The "Fractal Signal" does not show up on my Pip-Boy. It may be under a different name, but the walkthrough video the author provided is private and I thus do not know where to get help with the Nine Lives quest. Why is that?
Same problem as several others. Completed the Nine Lives quest, opened workshop - 0 happiness. Tried removing mod, making a clean save, then reloading mod - no change. Tried fixing it with SKK Workshop Ownership Utilities - it went to 50 happiness but still couldn't move settlers there or set up a supply line. Tried reloading a save from before installing the mod, enableing the mod, then re-completing the quest - still bugged. Shame, because the author's Roadside Pines and Thicket Excavations settlements worked OK. Last updated 2018, I guess a patch or something in the last 6 years broke it. Bummer.
Great mod man. Really interesting story and the enemies popping out of nowhere got me once or twice along the way. Two things I needed to bring to the discussion here.
1. At the end it is completely possible to cheese the gate and complete the quest without the ID card. If you have a jetpack you can just hop around and get through no problem.
2. My Atom Frame stops glowing after it is entered. Should that be happening? EDIT: Ok im dumb ignore that
EDIT2: Is it possible that we could get some AWKCR Compatibility for the Atom Charger?
Hi love the mod, one bit doesnt work tried all the fix's, once i complete the quest no radio beacon and cannot send settlers there, every thing else works can build, scrap most stuff ran sqv atomcatsquest01, this returned
You can unset the nine lives start game enabled quest flag, then you will only start the quest when you go the trailer instead of as soon as you pop into existence.
Love the quest, love the Atom Cats and by god is that power armour frame something to behold. Paired with the Tesla PA pieces from Automatron it is a beaut. Only problem I'm having with this mod is the inability to send settlers to the Atom Cats garage settlement itself, or even recruit with a radio beacon. Even with the Atom Cats, the settlement population is showing 0, same with happiness. When I press R to move a settler, the option to send them to the Garage is simply not there.. Any idea what could be causing this?
Sounds like the 0 happiness bug. Which isn’t related to this mod, just a fallout 4 engine bug. Only fix is to load back before having installed the mod.
Actually there's a console command that will fix it, used it on one of my own custom settlements as well as a couple of others: Open console, click the workbench and type:
modav 129157 50
You can also use setav but I'm not sure if it would make it remain at 50 indefinitely. You could also change the 50 to whatever you like, thats's just what I use.
I'm having sort of the same problem. The option to move them to the garage is there, but the settler never shows up. It looks like I did have the 0 happiness bug, but the console command worked on that. Thanks for that bit of info btw. Anyway, just wanted to see if there were any other thoughts about this floating around out there.
And thank you for this mod. I'm having a blast hanging with the Coolest Cats in the Commonwealth.
Went back to an earlier save and replayed the signal quest. Turned the beacon in to Sullivan and now I can move and assign settlers to the garage. Went into console mode, clicked on the workshop, typed showvariable and it returned a workshopid of 47. Check my most current save and it shows a workshopid of -1. Is there a console command to change the id in my most recent save?
I got it sorted. Unfortunately the setstage didn't work, the atomcatsparent quest was already at stage 10. What I ended up doing was this:
took everything out of the workbench saved game and exited game disabled the mod loaded game, made clean save and exited game enabled mod started game and ran the quest again all was good this time
It works great now. Everything I had already built at the settlement was still there. All I had to do was run some new wires to power my stuff up again and it's working like a charm. The settler I rescued and sent to the garage long ago even showed up. The Atom Cats are growing and soon will be a force to be reckoned with in the Commonwealth. Thanks again for making this wonderful mod.
Yeah it's weird, i had the mod run absolutely fine on my last game , this game I've had both this settlement and Thicket bug out. It shows up on the map fine with statistical display, but 0% happiness and can't send anyone, can of course cheat the 0% up but no effect on being able to send anyone to the settlement. I see people saying it's Fallout thing but it seems like it only happens to me with the authors mods which is a shame as they're some of the best custom settlements in the game when working. Only real changes in the functioning and none functioning game is having added (but dont use) Sim Settlements, and HudFramework. I don't know much on technical stuff so anything I've said is wild speculation, but it -seems- like the Hud activates workshops before intended if they're linked to a quest, not sure if that could somehow be a conflict. Awesome mods otherwise, will still enjoy in the unbroken game.
I had this issue. I fixed it in 2 steps (including the happiness bug): 1 - By uninstalling the mod, creating a clean save, and reinstalling it, per the comment above. 2 - In addition, I noticed in FO4Edit that a few of my mods were overwriting the settlement/workshop keywords under 'Location' and reverting them to their vanilla values. I patched that and the mod works fine now.
Same problem here. Can't remember what happened on my first playthrough, as I don't think I ever got round to building on the settlement.
Second playthrough however, I couldn't be bothered doing the quest again (yet), but accidentally found the workshop in atom cats and built a settlement, only to find I can't get any settlers there (by moving from elsewhere, didn't wait to see if the beacon worked). The list to move a settler to didn't include atom cats.
The description page says you can have the settlement without the plot, so I assumed it should work without the quest being done, but it appears you must complete the quest.
But you have to actually do it, using a completequest cheat in the console doesn't trigger the settlement, and it still makes Sullivan ask me to go the cave if I speak to him.
Since I've played the quest before and just wanted the settlement, I managed to complete it quickly by using tcl.
got the same problem as everyone else, only my settler happiness was at 50 and settlers at 0, couldnt send anyone to the settlement. seems this mod may never be updated so i uninstalled. Sad.
Does anyone know if this mod will play-nice with The Atom Cats Crib Player Home and Power Armor Garage mod? That mod included a building that I believe falls within the bounds of what the Atom Cats Garage settlement is. I would love to run both concurrently if I could, but I figure its worth asking to find out.
168 comments
Upon deletion --- They all disappeared
I suppose you can't have armor floating without a frame
but not just in a pile on the floor ?
Lucky I'm Rich :)
I gather the 4th Body should have had it --- but he did not
No problem --- we have TCL
1. At the end it is completely possible to cheese the gate and complete the quest without the ID card. If you have a jetpack you can just hop around and get through no problem.
2. My Atom Frame stops glowing after it is entered. Should that be happening? EDIT: Ok im dumb ignore that
EDIT2: Is it possible that we could get some AWKCR Compatibility for the Atom Charger?
2. You got it haha
3. Oh yeah I should probably do that.
love the mod, one bit doesnt work tried all the fix's, once i complete the quest no radio beacon and cannot send settlers there, every thing else works can build, scrap most stuff
ran sqv atomcatsquest01, this returned
REF 'Player' - > NONE
REF 'Nerd' - > NONE
REF 'CaverMarker' - > NONE
REF 'CaveIntMarker' - > NONE
REF 'AccessCard' - > NONE
REF 'CardReader' - > NONE
REF 'Workshop' - > NONE
---Quest state-----
Enabled? no
State: stopped
Current stage 650
Priority: 70
Only problem I'm having with this mod is the inability to send settlers to the Atom Cats garage settlement itself, or even recruit with a radio beacon. Even with the Atom Cats, the settlement population is showing 0, same with happiness. When I press R to move a settler, the option to send them to the Garage is simply not there.. Any idea what could be causing this?
Open console, click the workbench and type:
modav 129157 50
You can also use setav but I'm not sure if it would make it remain at 50 indefinitely. You could also change the 50 to whatever you like, thats's just what I use.
And thank you for this mod. I'm having a blast hanging with the Coolest Cats in the Commonwealth.
Went into console mode, clicked on the workshop, typed showvariable and it returned a workshopid of 47. Check my most current save and it shows a workshopid of -1. Is there a console command to change the id in my most recent save?
took everything out of the workbench
saved game and exited game
disabled the mod
loaded game, made clean save and exited game
enabled mod
started game and ran the quest again
all was good this time
It works great now. Everything I had already built at the settlement was still there. All I had to do was run some new wires to power my stuff up again and it's working like a charm. The settler I rescued and sent to the garage long ago even showed up. The Atom Cats are growing and soon will be a force to be reckoned with in the Commonwealth. Thanks again for making this wonderful mod.
1 - By uninstalling the mod, creating a clean save, and reinstalling it, per the comment above.
2 - In addition, I noticed in FO4Edit that a few of my mods were overwriting the settlement/workshop keywords under 'Location' and reverting them to their vanilla values. I patched that and the mod works fine now.
Second playthrough however, I couldn't be bothered doing the quest again (yet), but accidentally found the workshop in atom cats and built a settlement, only to find I can't get any settlers there (by moving from elsewhere, didn't wait to see if the beacon worked). The list to move a settler to didn't include atom cats.
The description page says you can have the settlement without the plot, so I assumed it should work without the quest being done, but it appears you must complete the quest.
But you have to actually do it, using a completequest cheat in the console doesn't trigger the settlement, and it still makes Sullivan ask me to go the cave if I speak to him.
Since I've played the quest before and just wanted the settlement, I managed to complete it quickly by using tcl.
When consoling getstage atomcatsparent, it's at 20. Is the quest finished? Would love to populate the settlemement...