IF anyone notices with this settlement or anything else (as I saw comments pertaining to it) that things disappear from your settlement, please do the following: What do you have loaded that is monster replacers, or scrap mods, or anything to change the cell refresh rate? What do you have loaded *AFTER* this mod(s)? What mission(s) did you just do? Sometimes a mission affecting a cell can cause things to reset. Did you do a mission to 'clear an area' and suddenly notice a cell reset in some form but not completely?
This is a game-related thing and not a bug with the settlement generally. It's best to let the author know what missions you were doing and what mods and such you had. Additions to what you can build in the workshop won't generally cause issues though (like adding in Snappy House Kit and Snappy DLC Kit won't cause a cell reset, but adding RESPAWNING LEGENDARY BOSSES will even reset some default settlements, removing a scrap mod mid-game WILL cause lots of stuff to reset, etc).
Just some handy tips. I will let it be known if I have any issues and *would recommend folks go in with a clear mind* and try this out. If there's anything coming up because of a cell reset (and it shouldn't the cells are persistent just as the monster spawns are), it will surface in 6 hours for me - not 20 days / 280 hours *OR* 168 hours as-per default game time for resets (one is for [CLEARED] reset time, other is regular, forget which is which!!!).
So go in and take a dive and try it out. Use of Unofficial Fallout 4 Patch is recommended. Will try these all out *BEFORE* I do the Paladin Dense Bother-Hood of Steal missions to see if it "borks" anything up. What can I say, it's a Bethesda game & I am a glutton for punishment!
--Cheers & TY
P.S. NO CELL RESETS OCCURRING or otherwise, no building parts/things going missing etc, I've had this in well past cell-reset timers (6hrs on mine, modded), and nothing bad happens. Jog your game forward 240 hours or more to test yourself. Settlements should generally be LAST in the load order, try not to shift those load orders around too much. If you have to add something to the beginning, make a new game (preferred). Bethesda supports adding of mods at the beginning of and during play (game restart, obviously), they do not support removing them, fyi. Settlers sent to other settlements may need 1 day to decide to leave, with the 'Unofficial Fallout 4 patch' due to 'settlement daily update' (workshop parent script daily update) running ONCE a day as it's supposed to. Please keep these things in mind. Have 0 issues with any of Ragoda's settlements that's not a vanilla game-bug (that would happen without them), so 0 issues thus-far. --ENDORSED!
Does anyone know if we can just pick and choose or do we have to pick all the settlements. I just want a small settlement in that area that doesn't take up the whole area
You can pick any number of these settlements, so 1 only is thus also an option.
This is easy done with Manual installation by only installing those settlements you want, but also all you need to do if you use NMM Download is to Disable the unnecessary settlements from your Load Order.
I popped cambridge Square into Creation Kit to see what was up with the ghouls respawning, it appears that while the encounterzone and settlementloc where made, the cells themselves were still set to collegesquare and not collegesquaresettlementlocation. Just a heads up, cuz I know it had been mentioned previously and you stated you couldn't figure out why but thought it was neat enough to keep.
The three collegesquare cells were still set to collegesquarelocation. Which would be why they were resetting, even though they were within the settlement borders. Those cells aren't getting the data from the settlement loc info to not respawn. For Red Rocket Settlement the Wilderness cell at cords -7,4 would also need to be set to it's settlement type for the random encounter spawns at the red rocket to stop, since it's juuuuust outside of the cell with the workshop.
So the Cell with the Workbench is set right, but others not? That is how I about always build my settlements; I set only Workbench Cell to new location. I do things like this because I prefer the least invasive settlement building (not always but in most of my settlements).
Astonishing work, College Square is a perfect place for a settlement. It's not only a strategic masterpiece, but it also looks very good. Gonna make my scavenger (and eventually raider once i get to Nuka World) settlement there =D.
I love the idea, and i love the execution, but i'm afraid i had to disable the mod. For some reason it caused quite the fps drop in the area, and i have a very very powerful pc. Once i disabled it, the area ran perfectly smooth. Hope you ain't offended, cause i think you did an amazing job even if i'm not currently using it. I mean, when it's disabled, i can run the HQ graphics pack by Bethesda and the game on Ultra settings without any frame drops, but once i enable your mod, the wall textures don't load in as fast sometimes and i my screen keeps staggering a tiny bit.
I am not offended, as this is not about my MOD, at least not all of it. bobblunderton has been checking out and testing intensively these things so I suggest you read his comments here and in other MOD's of mine about issues like yours.
844/5000 Good day Sorry for my bad English! Again and again I lose the structures I set up (mod structures and vanilla structures). Objects disappear throughout the settlement and the large area. The scrapped remains but scrapped.
The divorced at the "Cambridge College Square Settlement", if I go from there and after a short time (excursion to the Beantown Brewery, excursion to Diamonds City) return.
Because contribution of Bobblunderton I know, These are the spawn rate modders https://www.nexusmods.com/fallout4/mods/4253/? https://www.nexusmods.com/fallout4/mods/16987 https://www.nexusmods.com/fallout4/mods/24635/?
Maybe also https://www.nexusmods.com/fallout4/mods/27649/? https://www.nexusmods.com/fallout4/mods/24981
Otherwise Cool mods Hope for a solution greeting Indi
Hi! I like your mod and the idea of taking Cambridge, but I was wondering would it conflict with Red Rocket Settlements? (The Red Rocket part of Camridge anyways), I know you have mods that also touch Lexington and was wondering if it would be the same thing. I would like to download it, but worried about that.
Edit: Actually just realised you don't have to download them all, so that answers the Cambridge one. (Not sure about your Lexington mod, because I don't think it mentions which esp has the Red Rocket included). Love all your mods, keep uploading! And don't worry about respawns, that's the fun part! Putting an settlement in the middle of respawns, building up an defense system, fat man launcher Robots and watching the chaos unfold everytime an enemy appears from one of the surrouding areas,
Exactly haha, so far I have seen carnage, chaos, and all hell breaking loose, so I have been using cheats to give different armor and weapons (Make them stand out) so the Settlers have a chance, it's so much fun!
Awesome thanks! Will leave that one alone and download the Downtown one. Think I already downloaded half of your mods haha!
Another fun thing to do, is sneak around the enemies (The ones in the same cell) until you reach and activate the workshop, then quietly build defense turrents, missles, and robots, watch them get an rude awakening ;) .
43 comments
What do you have loaded that is monster replacers, or scrap mods, or anything to change the cell refresh rate?
What do you have loaded *AFTER* this mod(s)?
What mission(s) did you just do? Sometimes a mission affecting a cell can cause things to reset. Did you do a mission to 'clear an area' and suddenly notice a cell reset in some form but not completely?
This is a game-related thing and not a bug with the settlement generally. It's best to let the author know what missions you were doing and what mods and such you had. Additions to what you can build in the workshop won't generally cause issues though (like adding in Snappy House Kit and Snappy DLC Kit won't cause a cell reset, but adding RESPAWNING LEGENDARY BOSSES will even reset some default settlements, removing a scrap mod mid-game WILL cause lots of stuff to reset, etc).
Just some handy tips. I will let it be known if I have any issues and *would recommend folks go in with a clear mind* and try this out. If there's anything coming up because of a cell reset (and it shouldn't the cells are persistent just as the monster spawns are), it will surface in 6 hours for me - not 20 days / 280 hours *OR* 168 hours as-per default game time for resets (one is for [CLEARED] reset time, other is regular, forget which is which!!!).
So go in and take a dive and try it out. Use of Unofficial Fallout 4 Patch is recommended. Will try these all out *BEFORE* I do the Paladin Dense Bother-Hood of Steal missions to see if it "borks" anything up. What can I say, it's a Bethesda game & I am a glutton for punishment!
--Cheers & TY
P.S. NO CELL RESETS OCCURRING or otherwise, no building parts/things going missing etc, I've had this in well past cell-reset timers (6hrs on mine, modded), and nothing bad happens. Jog your game forward 240 hours or more to test yourself. Settlements should generally be LAST in the load order, try not to shift those load orders around too much. If you have to add something to the beginning, make a new game (preferred).
Bethesda supports adding of mods at the beginning of and during play (game restart, obviously), they do not support removing them, fyi. Settlers sent to other settlements may need 1 day to decide to leave, with the 'Unofficial Fallout 4 patch' due to 'settlement daily update' (workshop parent script daily update) running ONCE a day as it's supposed to. Please keep these things in mind. Have 0 issues with any of Ragoda's settlements that's not a vanilla game-bug (that would happen without them), so 0 issues thus-far. --ENDORSED!
This is easy done with Manual installation by only installing those settlements you want, but also all you need to do if you use NMM Download is to Disable the unnecessary settlements from your Load Order.
For Red Rocket Settlement the Wilderness cell at cords -7,4 would also need to be set to it's settlement type for the random encounter spawns at the red rocket to stop, since it's juuuuust outside of the cell with the workshop.
I used the load order per the other posts here, but it did not work.
tested with
- fairline hills
- fiddlers green
- waterfront park
- college square
I really want these to work. The mod could be so awesome
844/5000
Good day
Sorry for my bad English!
Again and again I lose the structures I set up (mod structures and vanilla structures).
Objects disappear throughout the settlement and the large area.
The scrapped remains but scrapped.
The divorced at the "Cambridge College Square Settlement", if I go from there and after a short time (excursion to the Beantown Brewery, excursion to Diamonds City) return.
Because contribution of Bobblunderton I know,
These are the spawn rate modders
https://www.nexusmods.com/fallout4/mods/4253/?
https://www.nexusmods.com/fallout4/mods/16987
https://www.nexusmods.com/fallout4/mods/24635/?
Maybe also
https://www.nexusmods.com/fallout4/mods/27649/?
https://www.nexusmods.com/fallout4/mods/24981
Otherwise
Cool mods
Hope for a solution
greeting
Indi
Edit: Actually just realised you don't have to download them all, so that answers the Cambridge one. (Not sure about your Lexington mod, because I don't think it mentions which esp has the Red Rocket included). Love all your mods, keep uploading! And don't worry about respawns, that's the fun part! Putting an settlement in the middle of respawns, building up an defense system, fat man launcher Robots and watching the chaos unfold everytime an enemy appears from one of the surrouding areas,
BTW, it is Lexington Parking Settlement that also covers the Red Rocket of Lexington.
Awesome thanks! Will leave that one alone and download the Downtown one. Think I already downloaded half of your mods haha!
Another fun thing to do, is sneak around the enemies (The ones in the same cell) until you reach and activate the workshop, then quietly build defense turrents, missles, and robots, watch them get an rude awakening ;) .