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7StarC

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  1. 7StarC
    7StarC
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    CLOSED UNTIL FURTHER NOTICE
  2. 7StarC
    7StarC
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    Tell me if no working as it should. Don't post stupid comments here.

    Already answered:

    - Mod keeps out settlers; not companions or animals or enemies etc.
    - Settlers are moved to the settlement's spawn point marker. That's where the game spawns new settlers as well.
    - If a companion was released (no active companion) and sent to a settlement and got a job there, the game may count him/her as settler.
    - Dogmeat never qualifies as settler.

    Update Version 1.1: Uninstall 1.0/load game and save/load new save and save again/quit game and install 1.1
  3. Hyo2017
    Hyo2017
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    Works great. No complaints and no issues. If a settler somehow happens to be in the area for whatever reason they are kicked out promptly.

    Tried moving some of the small markers barely under the floor to keep them out of sight when in build mode but it will make the mod work imperfectly. I expected as much but wanted to try.
  4. o3yahn
    o3yahn
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    This mod works perfectly! I am in awe that now I finally have my house to myself in Sanctuary. For a long time I had the Basement Bunker mod which allowed me my privacy. But that was the equivalent of running away. This mod is the equivalent of setting and enforcing rules. I don't care if it causes them to teleport away while walking up my driveway. I will take that gladly if it makes my house a settler-free zone. I wish I could endorse this 100 times!
  5. gotimas
    gotimas
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    Settlers are fixated by staying in my house in Santuary. I placed a marker every 1,5 meters and still they form a conga line to get into my home, teleport away, and go back, anyone have this problem?
    1. DaughertyUSMC
      DaughertyUSMC
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      Yeah - game engine issue by way of how the game devs incorporated the settler AI to always seek the nearest or most convenient navmesh pathing (why they end up on rooftops or under floor/foundations), and/or they seek out places to sleep/sit/hang out OTHER than what we provide 4 them. As long as the markers are repelling them, eventually they will leave to tend their jobs, etc. I have had to simply learn to ignore them - they DO remain outside of my personal space, so there's that.

      I DID learn a cool trick that helps the npc's find their own beds and workplaces a lot easier at Sanctuary, which eases the burden of them not being able to get to where they are supposed to go, and subsequently end up on your doorstep:

      I use "Clean and Simple Sanctuary/Redrocket" so the build area is already free of all the crap, and the area is more level which makes it easier to lay in foundations and such. (CAVIET - IF you already have a Sanctuary build going, do not use the "Clean and Simple" mod - new game only, unless you don't mind rebuilding from scratch - I discovered that "CAS" actually moves the road IN Sanctuary over several meters, which would have a disastrous effect on your already placed buildings!!! Keep this in mind) Anyway, the remaining vanilla houses all scrap easily with "Scrap Everything", leaving ONLY the stair/walkways that lead to each building - THESE I leave in place!!!!! <<<--- VERY IMPORTANT that we do this!!! These have the correct navmesh attached that allow settlers to easily enter the buildings attached to them. When you build a structure like a new building to replace the scrapped Sanctuary home, you will need to free-place the initial floor or foundation piece to these stair/walkways (They do not have snap-ability) so that it just meets them cleanly. Once done, build away and make that new house there, BUT place NO doors!!! Npc's have a hard time navigating doors, so I just leave a nicely built open doorway for them to access into the building - no worries - open doorways still count as an enclosed building so beds work fine. Restricting your new buildings to single-story also helps a lot - npc's don't do well with stairs either!! At each of the original game-placed stair/walkways, I have built a new building - an npc home with their beds and a fireplace, table and chairs, etc., a bar/lounge night club, a Harley dealership (I ride them - what can I say?), a watchtower with guards, etc. and it works perfectly - settlers access these buildings easily without trying to glitch thru walls 1 foot from a door, etc. and do their thing, so as a result spend wayyy less time trying to get into my place. Same with their crops access - I built a complex greenhouse enclosing all my food crops, but it is attached to one of the aforementioned original vanilla stair/walkway entry points and they have no problem whatsoever going to work each morning. The navmesh pathing works perfectly, and once the cell has reset a few times, it seems that the npc's finding their way smoothly into the various structures you want them in gets "baked in" and it runs smoothly from that point on. I can leave Sanctuary for weeks in gametime, and return to find no issues whatsoever - everyone is where they're supposed to be, doing what they're supposed to be doing!

      In summary, always try to use the vanilla entryways to build your new structures from and many problems should just go away. Remember in terms of navmesh/pathing, from an NPC's point of view, even though the AI they use is dumber than a box of rocks, direct line of sight is always best, along with the shortest route possible!
  6. PaPaRoach76
    PaPaRoach76
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    I love this mod, but am having an issue. I placed some down while I was building to keep settlers from getting in my way. When done I scrapped them. However every time I leave the area & come back they are back. I can scarp them, leave & come back & they are back. Anyway to remove them?
    1. Magoo828
      Magoo828
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      I'm having the same issue, going to uninstall unfortunately. Looks like it's dead.
    2. RickyTheOx
      RickyTheOx
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      This is a game engine thingy, it happens with other similar mods to.

      What can work is . Use "console" (tilde) and use command "markfordelete"
      Then reload the zon Ur in (fast travel or smt )
      Then it usually works
  7. Psywizard
    Psywizard
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    Another mod maker who is long gone? Not surprising. So, I'll ask one of the other 3 people who come to this site...where, exactly, will I find these makers? I've combed through every item listed under 'resources' and have come up empty handed.

    Edit: this mod, and several others, was being blocked by another mod. Problem identified and solved.
    1. octane601
      octane601
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      Exactly which mods were those?
    2. CorwynD
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      I know this is really old but I'd like to use the mod but it doesn't appear under resources for me as well.  I have about 150 mods installed.  Does anyone who which mod(s) were causing the issue?  Thanks!
  8. silvercrown5150
    silvercrown5150
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    Awesome mod. Was so sick of waking up with Jun right next to me or heading to the bathroom to see Marcy taking a nude s#*! like she owns the place. 10/10, would evict again
    1. Alushaun
      Alushaun
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      lmao facts
  9. BlackBlossom
    BlackBlossom
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    Great idea but if it keeps companions away won't it keep you romanced companion away as well keeping them from sharing the player's bed?
    1. 7StarC
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      No idea, never had that so far. Figure out and tell me then I can change it.
    2. Drivinghard
      Drivinghard
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      they will find one to share on their own, they prefer theeir own kind anyways you are perceived as the 'game owner' aka GOD.
    3. Rae1Vixen
      Rae1Vixen
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      Only if that copmanion has taken a job in the settlment. Or in the newest version they don't have a key.
  10. Rae1Vixen
    Rae1Vixen
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    combining this with "THIS IS MY BED" and the ability to lock doors i'm happy to say my home is settler free. even the lawn :P

    on that note I recommend https://www.nexusmods.com/fallout4/mods/7399 THIS IS MY BED mod as  companion mod to this it really helps for privacy if you want a bed your lover can sleep in just use a vanila bed instead of the player only one.


    WHY HAVE I NOT ENDORSED THIS!?!?
  11. fefil
    fefil
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    what face preset and clothing mod are you using in your vid
  12. Transformers0401
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    Is there a patch available so that it keeps away the settlers from Sims Settlements 2? Or is it something that could be made?