I'm not sure if I screwed something up, but I can't send any settlers/companions to this. The option does appear on the list of settlements, but when I select it, nothing happens. I tried disabling all of my mods but this and still had the same issue. Any help would be greatly appreciated!
In response to post #59375751. #59389796 is also a reply to the same post.
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Kodiak412 wrote: As you move away from the marsh and up the hill, there are some nice buildings and homes. However they are all boarded up. Can you tell me if the build includes these buildings and if you opened up any and possible navmeshed them so they can used by settlers? It will be great if you did. Thanks for any reply.
dejawhy wrote: I can add that for sure in a future update. i don't have that currently but it is a good idea.
Great! I'll keep my eye out on this. Those buildings are nice and if they can be utilized by settlers it will help with the build of the settlement and it adds to the overall activity of the settlers when they have areas that they will go in and out of.
Throw a couple of beds and a sofa in some of those ready made homes and the settlement will get a great head start.
sounds so easy, but its not, those house's are freexx things, it means they are 1 complete mesh, you have to remove them and place others for them, then you have to adjust the hole navmesh, being a n00b i would never try it
That's a pity. This is a nice area and it has both a "good" area and destroyed area. If the "good" area could be made functional this would really be a ready to go settlement, with a nice town kind of a feel.
I'm sorry, but this new release has major problems.
Firstly, I'm getting the same problem I had last time I tried this mod.
On a new game, where I'd never visited this location before (so no issues with the game baking anything unwanted into the save) when I enter workshop mode the settlement happiness shows 0. It should show as 50. With happiness at 0, it's likely you'll never be able to recruit settlers.
This is an problem with how you've set up the settlement. I dont know enough to diagnose it, but googling "fallout 4 settlement happiness zero" will bring up numerous threads, on Nexus and elsewhere, that discuss it, and offer help to fix it.
Secondly, you have a problem with scenery disappearing.
In http://davidferstat.com/cases/case_0005/ScreenShot12.png you can see everything looking normal.
With one step back (http://davidferstat.com/cases/case_0005/ScreenShot13.png) you can see that some of the greebles on the house at extreme left are missing, as is the house past the traffic lights, and the gunsmith's building.
In the original position, but looking right (http://davidferstat.com/cases/case_0005/ScreenShot14.png and http://davidferstat.com/cases/case_0005/ScreenShot15.png) this is repeated, with ramps and ferns hanging in mid-air.
Again in the original position, but looking left (http://davidferstat.com/cases/case_0005/ScreenShot16.png and http://davidferstat.com/cases/case_0005/ScreenShot17.png) you can see whole buildings vanish.
Down at water-level, everything seems fine (http://davidferstat.com/cases/case_0005/ScreenShot18.png). However, once I step to the left of the mis-aligned water plane at the bottom of the screen, things take a step for the worse (http://davidferstat.com/cases/case_0005/ScreenShot19.png).
Again, but this time looking to the left (http://davidferstat.com/cases/case_0005/ScreenShot20.png and http://davidferstat.com/cases/case_0005/ScreenShot21.png).
Back up in the air, in the south of the town, everything looks fine (http://davidferstat.com/cases/case_0005/ScreenShot22.png). A step to the left, however, and whole buildings are gone (http://davidferstat.com/cases/case_0005/ScreenShot23.png).
Although I can't take a peek at the latest update, usually previs flicker occurs as a result of conflicting mods. When this happens to me, I'll make a hard save at a spot where I can easily pivot to see the flicker. Then I'll deactivate every mod except this one, verify that vanilla + this mod runs without any flicker, and then start turning mods back on, 5 or 10 at a time, until I can isolate the conflicting mod. (My guess: if you have Beantown Interiors in your load order, I'd start there, that mod opens at least one of the boarded up houses here.)
The reason this flicker doesn't occur in version 1.2 is that 1.2 breaks precombines in 8 cells. When your mod disables the optimization system, it acts as a compatibility patch, allowing other mods that affect the same area to play nice together. (It also gives you access to all the trash, making all 8 cells fully scrapable.) Easy compatibility and scrap access comes at a price, of course, that being performance, usually some stutter or reduced fps. It's a smallish price out here far from downtown, which is probably why there's no mention of it in the comments.
I noticed that the mod author grants repair permission for this mod. I'm still kinda new at all this but I also have lots of free time lately. I'm guessing with the recent update hidden the author is working on it?
The two adjacent scenery mods were niston's Forest Grove Water Lock (nexusmods.com/fallout4/mods/39805) and tarsis31's Bridgeport Settlement (nexusmods.com/fallout4/mods/19278).
Disabling these seems to remove the flickering scenery. Unfortunately, this mod seems to conflict with BOTH of them. Running it with FGWL and no BS gave errors, as did running it with BS and no FGWL.
Given that I don't get this flickering with the old v1.2, I must presume that something significant's changed with v1.2.1.
Most likely 1.2.1 was minimally an attempt to improve performance by re-building precombines and previs. That action always casts a wide net, you'll never see fewer than 36 cells affected, which means the cells used by both of those mods would have been touched.
But it appears at the moment that the mod author doesn't want anyone using 1.2.1, so I won't speculate further. I'll keep an eye out for another update.
You can get rid of the flickering by adding the "no pre-vis" flag to the cell. If that doesn't do it, remove the XCRI combined references from the location. This can have an effect on FPS for some users however . If you wanted to go the optimal route, you could try rebuilding the precombines using the Creation Kit, but i'm not quite sure how to do that at the moment.
Edit: also links that may help in diagnosing the happiness problem and on creating settlements generally: https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/
That's a very nice settlement! Or better; I love the settlement! But... The mod uses a script that is not included. It seems to work well without it but there is always a papyrus error. I will try to delete the "init-Quest" in which the script is written.
Just wanted to say that I LOVE this settlement. Can't thank you enough for making and sharing it. Watching settlers farming on the rooftops in the sunset is just frickin' delightful.
Anyone have a solution to ta small problem I'm having. The settlement borders are showing up even when I'm not in build mode heck even before I've activated the workshop and claimed the settlement.
Started using the mod. Love it. The only thing was too many useless buildings. I would recommend making a version that gets rid of all those buildings. (I used the Creation Kit to edit the mod, and took out all the buildings that had no purpose.) When I started building there (using my edited copy), I used Sim Settlements to really build up the place. I made a Youtube Walk-Thru of the Settlement I built. Here is the link (feel free to use it on your mod page if you like) https://www.youtube.com/watch?v=xGX-jvZ8Fo8(the video is processing right now, but should be fully viewable later (at least by 4/22).
Please consider using the Creation Kit to edit out all those buildings, as it makes it WAY more fun to build there. (I can even send you my edited version if you want to give you a start on it, lol). Thanks again for such a cool mod. I have wanted to make a Settlement there forever. Everything works... Thanks again.
so personally i like the buildings that are there and im considering replacing them all with buildings that you can actually go inside. but i think having a version that has gotten rid of the buildings might be a good idea. the reason i personally love this location so much is the fact that all the roads are flooded and that you have to use the walkways to traverse the area.
I see your point. I have always wanted to restore the area, and after I found Sim Settlements, I really wanted to make it new again. It would be a cool alternate download (a version with no buildings). Let me know if I can help at all....
As you move away from the marsh and up the hill, there are some nice buildings and homes. However they are all boarded up. Can you tell me if the build includes these buildings and if you opened up any and possible navmeshed them so they can used by settlers? It will be great if you did. Thanks for any reply.
Great! I'll keep my eye out on this. Those buildings are nice and if they can be utilized by settlers it will help with the build of the settlement and it adds to the overall activity of the settlers when they have areas that they will go in and out of.
Throw a couple of beds and a sofa in some of those ready made homes and the settlement will get a great head start.
So knock them down, and build with Snappy House Kit or the Warehouse expansion kit, then go ahead and add in navmeshing blocks (available in another mod, search for it), and voila, whatever you want, is there.
39 comments
i haven't worked on this mod since 2018 and have no plans to work on it ever again.
feel free to use any of the mod files to update or fix any issues you have with the mod.
sounds so easy, but its not, those house's are freexx things, it means they are 1 complete mesh, you have to remove them and place others for them, then you have to adjust the hole navmesh, being a n00b i would never try it
Firstly, I'm getting the same problem I had last time I tried this mod.
On a new game, where I'd never visited this location before (so no issues with the game baking anything unwanted into the save) when I enter workshop mode the settlement happiness shows 0. It should show as 50. With happiness at 0, it's likely you'll never be able to recruit settlers.
This is an problem with how you've set up the settlement. I dont know enough to diagnose it, but googling "fallout 4 settlement happiness zero" will bring up numerous threads, on Nexus and elsewhere, that discuss it, and offer help to fix it.
Secondly, you have a problem with scenery disappearing.
In http://davidferstat.com/cases/case_0005/ScreenShot12.png you can see everything looking normal.
With one step back (http://davidferstat.com/cases/case_0005/ScreenShot13.png) you can see that some of the greebles on the house at extreme left are missing, as is the house past the traffic lights, and the gunsmith's building.
In the original position, but looking right (http://davidferstat.com/cases/case_0005/ScreenShot14.png and http://davidferstat.com/cases/case_0005/ScreenShot15.png) this is repeated, with ramps and ferns hanging in mid-air.
Again in the original position, but looking left (http://davidferstat.com/cases/case_0005/ScreenShot16.png and http://davidferstat.com/cases/case_0005/ScreenShot17.png) you can see whole buildings vanish.
Down at water-level, everything seems fine (http://davidferstat.com/cases/case_0005/ScreenShot18.png). However, once I step to the left of the mis-aligned water plane at the bottom of the screen, things take a step for the worse (http://davidferstat.com/cases/case_0005/ScreenShot19.png).
Again, but this time looking to the left (http://davidferstat.com/cases/case_0005/ScreenShot20.png and http://davidferstat.com/cases/case_0005/ScreenShot21.png).
Back up in the air, in the south of the town, everything looks fine (http://davidferstat.com/cases/case_0005/ScreenShot22.png). A step to the left, however, and whole buildings are gone (http://davidferstat.com/cases/case_0005/ScreenShot23.png).
The reason this flicker doesn't occur in version 1.2 is that 1.2 breaks precombines in 8 cells. When your mod disables the optimization system, it acts as a compatibility patch, allowing other mods that affect the same area to play nice together. (It also gives you access to all the trash, making all 8 cells fully scrapable.) Easy compatibility and scrap access comes at a price, of course, that being performance, usually some stutter or reduced fps. It's a smallish price out here far from downtown, which is probably why there's no mention of it in the comments.
I noticed that the mod author grants repair permission for this mod. I'm still kinda new at all this but I also have lots of free time lately. I'm guessing with the recent update hidden the author is working on it?
Disabling these seems to remove the flickering scenery. Unfortunately, this mod seems to conflict with BOTH of them. Running it with FGWL and no BS gave errors, as did running it with BS and no FGWL.
Given that I don't get this flickering with the old v1.2, I must presume that something significant's changed with v1.2.1.
But it appears at the moment that the mod author doesn't want anyone using 1.2.1, so I won't speculate further. I'll keep an eye out for another update.
Edit: also links that may help in diagnosing the happiness problem and on creating settlements generally: https://forums.nexusmods.com/index.php?/topic/4450545-request-for-a-proofread-of-a-settlement-mod-guide-please/
But...
The mod uses a script that is not included.
It seems to work well without it but there is always a papyrus error.
I will try to delete the "init-Quest" in which the script is written.
Sorry, i use a translator.
Here is the link (feel free to use it on your mod page if you like) https://www.youtube.com/watch?v=xGX-jvZ8Fo8(the video is processing right now, but should be fully viewable later (at least by 4/22).
Please consider using the Creation Kit to edit out all those buildings, as it makes it WAY more fun to build there. (I can even send you my edited version if you want to give you a start on it, lol).
Thanks again for such a cool mod. I have wanted to make a Settlement there forever. Everything works... Thanks again.
Throw a couple of beds and a sofa in some of those ready made homes and the settlement will get a great head start.
--Cheers!