Fallout 4

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TaxiVader

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TaxiVader

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19 comments

  1. gsl77
    gsl77
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    nice but can't find the workshop need a screenshot or video
    1. gsl77
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      never mind it's not working for me
  2. JimmyRJump
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    Well, we have a settlement area that works, for a change. Name of the place appears on the map with the correct stats once the WorkShop has been manually activated (although you can get into build mode from the moment the game tells you you've discovered Cutler Bend, but until you have manually activated the WorkShop the stats don't appear next to the map marker, nor does the settlement figure in the PipBoy) and the settlement appears in the PipBoy's Data/WorkShops list. Just wanted to stress these points because there's quite a few folkies who add settlement mods to the Nexus that promise everything works but none of it does...

    Only minor "problem" I have is the size of the settlement's building area. It's way, waaaaay too big. This being said, it's not because it's big one has to use the complete terrain to build a wall around (like I always do with a settlement). Problems can arise when the whole area has been properly navmeshed and settlers start wandering off into the wilderness. Then again, who cares. It's not like I'm gonna stay there forever and closely watch every single settler's movements...

    Anyway, thank you for a working settlement mod. I replaced Mystic Pines (tried four non-working ones) with this one.
  3. inkwarrior
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    Great mod! I love Cutler Bend as s settlement--it's such a good spot for roleplaying survival in a dangerous wasteland.

    I did notice the settlement sometimes experiences the same bug as vanilla Spectacle Island where resources (defenses, water, beds, etc.) aren't always accurately counted from one side of the settlement to the other. I think this is because of the large size of the settlement, which is a bug in vanilla and not the fault of the mod.

    Again, great mod!
    1. TaxiVader
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      Hi Ink.

      Interesting. I've re-named all the included cells to be the same type, so no idea why there is that discrepancy in settlement data. Does it update when you re-load the game?
    2. inkwarrior
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      If I exit workshop mode and then re-enter it usually corrects itself, or if I leave and fast travel back it reads correctly, but the bug re-occurs. It has happened a number of times even after multiple game exits and re-loads. I've noticed it usually triggers when I am at the far side of the settlement near the train bridge by the Gunners HQ. It's usually the bed count that is wrong.

      FYI, I am on PC with other mods running, but nothing that should conflict.
    3. JimmyRJump
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      Not all beds/turrets being accounted for is indeed a vanilla bug, or at least a bug that only happens when having very large build areas in settlements, be it expanded vanilla ones or added ones and straying too far from the WorkShop to build stuff.

      The same bug often makes it so that some items -like Brahmin feed troughs or any kind of shop- are greyed-out and can't be added when standing too far away. The latter can be circumvented by building the item closer by and then carry it to where you want to add it.

      What shouldn't be done is put the WorkShop closer to where you want to build. That can cause the settlement to disappear from the PipBoy's settlement list and being replaced by a Commonwealth entry. When you still do and it still happens, putting the WorkShop back in its original spot restores the PipBoy entry.

      The bug probably has to do with settlements being spread across several cells and trying to build in a cell other than the one the Workshop is sitting in.
  4. bobblunderton
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    Seems to be working great thus far.
    Challenging to take the land from the Mirelurks, but was entertaining to say the least, and puts settlement defenses and settlers to work quite well.

    Built a bridge, will eventually show pictures of it for others to see. Great settlement size and scrapping ability. Only missing scrap ability on a few of the vines on the west bank between the two-story shack and the water where you can walk over the boats, they're attached to some trees there. Otherwise, seems to work great provided one does not become a snack while building.

    Always interesting, though. Don't mind the monster spawns, as they do add a lot of liveliness and fun to the settlement. Challenging is the best part!
    1. TaxiVader
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      Thanks for the heads up on the scrapping. I'll be even more careful next time. Yes, it's a great place for a punch-on.
  5. Harry121314
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    hey m8.. love your mods .. can't have enough settlements imho.. love the building system in fallout 4.
    what i am missing though are some nice settlements in the far harbour region. there is lost of settlements in nuka world. ( still not enough imho, bust still more then in fh.)
    but hardly any in far harbour. i don't know if there is something diffrent in fh that makes it more difficult to create settlements.. but all i see is a huge Island with 4 settlements on it. seems a lost oppertunity to me. and since i couldn't mod myself out of a cardboard box.... im hoping you would have a look at it.. :-). Would be awesome!

    keep up the good work!

    Harry
    1. TaxiVader
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      Hi Harry.

      Yes, I agree about fh. I also want to cover the island from head to toe in settlements. I have been holding off on that while I'm still improving my method. I reckon I've just about sorted it all out, fh is the next target. I'll do 2; one with the vanilla locations and one with non-vanilla. They behave differently, especially with certain other mods running.

      NukaWorld has already been colonized heaps by other people, so not much point looking there I guess.
    2. Harry121314
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      that is awesome m8! i will keep an eye out for those for sure! if i can make a suggestions, cranberry island seems to be intended as a settlement. it even has the icon of a settlement, but i guess beth didn't want to put it in afterall. It seems to have everything a settlement needs, allthough a little swampy. Always wondered why nobody tried to make a settlement there!

      Huntress Island is also a great location allthough there is allreay a mod there, of which the creator discontinued support.

      but anywhere is awesome!

      Harry
  6. ravager1
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    ah what a lovely place to build a settlement definitely no chance of death here oh whats that coming over the hill is it a monster no just angry mirelurks coming to eat my flesh ............... love the mods keep it up once you have finished making vanilla mods try going outside of the border lots of great locations there to make settlements have a look at the mod beyond the borders
  7. Effehezepe
    Effehezepe
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    Awesome, another swamp settlement! Can't have enough of those.
  8. ruunya
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    hi, love the idea's of your mods. part way into a horizon run and settlements mean everything. can i ask you something? can you pack most of the lose mods into a pack like you did with Northern Exposure? i know you did one with Glowing Sea Colonization but i don't think that'll work for me with horizon, so if there was a menu of which settlements to add like in NMM. sorry for the rant, wish you luck
    1. TaxiVader
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      Hi.

      At some stage in the future I probably will, I'm still working on my method and my earlier ones were pretty sloppy by comparison with this. The only thing I want to avoid is re-doing locations that have already been done by someone else. If I do a batch and one of the locations has already been settled in another mod there's a conflict. Separate files avoids this.
    2. MrCruelJohn
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      This definitely would help with those who approach the 255 limit. It's a good suggestion. The Northern Exposure is awesome BTW and working on transfer settlement blueprints for them. Not sure if I will be uploading as I am not a modder... :)

      John
  9. nazaguerrero
    nazaguerrero
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    i will test this! i always wanted to build a settlement over a swamp or water, time to use those bridges!
    1. TaxiVader
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      I always found myself afraid approaching this location. With good reason too. What a great spot to set up camp...