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TaxiVader

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TaxiVader

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46 comments

  1. SarahAdams
    SarahAdams
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    Can anyone help me?
     
    I just downloaded and installed this mod. I placed it next to last in my load order, but the happiness
    start off at 20% and I can’t send any settlers there.  It comes up in the list of where to send settlers, but they don’t move.
     
    Thanks
     
     
  2. FnaFakSk
    FnaFakSk
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    Hi, I know this is pretty old, but I've decided to make a mod that clears everything in this Red Rocket since some people in the comments said there were some objects that were not scrapable.

    https://www.nexusmods.com/fallout4/mods/65503
  3. chuck817
    chuck817
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    THERE ARE NO DOORS ON THE RED ROCKET AND SOME OBJECTS CAN NOT BE SCRAPPED EVEN WHEN USING SCRAP EVERYTHING MOD
    THERE IS JUNK IN THE MAIN OVERHEAD DOOR THAT PREVENTS ANYTHING FROM BEING BUILT IN THAT LOCATION
    BENCHES UNDER THE ROOF OF THE CAR PARK AREA ALSO CAN NOT BE SCRAPPED
    ONE TRAFIC LIGHT IS NOT SCRAPPABLE

    YOU SHOUD HAVE WORKING DOORS ON THE REDROCKED
    1. deleted34304850
      deleted34304850
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      Looks like your caps lock key is broken mate.
    2. DualDesmond22
      DualDesmond22
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      lol
  4. deleted45237907
    deleted45237907
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    Is there any way you could add functioning doors, a working garage door, window shutters or at least fix the unscrappable objects? Some of the unscrappables like the table and yellow cart at the garage door entrance, the magazine stands and the big counter and the tea dispenser on top of it are the most annoying.

    Other than that i love this settlement mod, and look forward to an update fixing the aforementioned problems.
    Thanks in advance fren
  5. Excoter
    Excoter
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    Im having 2 issues with this mod:
    - Settlement does not register correctly and shows as generic "Commonwealth".
    - Settlers cannot be set to work as merchants, they go behind counters but does not act as merchants.

    Anyone else having same issues?
  6. Agnaram
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    I can't seem to scrap a lot of the interior. Such as the shelves, counter, and the toiler stall. Very frustrating as it leaves the inside unusable. Anyone else having similar issues? I am using scrap everything, as recommended, and can seem to scrap all sorts of things around the red rocket, like concrete, road and such, but just not the things I actually need to clear out.
  7. Khalifrio
    Khalifrio
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    Just as a FYI, and maybe as a bit of constructive criticism, and not as an attempt to dis your mod in any way, there is this. Red Rocket Settlements by Tarsis31 https://old.nexusmods.com/fallout4/mods/17681/?

    On one hand its great you did just the one Red Rocket giving people a choice of just picking the Red Rocket South location. On the other its already been done to all of the Red Rockets.

    As a up and coming mod author I would suggest focusing on places that have not been done already. Or, have not been done in a totally working fashion. Those type of mods will get way more attention than say, something like Hangman's Alley that has been done 20 times already. Yes I know Hangman's is a vanilla settlement and not a random location. Its just a sample of some place that has been done over and over.

    Now, how about I give an example of a place that have not been done, as far as I know, to this point.

    Head south from Oberland Station on the Rail Road tracks you will come to a bridge. If you hang a left and head East down the road, that runs under that bridge, you will come to a road side vegetable stand. That would make a good spot for a small settlement. Or, if you go back up the road a bit to the West there is a flat spot to the north side of the road that would make a decent size location. Heck for that mater you could tie the two together and make one big settlement.

    The trick is going to be avoiding locations with Random Encounters and/or have part of the main quest run through them. For example, there is a Rail Road station south of Oberland Station, where that bridge I mentioned is located, that has both of those things. If it wasn't for that issue that location would be great for a settlement.
    1. eldarstorm
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      Cant really fault him myself for making this one with the other one there. I took a look at the Red Rocket Settlements by Tarsis31 and it looks like due to RL stuff the mod author has not updated that mod in a long time.

      Its also nice that this mod has Sim Settlement compatibility.

      Looking forward to trying this mod out.
    2. TaxiVader
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      Thanks for the info. I didn't know about the Red Rocket settlements mod and I picked this location because it was in the MOFN (middle of *** nowhere) as far as settlements and quests are concerned. Oh well. Still on the positive side, since there's no way I'f ever go back to playing without Sim Settlements (I really like the settlement aspect) at least it does have something to offer.
    3. Khalifrio
      Khalifrio
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      I use Red Rocket Settlements version 1.4 and it works fine. The newer versions always had some kind of issue and he never got it worked out.

      Sorry if I came across like you were doing it all wrong. Was not my intention. Just thought I would try to offer some advice.

      I don't use the Sim Settlement system but for those that do its very cool you added in that functionality to your mod.
    4. Woooossz
      Woooossz
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      The other mod you're referring to @Khali, mods ALL red rocket locations. Some, if not the majority overlaps with other settlement mods (If you were to use them). So I'd say go at it, Taxi. Thank you for the mod, much appreciated.

      Edit: Besides, the more the better. Every mod usually differs a lot, and you'll always prefer one over the other.
    5. Khalifrio
      Khalifrio
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      @ Woooossz I am fully aware of what it does since I use the mod.
    6. Woooossz
      Woooossz
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      If you're fully aware then OP is meaningless to begin with.
    7. Khalifrio
      Khalifrio
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      No it isn't. I was informing TaxiVader of its existence, which he was unaware of by his own words. Now, anything else you want to nit pick at?
    8. ravager1
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      huh i did not know there was a mod makeing all the red rockets settlments thanks for the info now to go mad and build everywhere .... yyyaaayyy
    9. JimmyRJump
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      Personally, I find it to be refreshing that Taxivader tackles the projects he wants, even if the location is already used by someone else's mod. I've been using the Red Rocket Settlements mod forever and a day (and was even involved with some testing and formidable discussions about the hows and whys the Quincy RR always appeared as Commonwealth -probably becaue of its close proximity to the former Quincy Quarry, now known as Vault 88) but downloaded and endorsed this mod nevertheless, because, hey, I'll probably use it when no longer playing with Tarsis31's RRS mod.

      TaxiVader has shown he's more than capable of choosing his locations for new settlements...

      @Woooossz:
      The Tarsis31 RRS mod works, so, why should it need an update? I'm using mods that were released in November 2015 and haven't been updated since. When a mod works, hey, it works, no matter how old it is.
    10. darkconsole
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      the tarsis one has a visual glitch in south boston, when you walk around the back side of the station there is a point where the entire screen flashes weird for a split second. and since south boston is like the only one thats actually in a good spot to be a useful transfer settlement... lol.
  8. Lashmer
    Lashmer
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    So far, this is my favorite settlement location. It has plenty of open and flat space, a sizable build area, and it makes for a convenient pit stop between downtown, southern Massachusetts, and thanks the the Mass Pike Tunnel: West Boston, Diamond City, and Vault 81. I'll have to upload some user images once some of the Sim Settlement buildings upgrade a bit, and I get to decorating a bit more.
  9. vulcurum
    vulcurum
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    I wonder would this conflict with Cyberlight apartments. Its in game location is on the empty build space top left corner of picture 5. Is it part of the same cell?
    1. JimmyRJump
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      You'll have to try for yourself. Most of the time, there's no conflicts when interior and exterior settlement/apartments are close to one another. There's a mod that adds a vault to Fairline Hills Estate with the entrance smack in the middle of the terrain. m0ds1984 made a settlement of the estate and while the entrance to the vault is in the middle of the settlement, both work together without any conflicts.

      So, like I said, check it out. Go to the Big John Salvage area, save the game, exit the game, install this mod, load the game, activate the workshop of the Red Rocket and first of all open the Pipboy's Data/Workshops menu to see if the Red Rocket is in the list (and make sure there's no commonwealth entry in there) and then check if there's conflictes between the Cyber-Light Apartments mod and this one...
    2. vulcurum
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      Well, now that I actually remembered to test it, I can say that there is no conflict. Build area does not overlap at all. Works like a charm.
  10. Nexus2099
    Nexus2099
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    Hi, just a question, i tried this one, and almost all works (except some items that you cannot scrap also with scrapping mods), but once for error i scrapped the red rocket building (it appear as a single item, including trash inside, so scrapping the trash scrapped the building) ... after this, all the world started to flicker and randomly disappear, also parts of the world far away, just changing position ... luckily i had a save just before that, and loading it turned all back to "normal", i'm just curious to know if this is part of that "LOD / flickering" bug that i read here and there in other posts.
    1. copercilex
      copercilex
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      just the same happened to me as well,unfortunately not all RR scrappable,maybe in next update, can't use it as is for now,anyway thank you for your efforts,not many RR settlements around...
    2. TaxiVader
      TaxiVader
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      Hi. I don't know about that bug. I've really only worked out how to make settlements and nothing else, I'm no expert at modding or the CK.
    3. JimmyRJump
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      When scrapping larger objects that are normally not scrappable, there's the possibility for so-called LOD-flicker. This happens because of pre-culling when the game tries to pre-load textures to render an object or objects that is/are no longer in the game. Since modern games don't generate layers that are behind a solid object and that object is gone, you get holes in the game where you can see through all different layers. The flickering is there because the game "realising" on and off that there's parts missing and it tries to fill the holes while at the same time trying to render the object that has disappeared through scrapping it.

      There's a mod called No More Disappearing Act that counters LOD flicker for most exterior cells: https://www.nexusmods.com/fallout4/mods/13294