Fallout 4

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TaxiVader

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TaxiVader

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24 comments

  1. jumarbye
    jumarbye
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    Have to say, this is one of my fave settlement mods. Really enjoying this one. Thanks!
  2. markdf
    markdf
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    In response to post #59609946. #59633811, #59649151 are all replies on the same post.


    Spoiler:  
    Show

    markdf wrote: This mod has a conflict with Beantown Interiors. It might be good to mention that on the description page.

    Specifically, BTI overrides some of the location tags, so the settlement workbench doesn't get properly connected to the others. Some parts of Sim Settlements also don't work correctly.

    FeralDraco wrote: Thanks for the heads up, hopefully a patch can be made, I really want that city plan...

    markdf wrote: The city plan works fine. You just can't use building materials from other settlements, or the town meeting gavel, or a few other things like that.


    I've not noticed any conflict with BTI, can you be more specific? Also about the Sim Settlements. I don't know what I'll be able to do, but I'll try.
     


     
    These are some the conflicting records.

     
    If this mod is below BTI in the load order, the settlement works fine, but some BTI areas don't work correctly because BTI needs previs disabled.
    1. TaxiVader
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      so do you think checking the "no pre vis" box in the location form would solve it?
    2. markdf
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      So far, that *seems* to be enough.
  3. dimension
    dimension
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    OK, I've been searching for 20 minutes, wheres that damn workbench to activate this thing, its not in any of the places i would have thought it would be and there's no pictures to help

    it was hidden in a tiny alcove by the bridge, but now theres a different problem, scrap everything doesn't let me scrap everything in the settlement. the building under the bridge for instance has a cash register with a sign on it that cant be scrapped, and using the bUseCombinedObjects=0 ini edit would cause a sharp drop in performance
    1. TaxiVader
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      About scrap everything, I have had issues with that mod with several of the non-vanilla location settlements I've made. I've used the same method in all; some seem to like SE, some not. I'll have a go at redoing the scrap list for the workbench. I must say I'm surprised that SE would leave out that one little thing. You can delete the entire roadway but not a cash register sign...
  4. markdf
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    This mod has a conflict with Beantown Interiors. It might be good to mention that on the description page.

    Specifically, BTI overrides some of the location tags, so the settlement workbench doesn't get properly connected to the others. Some parts of Sim Settlements also don't work correctly.
    1. FeralDraco
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      Thanks for the heads up, hopefully a patch can be made, I really want that city plan...
    2. markdf
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      The city plan works fine. You just can't use building materials from other settlements, or the town meeting gavel, or a few other things like that.
    3. TaxiVader
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      I've not noticed any conflict with BTI, can you be more specific? Also about the Sim Settlements. I don't know what I'll be able to do, but I'll try.
  5. QuantumBios
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    Love the new settlements man! Keep up the great work.

    Couple suggestions...
    Since your new settlement locations are becoming popular, perhaps consider naming the plugins after the locations.
    I tried using Merge Plugins to merge 10 of your locations, and found errors in a bunch. Tried fixing but to no avail.
    Perhaps consider optional .esl files, or putting out merged packs in groups of say 5 or 10. The Northern ones are fantastic!

    Again, thanks a ton for these. It's going to be fun building up the Commonwealth!
    1. n3rdb0y
      n3rdb0y
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      I second this motion - merged packs with FOMOD options to select which settlement(s) to activate and/or ESL options would be great. I love the Northern Exposure pack!!! Adding some of these other settlements in a pack would help flesh out areas that need a decent settlement - my provisioners would thank you and my cardio stressed Brahmin chasing robot provisioners would definitely thank you.

      ESL options would be great (if possible and if you have the time) - I'm close to the plugin limit even with conservatively merging plugins.

      Once again, thank you for your great mods!!!
  6. bobblunderton
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    Does this conflict with the MUTANT TOWER SETTLEMENT, from the MUTANT WARS SETTLEMENTS from Ragoda (user name) ?
    https://www.nexusmods.com/fallout4/mods/27448/
    Would like to know before I add this in!

    YES. YES THIS CONFLICTS WITH MUTANT TOWER SETTLEMENT, to the degree of one frame every 12 seconds.

    DO NOT USE WITH MUTANT TOWER SETTLEMENT from Ragoda, this is fault of neither author, it's just 'the way it is' due to the game-engine with overlapping settlements.

    User Beware! Still a good working settlement, if you don't use the one listed above.
  7. Kodiak412
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    It is great to see a modder work to polish the mod and get it all right. Well done and thanks for working on this and posting it.

    If you enjoyed this modding process, and are now looking to expand your horizons, Nuka Worlds exterior area around the park is in dire need of some decent settlements. Nuka Island is a fantastic NW settlement and if you do feel like tackling this area, that mod would be well worth looking at if you want to see how a great NW settlement is done.

    Thanks again for creating and posting this wonderful addition to the FO4 world.
    1. TaxiVader
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      Thanks, I appreciate the positive feedback.
    2. bobblunderton
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      Someone did a NUKA PARKS settlement pack already, and yes it works. You get each park as a settlement, Raiders of choice, and then you can get a few others around the park I believe (if not it's another mod). Take a look for it!
  8. RuinsFate
    RuinsFate
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    So I just tried this out.

    This suggestion is gonna sound like a lot of work, but here goes: Could you move the border (or the whole settlement) south-east a bit? The border doesn't extend fully over the broken overpass section that makes up this area's centrepiece - it'd be cool to build out to the edge and put defences on it. Also the north-western corner is right on the start point for the Automatron DLC.
    1. TaxiVader
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      That's a good suggestion. I'll do that when I get a chance. I'll extend only that section of build area and leave the rest where it is. Give me a few days.
  9. ravager1
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    great mod great fun ..........is there any way to remove the enemy spawns around the settlment some bloatflies spawned and killed me when i was building .......... also one of the buildings has mirelurk eggs in could you remove them please
    1. TaxiVader
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      If you use Scrap everything (https://www.nexusmods.com/fallout4/mods/5320) you can remove whatever you like including the mirelurk nests (I checked this, it works) and whatever else you like. As for the respawning baddies I'll leave them. Keeps it lively + I think realistic; that bridge can be approached from all sides so it's a winner for concentrations of enemies.
  10. primavara
    primavara
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    Many thanks! Everything works fine.
    I look forward to your next works)