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  1. BeechMasters
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    Ok so if I understand this correctly from reading the comments and such.
    1. There is no need to remove the CAMP, however if one does, you lose everything built by the CAMP. Correct?
    2. You need to build a second camp [or third or tenth etc] in chemistry for each individual CAMP you want to build. Correct?
    3. You can place a CAMP any place on the map so long as it does not over lap another "workshop". Correct?
    4. You can build as many CAMP's and use as many CAMP's as you wish in the game. Correct?
    5. You can not fast travel to these CAMPs. Correct?
    6. You can not use settlers or Sim Settlements or location markers for set up a supply route correct?

    Thank you for your time and patience :)
    1. Cancerous1
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      1 no, you just should not scrap the last one at a location.Maybe in the future i'll add 'packing it up'
      2 yes, build a lot of them, each one will be a new playerhome with the full settlement menu to build from.
      3. yes.
      4. yes, up to whatever limit the game has on the workshop array, it may be 128?
      5. Correct, that is not implemented at this time.
      6. no, you can use settlers, I use synth settlers from robot home defense and i can assign them jobs, other mods that let you add settlers may work, your millage may vary, but no to supply routes, or reassigning settlers from another location to these.
    2. BeechMasters
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      That was fast. Thanks :)
      I appreciate all you and the other modders do for free for us.
      Thanks again :)
  2. eRock983
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    very cool mod! it would be nice though if you could send settlers to the C.A.M.P area. i would like to send a couple of Minutemen to guard Diamond City.
    1. Cancerous1
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      I would like to do that too someday. The no settler thing just seemed to fit 76 so well.
    2. lasse1001
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      Use Cheat Terminal to send different settlers to the C.A.M.P area
      Spoiler:  
      Show
    3. eRock983
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      i installed Cheat Terminal and spawned a couple of Minutemen Settlers. but it doesn't seem to let me assign them to guard post, they just walk around.
    4. Cancerous1
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      Synths I build from robot home defense work fine and can be assigned to things.
      https://www.nexusmods.com/fallout4/mods/5787?tab=description#

      There is also the spawn settler button mod.
      https://www.nexusmods.com/fallout4/mods/27979
  3. dgiebi
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    I had given it a try but there are one or two things disturbing me:
    1.
    The workbench is flying like a radroach on jet when you accidently bump into it. I solved this problem by using place everywhere and "killing" the physics.
    2.
    I would prefer to fast travel to my settlements, this would be nice in further versions
    3.
    Even with scrap everything it is not possible to scrap everything. I tried other loadorders, checked the latest version and so on, nothing worked for me. Even if they worked together in my loadorder without any other problems I couldn´t scrap
    (In both environments and I mean here with physics and without physics as described in Nr. 1)

    Promise:
    If you can solve these problems I really will use the mod again.
    1. Cancerous1
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      watch this video.


      It will explain some things you need to understand about scrapping and mods that edit the worldspace.
  4. GauyMapp
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    Ey cancerous, I think i would like to report a bug?
    In my making for Sanctuary Metropolis, It is very, very good to use the first times, but sometimes, like my connection route from Vault 111 to Sanctuary, it says you need to clear the enemies from the location, even know it is cleared of.

    Does it mean of the settlers nearby or something? Because no enemies are available, i even tried console commands to get rid of the supposed "enemies" nearby.

    Nothing works. Can you fix this, or try and disable that requirement? :/
    1. jaderiver
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      I'd be careful about setting down another workshop so close to another's area and possible over lapping ?
      Also any time I've got that message for any of the vanilla workshops, there is actually enemies counted to be in the area, and sometimes if your able you may need to use console command tcl to find them >< and certain console commands for others like killall be careful with that one, not sure what command u you used thoJust saying

      Re Edit I know a post mentions not being able to use settlers, or aquire settlers from other settlements but I was thinking what if you could try using a settler beacon perhaps at each one ?
      ( i know everything locked so no replies , ) so I;'m going to try that beacon thingy
    2. GauyMapp
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      I was somewhat careful with the overlapping, and knowing that it is not so big, i kept it at least 200 feet.

      KAH, that is the command to kill hostiles in area.

      I am not finding them though...
    3. Cancerous1
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      It's not a bug. It's repeated about 5 times in the comments. You're too close, if it detects another workshop assigned to that location, regardless of boundaries, it wont activate and you'll get that message. If there isn't a workshop assigned to that location, it will activate, and it will set the area cleared regardless of enemies
  5. jaderiver
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    Hello Cancerous1
    Here 's a silly minor question,. been using this a while per say, but on a new play thru I placed one at the mystic pines , thinking what a challenge it would to fix it up and turn into a settlement, but the 1st settlers I helped against raiders , wasn't able to send them to there, even tho on the map mystic pines now shows 0.50 % , ??
    Is it because if the area or place, the send to box showed on screen but only with 3 vanilla names , I dont remember what name the workshop went under when said " you can now use " going to try a test bit later ... thanks
    1. Cancerous1
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      I never got around to making sure these camp locations were added to the list of places you can send settlers to.
    2. jaderiver
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      Ahh, k, Thanks

      Re Edit what about the vanilla settler beacon thingy , thinking that might work to attrack settlers , as a solutuion ?
  6. ozmods
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    have to recommend this mod, it is my go to mod for places like revere satellite array etc,

    all you gotta do is drop it, and your good to go, however there are some locations it will give me the message that i need to clear enemies out, but there are none there.. think it might be a bug, i've dropped one in the corvega car factory, there is so much stuff in there that can be scrapped, it would also be a good spot for a indoor settlement, anyways many thanks for this mod.
  7. farazon123
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    Everything seems to work correctly. Thanks for a great resource.
    ******Update******
    Only negative is you can delete very little with this so if you put it some where it needs to be fairly clean.
    1. adamndirtyape
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      You should see my post about the dangers of scrapping too much. If you set up camp in a lot of different places, you may find you now have access to your scrapping mod in an area you probably should leave be, at least for scrapping. Building there is fine. I've been building camps in the most amazing places. But I'm finding it's best just to adapt to the site as it is (at least with my particular setup of mods). That alone is a fantastic addition to the game.
    2. Cancerous1
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      what part of this mod has anything to do with deleting things, except those you built through the workshop?
  8. deleted19691154
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    I love the idea and it works for the most part. The only thing i found is that not all resources are scrap-able even using scrap everything i could not scrap the trash some boxes the clutter in concord for example. I was going to build the hardware store as a home but most of the junk in there will not scrap. I f you can fix that I can see this as becoming an awesome tool!
    1. Cancerous1
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      I can fix this right now by explaining you don't understand how scrap everything works, it breaks scols and adds scrap recipes in areas you would normally have settlements, not all over the map. I think there's a video about it pinned above.
    2. Wadsworth44
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      I just use Disable or mark for delete. I also changed my ini to bUseCombinedObjects=0 for the stuff that says 'pick non ref AV object'.
    3. adamndirtyape
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      The only way I managed to have a problem with CAMP installed was when I tried to use Scrap Everything in the new camp. CAMP is just adding things to the game world, so it won't break things, but the scrap mod will affect the precombines, and sometimes let you delete things you really should leave alone. You can end up with performance issues or worse.
  9. RealCoffeeman
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    this is Epic! Thank you. okay 1st thing. I use Scrap Everything with This C.A.M.P mods. and i almost alter the whole commonwealth. Very Good MOD. so far i didn't encounter any bug.
    1. adamndirtyape
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      I've had mixed results with Scrao Everything. I've been setting up camps in all sorts of places, and in some, I can scrap a lot, especially trash, leaves, rubble, etc., but in others, those same things are untouchable. It's strange. I also found that you have to be careful. I scrapped the lobby window of a downtown building, to open it up a bit, and boom, game crashed. But overall, man, it's great. I can't believe that Bethesda didn't include something in the original game that would do what this mod does. So many cool places in the game, but you couldn't do anything to them. I'm starting a new playthrough soon, and this mod will be one of the first I install.
  10. adamndirtyape
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    Very interesting mod. I've been trying my hardest to push it to the limits, and I've had a few CTDs, but that was likely because I scrapped things I shouldn't have. I was actually able to use it inside spaces created by other mods as well as vanilla locations, and it worked most of the time except for a few mod spaces. But using a mod within a mod, that's just asking for it.

    I've also just gone through the Commonwealth tweaking things with CAMP, like adding bridges across broken parts of the elevated freeways, or cleaning up Goodneighbour (deleting some of the trash, laying down a few more shelters for the citizens, etc.). Just hacking around to see what the mod can do. So far, it's holding up fairly well.

    By the way, I don't recommend using the mod while in God mod. Sure you can spawn as many CAMPs as you like once you have one in your inventory, but it usually leads to a CTD. I am also going to see if I can use this mod with Conquest. I imagine that might be pushing things a bit though.

    All in all,, this is a very cool mod. I think people should try it out on an old save first, to play around with it before launching a new game with it, but it does add something that Fallout 4 really needed. So many cool spaces were crying out for other use, but all we got were the predefined settlements. Now the options are wide open. Thanks.
    1. Cancerous1
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      I'm a little unsure if this is praise or a sideways way of saying this mod causes CTD's, because it doesn't. If that's not your intention you may want to rethink your phrasing of your problems.
    2. adamndirtyape
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      Thanks for your response. To make it crystal clear, I am praising this mod because it is actually very robust. Now that I've been testing it extensively, I think it should be one of the top mods on Nexus. It's really that fundamental. It lets you open up all those cool locations in the Commonwealth that people may have wanted to build on, but couldn't before.

      If I mentioned issues, it was because I was reporting on just how hard it was to actually find any. What I should have made clearer is that the only problems I encountered were when I was trying to use your mod with my scrapping mod (Scrap Everything) installed, and only then under certain conditions.

      Many people, myself included, have been trying to scrap things in the new camps like they can in the vanilla settlements, so I want to see how this would go. I had very mixed results. Like others, I found that the scrapping mod didn't seem to work consistently or at all in certain areas. All I can say is that is probably a good thing, The ONLY time I had trouble was when the scrapping mod actually worked and let me scrap something I probably shouldn't have, The scrapping became the cause of failure, not your mod.

      However, when using this mod without trying to scrap beyond what was available in the vanilla game, I didn't have any problems at all. Like others have said, beware of scrapping mods, they're a two-edged sword. However, your mod does seem fine with Conquest. I was running C.A.M.P. with Conquest and didn't have any problems at all. I also had no problem with any other combinations of mods (and I have lots installed) other than when I used my scrapping mod in a new camp.

      To sum up, I think people should use this mod, because they will love it, Once again, sorry to sound critical, because I think you've done tremendous work with this mod. I hope this post clarifies things.
    3. Cancerous1
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      ah yep, thank you for the kind words.
  11. MarkusTay
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    I think my last post got somehow lost.
     
    Two things - are there any plans to add the animation like how it is in FO76? That isn't necessary, but it would be pretty awesome.
     
    The other is, is this compatible with Conquest? Although very similar, there are a couple of things both do the other doesn't, and it would be cool to use one as 'player homes' (actually camps, like the name says), and the other for full-on settlements.
     
    And I may as well ask a third thing - have you considered any work-arounds for linking this to vanilla settlements? I went into my own idea (for that) in my original post, but it was overly long so I will merely broach the subject without trying to explain it (it was convoluted, but I suspect it would have to be in order to link this to an existing provisioner network).
     
    Cheers and Thanks
    1. Cancerous1
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      1. No I don't want to animate it.
      2. I don't know, maybe, but you can test that.
      2. I have toy'd with the idea of making caravans work with it but I'm not overly interested at the moment, I made wagons for caravans and had a more grandiose scheme but the engines limitations sucked the fun out of that for me and I have a few other big projects to finish.
    2. MarkusTay
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      Thank you for your quick response. I guess I will test it out, then. I have a LOT of mods installed so if anything is going to break it I will know. LOL

      'IF' you do get reinterested (FO76, for whatever reason, seems to have reinvigorated interest in FO4), my idea was along these lines - have one initial permanent C.A.M.P. (maybe where you get some sort of magazine that allows you to build more - YOUR MOD, basically). This 'starter camp' would be a bunker or some-such, and be right next Sanctuary or V.111 (or between them even, if that's even possible). This would be pre-linked to the Sanctuary workshop (and I know this is possible because I have a mod that links Hangman's to Homeplate in this fashion). Then you would need some sort of scripting (the tricky part) that would auto-connect all CAMPS together (not immersive, but its the only way I can think to get around the provisioner system). So all built CAMPS would be connected, and they would all connect back to the original C.A.M.P. (that bunker or whatever that I mentioned above), and then that would connect to Sanctuary. I'm no modder, but I used to be a fairly adept programmer (in the dinosaur days, so I understand bolean logic), and I think that sort of work-around might be possible.

      However, I completely understand if you don't want to tinker with it any further, and I thank you on behalf of all of us still playing FO4 for sharing it.

      Cheers
  12. LX6R
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    Does this work as a full featured settlement? Means can we use functions that are added by workshop framework and workshop plus? (like blueprinting?)
    1. Cancerous1
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      Seems like TS blueprints work, one person already shared a mod with one of those. the new workshop framework is a big maybe, I haven't been playing fallout 4 to test that.
    2. Heatysaber
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      A little late, but I've just started playing again and have those mods and with this you get the "zoom in the sky, super fast movement" part of whichever mod does that. Haven't gotten to play around much with it yet tho.

    3. Cancerous1
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      ??
  13. Heatysaber
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    I checked a few pages back, so sorry if this has been asked: Can you save your settlements with Transfer Settlements, and then export them? It could be fun to set up some checkpoints or small player locations around the commonwealth, then share them with others.
  14. Fittjevel
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    Anyone feel like sharing their favorite location to set up shop?

    I've been looking for places that has interiors "outdoors", i.e. places you don't have to go through a loading screen to enter. Nice being able to actually look out the window
    1. IBMental
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      Theres a nice little apartment building across from Lexington Apartments entrance that I like to call home. Pretty decent interior, though the upper floors need a bit of fixing lol but if you have the scrap everything mod, the place anywhere mod and the snappy housekit mod, you can fix the place up to be pretty nice :)

      I usually scrap everything on the bottom floor and put my work benches down there, I put the kitchen and dining area on the second floor, and I put my bed and containers on the top floor. Will need to build an elevator to get to the top floor, not sure how anybody got up there before lol
    2. Heatysaber
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      Awesome! You should (if you want) post some pictures of what you mean!

      As for me, there are some of the houses in the outskirts of Concord that could work for you. Neat for a small village that is outside the downtown. Areas outside of the Boston Airport settlement are kind of open too. Could be fun!