Fallout 4

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Ragoda

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  1. Ragoda
    Ragoda
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    Locked
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    NOW WITH NMM DOWNLOAD!
  2. truemeaning
    truemeaning
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    i like this mod
    1. Ragoda
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      Good!  :)
  3. vulcurum
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    Great stuff! Now I can put the settler horde to scavenge the city!

    I too have problems with the rocket-pool settlement: 0% happiness and can't assign settlers there. The other 3 work just fine!
    1. Ragoda
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      bobblunderton has checked this issue and his findings can be seen lower on this page, please check if you get help from it!
    2. KENNETHC
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      I too am having problems with rocket-pool settlement. 0% happiness. Ihave tried on new play playthrough.
    3. Ragoda
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      About 0% happiness, that seems to pop up randomly to different people, and I have experienced it myself on different settlement MOD's I've made, and usually going back to previous save and trying again helps. However, if that doesn't work, try fiddling the load order.
    4. niston
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      Me too: Red Rocket/Pool loads with 0% happiness and can't assign or send settlers there.
    5. Ragoda
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      I hope you got this fixed, if not there is always the next game through. But sadly that is all I can help, please check bobblunderton's messages on this subject, he has done brilliant testing and analyzes on it.
  4. RickyTheOx
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    Is a ESL possible ?
  5. twickstr
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    This is making me crazy. I activated 3 of the 4 settlements (with 50%) Happiness. The Pool/redrocket settlement will not activate at 50%... Always at 0%. Have activated it at the workshop. Have moved it around in my load order. I have the Unofficial patch. I have gone back to saves before this was installed.
    Anything I can do ? Strange that 3 of the 4 work, and no matter what I have tried, the 4th will not change.

    Update 1: Well... the pool/red rocket settlement did not work for me. So this is what I did. I kept the Warehouse settlement the same (just edited out the buildings, so that when I remake them in game, I can put windows in. Otherwise the graphics flicker. This way I can have windows that work). I got rid of the Parking settlement and Pool settlement. I combined those into the Blood Center, and enlarged the boundaries to include both of those. Over by the Red Rocket Gas station, I fixed the ground level so I can restore (in game) several of the buildings over there.
    I am going to make a Youtube video walkthru after I am done having fun restoring stuff. It will be a fun ongoing process (in game).
    If you want, I can send you the Blood center file, so you can share with others the combined settlements it has. Let me know if you are interested.
    1. Ragoda
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      You can send it to me yes. I can make it as option to use for those who may have same problem as you do.
  6. Kanealpha
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    can we hope for a 1 esp only version? 4-6 esp per mod is a lot
    1. Ragoda
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      You can use only 1 of them, there is no need to activate all! Pick one that you like most, and stick to that.

      Every Settlement is it's own MOD, these are BUNDLEs of MODs,

      I could of course flood the Nexus with each and every mod separate, but I haven't done it so far but twice.
    2. Kanealpha
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      Hmm, but i'd love to use them all (including your other mods). Couldn't you just merge the files into 1 esp as "all in 1 version"? i have a mod that turns whole Nuka world into almost a dozen settlements , 1 esp
    3. Ragoda
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      So, if that is possible without affecting the performance of the MODs, then I am willing to do that.

      Or I can outsource this to you and you merge the separate MOD's from their bundles. :D

      I mean: one bundle equals one super MOD .

    4. Ragoda
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      I am about to release new bundle of MODs next week, and I will look into this then. However, no promises that I manage to do it!

  7. randomdayi
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    Can we make supply lines to these settlements? I just downloaded and looked for a workbench in area, couldn't see and then switched to the build mode no problem. But i tried to make a supply line from sanctuary but they aren't on the list. I am sorry if i'm asking something stupid right now. I didn't use new settlement mods before.
    1. bobblunderton
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      With most all mod-added settlements (ones you download), supply lines should be made *from* the new mod-added settlement to your other vanilla settlements, using one of the vanilla settlements as a hub. Scrap mods like scrap everything (known) can cause issues with making lines TO mod-added settlements and also cause names to come up 'commonwealth' in-stead of it's proper name (Salem does that to me due to scrap everything mod, but still functions fine).
      Stick to this, and *make sure your happiness starts at 50%* when you first run the workshop (you should try activating the workshop the first time, as it'll run it's quest surely by then to assign things in the game properly via the quest engine and workshopparentscript), and you should be golden.
      Make sure to have the Unofficial Fallout 4 patch, if you use lots of settlements, have a lot of LARGE settlements, or otherwise, over-ride limits commonly and really like building up things. It'll help your game stay stable and prevent the above-mentioned script from running more often than it has to (and getting behind, drowning itself eventually and bricking your save).

      If your happiness starts at something other than 50%, something isn't working right, and the workshopparentscript (the "brain") failed to link your settlement in-game to the arrays of data that accompany a settlement (that make it function). Usually it's going to happen if the script is over-worked, or if you saved too close by and the cell was already loaded-in when you added the mod (best to go in-doors first, works everytime as long as the cell your workshop mod will be in [that you are adding] is not in the same interior as you).
      For example, when I added in TaxiVader's 'Gerry's Landing' (IIRC) settlement, I was at the little house just west of Grey-Garden border. If I walked down to the settlement place (One world-space away from where I originally was at, but part of it was already loaded in with it's trees, enemies, road chunks and vehicles etc), it would fire up at 0% (several attempts), so I didn't save (don't save with a mod loaded until after you activate the workshop and it's at 50% starting -- important!!!).
      I then fired the game back up WITHOUT said mod (so it's never had a record of this mod loaded because I DID NOT save with it loaded, ever), and went INTO the little house's interior and saved (I made a hard-save, new-file so I didn't accidentally quick-save over it) then quit out. I then re-loaded the mod (again, I've never yet saved with it loaded -- important!!!) and fired up the game loading my game-save from said interior cell. I walked out of the house, without saving again (aside of autosave if it happens), and fired up the workshop one cell grid away and it fired up at 50% the first time. I then immediately closed the workshop and saved (incase I die in the build tool, atleast it's working this time!). I then waited about 10~15 seconds for scripts to run in the background and re-loaded the workshop (the bigger your settlement is, the more you should wait, up to a few minutes if you've built thousands of square feet of buildings without the Unofficial Fallout 4 patch - like Sanctuary or that HUGE Island settlement in the SE of the map).
      *READ!!!*
      Again, the UNOFFICIAL FALLOUT 4 PATCH modifies the WORKSHOPPARENTSCRIPT to run it's daily update *ONCE* daily in-stead of everytime you either open or close the build tool (workshop, and it's either when you open or close it each time, not both, I forget). A completely scrapped and restored Sanctuary with thousands of square foot of new buildings, dozens of settlers, can take up to 3+ minutes to run scripts on a 4.4ghz i7 4790k if you're late game with lots of scripts going! Each time this scripting runs it needs a little bit of time to make your settlement 'work' (when you first enter the cell, with or without the patch, or whenever you enter the cell and whenever you pop open or close, [either] the build tool), if this script gets too far underwater, you'll drown it (it gets too far behind), and you'll CTD or eventually brick your save (or make any new settlements NOT work or assign beacons properly). So yes, if you have the patch, build away, but don't jump from settlement to settlement with seconds to spare if you do NOT have it, and don't build 40~60 monstrous settlements WITHOUT the patch OR YOU WILL HAVE A PROBLEM. I noticed it with my beacons not working to recruit anyone. Ragoda's (author) settlements work all just fine, 100%, just keep what I said in mind. I know it's a *book*, read it more than once if you must. But try to remember there's LOTS of scripts running in the background you don't see, and give them time to work, or you'll be sooooo-rry :x
      Sometimes work-benches are hidden. While they shouldn't be plopped in the middle of the road, sometimes they can be a pain to find. It took me 20 minutes to find TaxiVader's Cutler Bend Settlement workshop (insert favorite expletives to delete here). Try to find them to activate workshop if you can, some modded settlements depend on it.

      I hope this helps (and yes, these settlement mods work, they're great, and fun!). Always clean-save (new file save) before adding a settlement or other mod incase you get CTD's.
    2. Ragoda
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      That was some solid and really good advice there from bob. I also must say that even if you can start Build -mode without activating the workbench, it is not advised! Always first activate Workbench!

      PS. I have also been able to send supply lines from existing settlements to new ones, but what bobblunderton told you is good tip, to build supply lines from new settlements outwards!
    3. randomdayi
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      Thank you so much, i really appreciate it.
  8. bobblunderton
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    Will be sure to give this a shot. Glad someone did something with this place, it was next to untouched by anything except the quest where the Bother-hood of Steal shows up :)

    @Ragoda, go through your comments on Lexington and Salem, I put some mod links for settlements that may interest you in the comments. Figured you had to like settlement mods since you like to make them, and it's handy knowing if there's already a settlement there or not.
    Gerry's Landing is just down the road from this in front of Arc Jet Systems (TaxiVader's settlement mod).

    Also, it may be handy to tell people, if they get a <50% happiness bug, especially if they load the mod in while starting nearby, to go indoors someplace (even if it's in the next cell), then hard-save (new-file) and THEN load the mod in and it should always work 1st time like a charm. I really must say I haven't often had the 0% happiness issue from the game not being able to assign links of resources to the workshop, with your mods, where with others like 'Concord Township' I could never get that one to work (a shame too).
    A lot of times your location on where you are when you first load/save the game with the mod loaded, decides if you get the 0% bug or not. If you get it, and you've already saved, you will *ALWAYS* have it with a settlement. Load mod - Load Save - Verify happiness rating on init, THEN save if working! That is all!
    --Cheers mate & Thanks again!
    1. Alerios
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      "Bother-hood of Steal"
    2. Ragoda
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      Ciao, yes I saw your link on Lexington and Salem comments, and I definitely will check out those settlements, though probably with another playthrough.

      Good of you to advice on that 0 happiness bug, I always make sure not to have it on my tested settlements, but like you said, even that doesn't help every time. My settlements may go below 50% happiness right after start were it was 50, but building the right stuff you can fix that easily!

      Have fun playing!

      ps. You've helped so much with my settlement mods, that if you have a place where you really want one, just tell me and I'll do it for you. :)

    3. bobblunderton
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      @Ragoda
      Thanks - I try to help, it's the best thing to do. I love when you make settlements - they work perfect from the get-go most of the time - at least as long as it's not Bethesda-Scripting's "time of the month". I can spend all night just building *ONE* building with Snappy House Kit... and swearing a lot when I try a different kit I'm not used to... get used to it, I suppose. It's great in urban settings because then you can have a 'starting point' like roads, sidewalks etc (why the @#$% has no one made sidewalks/roads into a kit yet aside of a few sidewalks/driveways that come with one of those Sanctuary House builder mods!?), it's helpful as then I can create a more 'finished' look to the place. I mean, what good is a house if there's absolutely no road there, as in 'how'd it get there anyways', I'm sure they didn't carry brick-by-brick when it was built like the Egyptian Pyramids.

      I am not 100% sure yet about other places for settlements, I mean, we already have 'Quincy as a settlement' by the guy who did 'Relay Site Alpha' (though it has invisible collision meshes in some spot that can block the player if certain roofs are removed, otherwise it's golden). I would advise against using Relay Site Alpha mod though - Taxivader made that one a settlement along with *7* others in the glowing sea.
      TaxiVader (IIRC) also did West Everett estates, it's awesome, have to try that if you have time!

      Where you did the Mutant Tower Settlement, which is a tall building near the highway (NE of Bunker Hill somewhat), to the east of that is a very large swath of town all the way over to GreyGarden far east of there. There's not much settlement activity there until you hit Lexington/Corvega area where you've really shown some of your best work (I am not counting THIS settlement, I've yet to fully experience it, though the Red Rocket part is sweet thus far). I really like the settlements where they're left 'as is' as much as possible (or atleast, an option for that - provided we don't get the invisible collision mesh bug cause weird stuff in the way when things are scrapped), as it leaves it up to the player, what to do.

      I restored my Trinity Tower settlement blueprint on my recent game and got a flashback the other night. Batteries not included. The old movie, where they repair the building after it burned down... well, my blueprint had the tower restored, and it was restoring it (albeit, slowly, frame-rate bound), infront of my eyes, was really cool. I had totally forgotten about that movie, I'll have to sit down and watch it now.
      Really got me thinking - I love the inner-city locations. I don't care if it's 30~55fps or whatever it ends up being. By the time it gets to 12fps I know I've built to much and I am going to crash the rendering engine due to overload. One just must be very very careful with how they go about building as to not 'bomb' the frame rate and not 'overload the game engine' with too many surface.

      Play the game a bit, and say, hey, you know, this could be a really awesome settlement here, since I need one here (wherever 'here' is), and it's quite a walk to get to one that we have already.

      Reminds me also. The Build Your Own Vault mod. It pre-dated the DLC vault kit I believe. I used it - I LOVED IT, but no NPC's could use it! It's as if there was a sandbox area preventing them from interacting with it. It hasn't been updated in a dog's age. Would you know what would be needed to allow NPC's to freely walk around in there (a vault you build) or is it something that cannot be fixed?

      Far Harbor. The place we all love to hate on. Yes. There's literally *NO* settlements on the south half of the island. What about that hotel? What about some of the other small towns or buildings. I mean, there's got to be something, somewhere, near a road, that would 'work'... though I will be honest, I am not sure I'd entirely enjoy Far Harbor areas as much as Commonwealth as, it's so dis-jointed from everything else, it can be a pain to get to.

      There's always Concord, even though someone has a 'Concord Township' settlement - that's one big settlement - which never got 50% happiness on my end, always ended up as 0% for me - bugged... So I wouldn't 'ask' you to do that.
      There's also that sea-side village just north of the Easy City Downs (Mods1984 did an easy city downs settlement, but his settlements always made my game 'hitch' when walking up to them, and my game *never* hitches, so I am not using his this play-through).

      Otherwise, I am not really 100% sure right now. I would really have to walk through the game and see for myself, where it's quite a distance to reach a nearby settlement. I will think on it. The stuff above is just ideas, maybe something with give you an 'idea light' (like the old cartoons). Pick a spot in the downtown Boston area, or in the town just south of lexington (where you first meet Palidan Dance with the Bother-Hood of Steal), and have at it. But don't do it for me, do it for you, do it if you HAVE FUN doing it and building things up. I love these settlements in town because, that's what I thought this game was going to be when I bought it and knew there were settlements. I didn't want to build shelters like homeless people do, I wanted to build real buildings (Snappy House Kit, I love you), I wanted to restore the ruined wasteland, but I couldn't. Well, now we can. One settlement at a time. Game on! Wherever that game may be - Just don't forget to have fun.

      Hey, here's an idea, just throw some roads down if there aren't any, smooth out the terrain so it's not sticking up through the road itself and looking so badly, (being on a hill is okay, so long as it's not too steep or too lumpy or anything), and maybe leave a ruined house or two that can be scrapped, and make a settlement on an otherwise abandoned roadway. Make a new road if you have to, even if it dead ends. Could plunk a few homes down like it's pre-war then. Have to rebuild society some-how, right?

      EDIT: I wouldn't worry too hard about Nuka World because they already have plenty of settlements out there with the Nuka Parks settlements mod.

      --Cheers!
    4. Ragoda
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      Nice suggestions, and actually I have 2-3 settlements already made on places you suggested, or near them, I just haven't published them yet. One of those places being near that Police Station you mentioned. Well, near as in close by but not actually at same spot. However, I'd really like to turn that ghoul infested town into settlement also! As to idea of building road or two in 'wilderness' and leveling terra for getting a nice settlement spot, that is fine idea, I think I do that next week, after I have released couple more settlement bundles this week. :)
    5. bobblunderton
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      All sounds great! I have no complaints, you know that. Beggars can't be choosers they do say.

      I fixed some random crashing with the game, due to BETHESDA DLCROBOT.esm crashing out the stupid game time after time especially anywhere within a half-mile of Fort Hagan. It's not YOU or YOUR MOD, it's DLCROBOT deleting a sentry bot and my 6-hour-cell-reset mod making the game Poo itself to desktop when it tries to access a deleted record.

      Played thousands of hours of this game and I'll be damned if I am not going to give it my all to make it stable.

      I couldn't figure out why the game was getting CTD happy when I got over towards the Water Pump Plant (large building SW of GreyGarden, involved in a quest to get THAT settlement), It kept crashing (Before you even released this mod set). Here the game was trying to spawn a deleted reference - and low and behold - it was not one of my 160 mods, it was THE DLC I PAID FOR. Shame on me! So just thought I'd share, if you CTD, it's not your game, it's not your mods, any of them, it's Bethesda. I am playing through the entire game with my logging on, and while I am sure my SSD RAID array hates me to death now for it, I am hell-bent on fixing Bethesda's BOOBOOS.
      FUN FALLOUT FACT: So whilst I suffered numerous (almost half a dozen or so) CTD's it took at-least 4 times to properly catch that error for it to register in the log. Oh yes, this is lovely. I should be getting paid for this... and we do this for free ... What fools are we ?
      Oh well, I love building things, and I can build to my hearts content and keep my brain occupied and hence my PTSD at bay and such, with your mods; so thanks buddy. Keep up the great work.
    6. Ragoda
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      I just published bundle of standalone settlements. Kendall Hospital Parking Settlement is the one I was talking about that is close to Cambridge Police Station.

      And right now I am having a day or two off using Creation Kit, so I'll be downloading Gerry's Landing by TaxiVader and checking it out! Thanx for the tip! :)

    7. Ragoda
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      Ah, I see he has made Natick Power Substation also, so no need for me to do that as I planned to, I just download his.
    8. bobblunderton
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      Yes, I would assume his settlements worked! He only mentioned at one time that you have to make provisioners FROM his settlements (Taxivader's) and not to them. They do work, do recruit, etc, as yours do also! I am 100% thrilled you find fun in it. Play the game, enjoy it, have fun as we all get to, and over the course of which, you might say 'hey, that'd make an awesome settlement place, let's do this'.

      I am still de-bugging the game, and trying to figure out what causes a slightly random CTD in this game around the west areas of the map. Not 100% sure yet, the log doesn't always catch it. However, I've been busy trying to figure it out.
      Can leave it on 8~9+ hours all night from when I walk away from the PC to when I come back and it DOES NOT CRASH. Just standing on a roof-top (not in survival mode obviously), where nothing can munch on me/turn me into a snack. Won't crash.
      Chasing down this RANDOM, unnamed CTD that I am getting (again, to make it clear, it's the game and it's DLC's having conflicting and at times DELETED records, NOT your mod). This is a fun one (/s!). Why am I, a disabled person with a shot back and PTSD, retired in my 30s doing this and not a multi-million dollar Bethesda company doing this? Who knows. BUGTHESDA strikes again. Regardless, will enjoy the settlements. Will have fun between the Bugthesda bouts of crash-tastic-ness. Even without mods, this CTD happened periodically. So I've been jotting things down, and trying to chase down each record to see what's messed up. There's a sentry bot that's level-gated up on the Array at Hagen that the ROBOT DLC messed up. That's what started it. Cell refreshes if I hang around long enough and POOF CTD. Again, it's not something you've touched. Fallout4.esm has it, stupid ROBOTDLC deleted it but for some reason something's still asking for it. I haven't the foggiest at why it's still looking for it, so I removed the record temporarily hacking the game itself to work around it happening during cell refresh (168 hours for most cells, 480 hours if you cleared them, 6 hours on my modded game).

      Will check out your work. Thus far the RED ROCKET area, the Blood Clinic, and the Parking area (main building?) are all working just dandy. Will endorse come to think of it. Now if only you worked at Bethesda...
      --Cheers!
    9. Ragoda
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      Yeah, would be fun if we worked at Bethesda. Nice money too I bet, LOL.

      I am going to release a single standalone settlement this weekend on location I think will be interesting.

      So far TaxiVader's settlements have been fun to play, so I don't expect problems, only thing is that I'd add water source to his Natick Subpower Station Settlement area. I'll do that for sure for my own private gaming, but should ask him if he has plans for that, or I could offer him that myself. It's not big change after all.
  9. Ragoda
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    Forgot to link Power Armor Workstations to Workbench in Fort Hagen Warehouses Settlement -mod.

    This is now fixed in version 1.24