Fallout 4

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80 comments

  1. molaar
    molaar
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    Can't access the workshop at Salisbury Cove. There's a mutated fern bush or something that you can't scrap that's interfering with clicking on the workshop.
    1. molaar
      molaar
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      Never mind, I guess you can get it from the side in one little spot.
  2. jmartinr391
    jmartinr391
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    I'm having a problem where Kings Point is not showing on the list of settlements, no settlers are going to KP, and I cannot send a settler.  Any suggestions?  I think I found the settlement in Creation Kit (208settlement*)....but I am not getting a render and am struggling....
  3. Thisgameisagame777
    Thisgameisagame777
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    So do these settlements get their own fog condensers? Because if not, then that's an issue, imo. Nobody else on the island, besides Trappers, lives without them and it's unrealistic that anybody else would choose to do so. (not that I always care about realism, but in this particular case, I feel like it's important.)
    1. Facio1000
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      The description says that most radiation is removed, and to use a mod if you want to go further. Use the Radiation Cleaning mod to build working Fog Condensers.
  4. randipantss
    randipantss
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    I'm bummed that I seem to have problems with these settlements. I think it's a navmesh issue, because settlers and companions seems won't go anywhere. They're stuck in place. Vanilla settlements don't have this issue. 
  5. jchernandez
    jchernandez
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    Thank for the mods!

    Although I'm not sure why but I can't seem to continue my save when adding your mods to my load order. Guess I will try to use it on the next playthrough. 
  6. ozmods
    ozmods
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    this mod conflicts with the nuka world settlement pack, anyone found a way to fix this, i would like to use both, but i'm not able to. any suggestions are most welcome thanks
    1. HELPSWRP
      HELPSWRP
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      Year later, but really would like to try this mod. Does anyone know what the conflict was and if there was a workaround?
    2. jet4571
      jet4571
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      There's nothing in this mod that would affect Nuka World at all or any mod for that DLC. Mod conflict is most likely to be mod load order sorting mid save creating random issues. Use LOOT or BOSS everytime you install a mod will guarantee mods having seemingly random incompatibilities and guarantee random CTD's increasing. This mod CANNOT affect Nuka World anything, no scripts or CK entries are done that would change Buka World or mods for it. There is no conflict. Have a mod that is heavily scripted for Nuka World and then add this one and sort the load order? Sorting the load order is the root cause of the incompatibility. Save wants the first two digits of a REFID to be 10 and now it is 11 but the games scripting engine is dumb as F and is looking for the REFID starting at 10 rather than 11 and thus whatever mod that was 100 and is now 11 gets broken. Vilja in Skyrim is rather repeatable to cause conflicts that do not exist due to load order changes. Assign her outfits from various armor/clothing mods, then add a mod that has nothing to do with followers, armor, or clothing.... like a weather mod that makes it eternal sunny skies. Add that mod and sort load order and suddenly Vilja will not use the outfits you assigned her. But that random weather mod is at fault! Nope changing the load order is at fault. User error is at fault. Everyone suggesting using BOSS or LOOT everytime a mod is installed is at fault.

      *Edit
      Capital F by itself gets censored as if the uck was written?.. lets see if the edit reverts it back.

      **Edit,
      nope left it as F. Site allows tentacle rape porn but censors words randomly, badly, and incoherently.
    3. IamMentos
      IamMentos
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      The short from of Jet's reply is "If you install a mod and sort your load order, you will frequently need a new game because of refid changes".

      Also, to anyone reading this. Stop claiming you have a mod conflict without loading the mods in xedit to find out for sure.
  7. MarkusTay
    MarkusTay
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    There only two spots I would really want to add to FH (I have RR settlements which adds a few as well), and I can't find either on The Nexus. I can't believe no-one did them. One is Acadia itself (the EXTERIOR) - its freakin' PERFECT!

    And the other is that NON-RR gas station in the middle of the lower third part of the map (nothing is really near it, which is why its so perfect).  There is a small SM outpost just West of it (a broken house with two mutants), and also a small cul-de-sac with a few houses around it, just up a hill to the North(?) Anyhow, its the only NON-Red Rocket gas station in the whole game... maybe the whole franchise... making it rather unique.

    P.S. - it would have been nice to have seen a map with all the new locations on it, so I could get a feel for the spread.
  8. Alofnine66
    Alofnine66
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    Thanks mate, all works fine, great mod. Regarding some of the load order comment problems, I use Vortex and it just did it's thing, no issues..
  9. Wabusk
    Wabusk
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    Sadly it's not working right for me. Each settlements doesn't register any settlers sent to them ( one exception Sutton Island shows people on the Pipboy ), nor do they actually go.to those settlements. None have spawned on their and shown up. Supply lines don't show up either. As per one recommendation I use LOOT but load order doesn't seem to be the cause. Deleted several other Far Harbor mods but still no joy. Is there list of mods that are known to cause recruitment issues with this?
  10. smogmonster512
    smogmonster512
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    This mod is great! I love building at these locations, thanks for making this! I'm using Sim Settlements and playing Conqueror and am having issues whenever I run attacks to take over a settlement. When I show up for a raid, my attackers and the settlements defenders all spawn right in the middle of the settlement at the same time and pretty much everyone dies in a quick bloodbath. Is there a way for me to alter the spawn points for raids so that they don't all spawn together. Thanks again!