With this mod, placed at differing locations in the load order, I get a condition where the settlement cannot have provisioners or settlers sent to it, and no settlers will be collected despite working recruitment transmitter.
This is baffling because with a prior game with a different load order, I did not have a problem with this mod.It is perplexing that the same problem reproduces from very early savefiles.
I am fairly technical and comfortable looking at FOEdit and information delivered from the console. How do I go about debugging this situation?
The set of anomalies I see is that after clearing the enemies (2 ragstags), the message "you can now use the workshop..." reports the wrong location- a nuka expanded settlements location. When that mod is disabled, a location is reported from another expanded mod (spy lookout from sanctuary everglades mod). When all settlement mods are disabled, the message gives a blank (....) elipsis in place of the workshop's actual location.
This is using the most recent Fallout release, and current versions of the mods. The load order is a product of Loots, but I was unhappy with it due to contradictions of what mod authors have suggested for their mods. My current list has been slightly modified in order to experiment with possible solutions to the anomaly.I don't see the icons used for inserting a spoiler, so I will refrain from posting the mod list load order.
Were you ever able to fix this problem? I'm having the same issue with one of TaxiVader's other settlements, East Malden Badlands, though Gerry's Landing is working for me. I'm also willing to dive into Fo4edit to fix the problem if you were able to make it work that way.
Problem still exists where Gerry's landing is not listed as one of my settlements. Planned on using it as my main settlement but unable to transfer any follower to it to it.
There is no indication in the description nor here in the comments, but this mod also adds a settlement to Bedford Station, placing a workbench in the station building. If it adds others still I have yet to find them.
I have not activated the workbench at Gerry's Landing, but the settlement area at Bedford does not show the borders. The settlement extends east from the station building to the overpass (but does not include it), south to the water tower (but does not include it) and west to the train-car fungus shack (which is included).
mod conflicts with the mapping for paladin danse during call to arms quest, he goes to the corner before you start going up the hill before the yellow car and the bloat flys and he just stands there, or walks back and forth.
1. Go inside arcjet systems when Danse just stays at the Gerrys Landing site 2. open console and enter the commands 3. "prid 5de4d" Selects Danse 4. "moveto player" Moves Danse to you 5. "setstage 6f5c1 30" Sets the Call to Arms stage to where it should be when you enter the Arcjet building with Danse 6. exit console and speak to Danse
thanks. I didn't use those commands to advance the quest. i just went to do something else and he went to arcjet on his own. but when he was inside he kept getting stuck in random passageways so moving him helped out a lot.
nice little out of the way place so far been attacked by glowing mongrels some super mutants and a brotherhood of steel vertibird ................. doesnt seem to clash with any mods iv got installed but i think the trailer is the same one final render turned into a player home not sure if he released it.
iv just started building at the crossraod tuning it into the entrance for a bunker hill sort of area maybe make it a mercenary outpost
every time i start to build at one of your locations i nearly die XD its fun especially when the settlement is under attack from all sides and it becomes a free for all its crazy when someone has a rocket launcher or a fat man then theres explosions everywhere and everyone is running wild at some places i have to build tall walls to stop enemies blowing up the settlement
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This is baffling because with a prior game with a different load order, I did not have a problem with this mod.It is perplexing that the same problem reproduces from very early savefiles.
I am fairly technical and comfortable looking at FOEdit and information delivered from the console. How do I go about debugging this situation?
The set of anomalies I see is that after clearing the enemies (2 ragstags), the message "you can now use the workshop..." reports the wrong location- a nuka expanded settlements location. When that mod is disabled, a location is reported from another expanded mod (spy lookout from sanctuary everglades mod). When all settlement mods are disabled, the message gives a blank (....) elipsis in place of the workshop's actual location.
This is using the most recent Fallout release, and current versions of the mods. The load order is a product of Loots, but I was unhappy with it due to contradictions of what mod authors have suggested for their mods. My current list has been slightly modified in order to experiment with possible solutions to the anomaly.I don't see the icons used for inserting a spoiler, so I will refrain from posting the mod list load order.
I have not activated the workbench at Gerry's Landing, but the settlement area at Bedford does not show the borders. The settlement extends east from the station building to the overpass (but does not include it), south to the water tower (but does not include it) and west to the train-car fungus shack (which is included).
1. Go inside arcjet systems when Danse just stays at the Gerrys Landing site
2. open console and enter the commands
3. "prid 5de4d" Selects Danse
4. "moveto player" Moves Danse to you
5. "setstage 6f5c1 30" Sets the Call to Arms stage to where it should be when you enter the Arcjet building with Danse
6. exit console and speak to Danse
but when he was inside he kept getting stuck in random passageways so moving him helped out a lot.
iv just started building at the crossraod tuning it into the entrance for a bunker hill sort of area maybe make it a mercenary outpost