at same site).

      And please, learn to use spoiler tabs to hide tons of text - it's this format but without the asterisks [*spoiler] bla bla bla [*/spoiler]
      Nexus wiki on it is https://wiki.nexusmods.com/index.php/Formating_and_BBCode_in_Descriptions#Spoilers_/_Hidden_Text
  2. zizinana
    zizinana
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    A wonderful settlement! Small and cozy.But there was a problem: if I try to remove corn from the field, it still stays there. Invisible. And the settlers are processing it. I cannot remove invisible corn (
  3. TheVambrony
    TheVambrony
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    this is a cool settlement but god dam are the settlers weapons overpowered, gattling laser and nuke grenades? maybe a little less OP version?
  4. TruCorsair
    TruCorsair
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    Just heard about this from another modder, what happened to the ESL version?
    1. SinSinNatiJerms
      SinSinNatiJerms
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      Thanks for the ESL versions. These settlements will make excellent additions. 
  5. bwenter73
    bwenter73
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    Another very welcomed settlement MOD Deku78. I always thought it odd from the very beginning that there was no settlement on this body of water in the base game. There are now multiple settlement MODS, but this one just makes the most sense. Simple, believable and best location considering the nearby food source (go up the hill a little). It just makes sense that people would give it a go at this location.

    I was initially concerned as I have 2 other MODs that have edits very close to the location, but have confirmed that the quest from Unique NPCs Creatures and Minutemen Watchtowers both work without any issues.

    Just a couple of small things, would have been a little bit interesting to have some lore as to why the NPC/settlers are there and a little expansion to the water. That being said, glad it doesn't extend to the water as it would have most likely conflicted with one of the MODs.
    There is another settlement MOD that places a settlement in the middle of the lake, but it just never felt quite right. With this MOD, Sunshine Tidings doesn't feel so isolated anymore.
  6. bdk1976
    bdk1976
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    Wont show on list. NpC's wont trade. No supply lines. Can't assign. Tried reinstall and reload. Disable and able. Nothing.
  7. oliverrogerr
    oliverrogerr
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    Again I redo my words from last year! Please make an ESL for us, who have already reached the limit of 255 mods... please.
    1. Deku78
      Deku78
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      • 35 kudos
      Hi, there is an esl in the files category for all my mods now.
  8. ThatGuy572
    ThatGuy572
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    Samuel don't have the The Regency in my game.
    1. ThatGuy572
      ThatGuy572
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      Never mind I got it on a clean save.
  9. Gilbert1958
    Gilbert1958
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    Overlaps with the Boston Sailing club in the MoreXplore mod.
    1. Deku78
      Deku78
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      • 35 kudos
      Lakeview Terrace was created earlier. :P But thanks for the information.
  10. oliverrogerr
    oliverrogerr
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    Please make a ESL for us, who have already reached the limit of 255 mods