Fallout 4

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  1. alphadeathstc
    alphadeathstc
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    Just wanted to pop in and say Hi. I found some fixes to some things often found to be an issue with thicket settlement mods, and thought i would spam the info to all thicket settlement mods. Not sure how many of them are useful to your mod or if the issues exist in your mod or not too. Oh, and there are massive areas behind the quarry walls that scrap everything can give access to that many mods don't have the build area to fully encompass, and I did want to inquire if your build area extends behind just the visible floor of the quarry or back into behind the walls or not, as a vault in the wall has been a bit of a dream build for me once I found how big it is back there. If the road above the quarry is fully included then build area is definitely big enough to build inside the walls. All the rocks are the borders to the huge hole below.

    Quest issues, if the drain the quarry quest has broken for whatever reason, such as having this mod running before the quarry is drained there are console commands to fix it, but you are left with bubbles floating up to the former water level. The quarry doesn't drain until you are level 12 according to the Wiki, but it doesn't say there is any level required to start the quest and help him out. Many don't want to restart again with the mod disabled, and often modding the quest area like this can kill the quest, thus the warnings that many people forget about. Forgetting that you have this running and starting a new game will also often cause a fail in this manner. There are a few additions to the normal console codes you can do to fix the clustered mess of using the console to drain the quarry if you are really too far into your new game to restart again. I found the quest wasn't even showing up when I used just the finish codes for stage 1000 and 1500. And you are left with bubbles and floating water splashes that are still there (the quest markers for leaky pipes to fix that you can't fix). I found a way to turn off the water splashes and the PRID's of each. However there was no way to select the bubbles and turn them off too, so now there is bubbles with no water splashes, pretend they are soap bubbles, and build a cook pot or vat under each and keep playing or start over with this mod disabled. Doing the full run of quest codes finally started the quest in my log so I could finish the quest in the console. Once you are done with the codes you will need to clear the area of raiders. If you drag the corpses off your land they will disappear faster (usually after fast travel) but it really isn't necessary.

    Full list of quest codes if you are having trouble getting it to show up in your log as done I used the reset a few times when it was giving me trouble:
    startquest DN138
    <if the above does not work try all the rest below>
    resetquest DN138
    setstage DN138 300
    setstage DN138 500
    setstage DN138 600
    setstage DN138 700
    setstage DN138 1000
    setstage DN138 1500
    prid 106E97
    disable
    prid 1e6d6a
    disable
    prid 1073ff
    disable
    prid 107404
    disable

    The first PRID drains the quarry. The last three PRID are the splashes to turn off. Draining the quarry by disabling the water surface will spawn the raiders from the end of the quest so be ready for them when you exit the console. You don't have to remember the PRID's as the water surface and water splashes can all be clicked on with console open. If for whatever reason you want to fill the quarry again after the quest is complete, use prid 106E97 and enable the water surface again (not sure why someone inquired how to do that on another mod but there you go...).

    On another note many thicket excavation mods can't build on stone areas making it hard to do much at all. All surface build areas can be fixed by users through the console or by the mod maker by setting the actor value for each item. If you have used scrap everything, you have seen just how many pieces make up the stone walls of the quarry. Each one you want to build on may be selected with the console open to edit that item, then type setav 33d 1 to change the value of being build-able in workshop mode and not just a pass through non existent surface in build mode when trying to place items. Now you can place your million turrets on every cliff before they reach your stuff at the bottom, and everything else you want to build on stone areas. This console command enables the actor value 'WorkshopStackableItem' for the object you selected allowing placement on the stone area you modified. If you can't remember the command reference type Help workshopstackable 0 (show all modifier) and it will give you 33d as the ID for the object property reference. Just remember to add a space and a 1 after the reference to enable the object setting. Caps in SetAV (set Actor Value) are optional, setav works just fine, so SetAV 33D 1 or setav 33d 1 are the same. You will have to do this command every 1 square distance in many places on the wall as many pieces are made up all with different reference ID's that need to become build-able, so use it where you need it may be easier then trying to do all of them, unless the mod maker has done everything already for you.

    Some will find there are visual glitches in stone items where you walk through and often can't see the stone you are actually walking on in thicket excavation sites, it will look like a horrible floating blurry version of stone that isn't supposed to be there at all. I found the actual cause and permanent fix. This glitch will be seen all over the place, On highway overpasses and many other places concrete or stone looking items are found. Since this mod has massive amounts of stone, the whole area will be glitched often making falling an issue, from not seeing where you are going. The glitch is from graphic settings and effects the whole game, only people using Ultra graphic settings will ever see it apparently, so punishment for PC master race players I guess. Proof can be made by switching down to high graphic settings and you won't see it any more. But who wants to run at a lower capability when it is just one setting. Anyway, you need to change a setting in a preferences file in your my documents save game location area. Navigate to where ever your documents are ...\documents\my games\fallout4\fallout4pref.ini Note, that I would also change any other fallout4pref file such as fallout4pref.ini.baked and fallout4pref.ini.base (if you have them) to make sure no backup or change will undo the fix later (all should open with notepad just fine). Modify the value called fBlockLevel0Distance=60000.0000 and change it to fBlockLevel0Distance=45000.0000 as the difference of it working and not working default values from ultra and high are 60K and 30k but 45k has been shown to remove the glitch and still be higher then the 30k of the default high setting. Again, no mod causes this problem, it is a setting that effects all stone of a certain type in the game using Ultra setting presets, and will be found all over the place in the game. Falling through holes in a highway and falling off the edge of glitched quarry areas will no longer be a thing, as you will be able to see where your going now, with reloading to fix temporarily being a thing of the past. Once changed it should never come back. Recommended setting of 45k or lower to get rid of the glitch permanently. Info for this fix found on youtube by user Troxen called "Fallout 4 - How to FIX Texture Bug [Thicket Excavations]" watch this video to see the glitch for yourself. Similar issues appear all over the game when using ultra settings.

    There is often things seen with cell reset issues where things already scrapped come back and things built disappear. It is not actually mods like this but something else that often causes it. It may be scrap mods conflicting with border expansion mods like "build high", it seems to effect all settlements to some degree, but likely is not this particular mods issue if ever seen or reported. Perhaps one can scrap everything in all settlements everywhere, then turn off scrap mods to avoid the reset conflict after building... it's a lot of scrapping before building begins all over the place though. I get resets too, no so fun to redo things. No idea how to resolve the conflicts any other way, should stay scrapped in save after that, hopefully, then built and saved... this has been a known effect between most scrap mods and border expansion mods and has been mentioned on several mods (that are neither) effecting possibly all settlements, even new settlement locations like this.

    Hope it helps, any that you have seen on your mod?
    1. Ragoda
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      1. I do suggest running the water level quest first, and then adding my Thicket MOD.
      2. You asked about the build area into rock, it goes some way, but the road isn't included. The way I did build area has then house with Workbench in small build area, and quarry itself in bigger build area. Mind you the top of Thicket is made into separate settlement in my MOD's.
      3. I have never found any problem building on rocks myself
      4. Not seen glitches where rocks are missing either

      As to all your suggestions and advice I thank you, good work!

  2. BlazeStryker
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    Between the border thing and the confusion on where the workbench is, please forgive me for recommending infinite time outside settlement borders so users can figure out where the borders are and aren't without getting kicked out of workbench mode every thirty seconds.
  3. esmarix
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    Hi there, does anyone know if raiders are a problem with this settlement if i also use the top thicket and have sufficient defenses there?
    1. Ragoda
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      Sufficient defense to me is defense that deals with spawning threats, so no, raiders are not a problem then.
    2. Ragoda
      Ragoda
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      .
  4. GopnikAntonov
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    Deep Thicket settlement? More like borderline useless unfinished house near Thicket Excavations. It will instantly kick me from the workshop mode when i go more than 20 meters from the damn hovel. The top Thicket Settlement works fine, i don't know what is worng with this one. If you would make a second version with the workshop moved to the shack at the botom of the quarry, i would be grateful. It could help.


    And btw i cant build any furniture in both of the mods. Any help with that one?
    1. Ragoda
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      How or where you can't build furniture, as I myself have no problem with that. If you mean inside the house where Workbench is, then it might be that you need to use e.g. Homemaker MOD, beds from it usually place even where vanilla beds don't.
    2. Ragoda
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      You see, for Creation Kit reasons the Workbench is where it is, and the building area around it is indeed only 20-30 meters.

      HOWEVER: There is more building are at Excavations themselves. BELOW the Top Thicket Settlement. Actually whole quarry really apart from top layer. Go and try!

  5. 6dwavenminer
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    Looks good, however, where is the workbench for the Deep thickets...Ive found the top thicket one. But becauseI can't find it, I can't set up supply lines to the Deep thickets... am I just blind?
    1. Ragoda
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      There is a separate house, across the road from Observatory close to Thicket Excavations. Workbench is inside that house. Not inside Deep Thicket at all!

      It is shown on pictures.
    2. 6dwavenminer
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      Thanks, turns out It was just me being blind...

      Keep up the great work!
    3. Ragoda
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      Just have fun! :)
    4. Revanbleac
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      For me.. its not across the road at all... its back behind the whole place.
    5. Ragoda
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      Behind where?
  6. Shnakecharmer
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    Thank you so much for this mod! I love my settlement deep in the quarry. I was also able to decorate and house settlers in the nooks and crannies up the stairs throughout the quarry. Only thing for other users: a few of my settlers have fallen to their death. It is advised to build fences and/or railings around open ledges.

    Also, quick question: I am not able to build up at the surface of the quarry. Is there anyway you can extend the building mode to the top of the quarry? I want a proper entrance to the quarry defense and all.

    I absolutely love this settlement! Thanks again!
    1. Ragoda
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      I am glad you like, and yes, it is nice to keep settlers safe with railings. :)

      As to top of the quarry, there is a reason I didn't include it in this settlement, and the reason is this: https://www.nexusmods.com/fallout4/mods/34155/
    2. Shnakecharmer
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      Ok! I will download the Top Thicket Settlement. Thanks again.
    3. Ragoda
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      Good!
  7. CodeNamed1
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    So this and the TOP thicket mod can be used together without problems? Why didn't you just place the workbench in the bottom of the quarry?

    Damn I want to use these but hate the idea of respawning raiders :/
    1. Ragoda
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      Yes, they work well together! And I have done that Workbench at bottom of quarry thing, didn't work well then. This way I now released Thicket as 2 settlements works best out of 5 tries I have made on it in 3 years.

      ps. raiders are not that bad problem. All you need is 5-6 well placed turrets...
  8. BreqVendaai
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    thx for this mod ,i like it but i have a question . do this mod work with sim settlements?
    1. Ragoda
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      I haven't tried that, but I think it does.
    2. Shnakecharmer
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      It definitely does. I have interior plots, exterior plots, the whole shebang.
    3. Ragoda
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      GREAT!
  9. AndyJP
    AndyJP
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    I downloaded this before your warning and I hadn't done the "pull the plug" yet when I added it! I want to report that I was still able to complete the quest without issues (even after claiming the settlement), and the area was drained when I later returned and I mowed down all the raiders. It seems to be working okay, there haven't been any respawns there yet if there is supposed to be. The wind turbine there is briefly a hydro-turbine until the water drains lol. Also it was a bad idea to do the scrapall command down there because a lot of the quarry pieces got removed and things got weird but I can fix it up in my game! TYVM Ragoda!
    1. Ragoda
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      You are most welcome!
  10. NikitaDarkstar
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    How does this affect the quests in the area and the raiders that spawn there once the quests are complete? It seems cool, and always struck me as a great spot for a settlement, but I'm wary of breaking any quests, or having enemies randomly spawning in the middle of the settlement.
    1. Ragoda
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      I just now added an important notice about this on the MOD page! Thank you for reminding me, I was to do it originally but I totally forgot to!
    2. NikitaDarkstar
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      Ahh that's fair! What about Raider Troubles (minuteman radiant quest that might send you to thicket excavation to clear out the raider settlement) and Quartermastery (BoS radiant fetch quest from scribe Hayden)? Are those two affected as well? Along with raider spawn points? Are they still there or have they been moved? (Asking since Thicket Excavation has or at least used to have a quirk where it resets all is spawns as soon as you move far enough away from the cell to do so rather than based on time)

      Sorry for asking so many questions, I'm just really keen on giving this a shot but don't want to run into weird bugs or have a bunch of hard work lost at a later time. :x
    3. Ragoda
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      Considering how long I have played F4 it amazes me how there always are things I still learn. Like this Raider Trouble radiant quest or the Quartermastery BOS quest. I have never met them myself personally LOL, but if they happen they indeed might be a bit borked.

      About raiders respawning when you leave quarry, this s new bug to me, but I have NOT blocked respawning, so take this into account!
    4. NikitaDarkstar
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      I honestly checked some of it on the Fallout 4 wiki cause it's been a while since I played and I like to make sure my info is at least in the ballpark of right (I'm planning on finishing up a play through on another game and then pick up F4 again cause apparently it owns my soul). I didn't know of the BoS quest myself cause I honestly never can be bothered with them, but I did know of the Minuteman one simply because it's impossible to go anywhere near Preston without having something thrown at you. I suppose I'll simply have to give it a shot as soon as I can and see if anything comes up. Hopefully it runs smoothly... and worst case I'll just have to put a few turrets around pointing inwards. :p
    5. Ragoda
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      LOL, so true! All best gaming to you!
  11. madpaddy
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    So these are prebuilt settlements ??. Can we build on them ?? and what about before the quest are these used by the raiders or do they appear once you have cleared them out ??. Thanks.
    1. Ragoda
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      No, this, (nor any other of my player settlements, with couple notable exceptions,) is not a prebuilt settlement! Most builds that you see in the pics are just examples! You will not have them in the game with MOD, you are supposed to build your own settlement. The house next to observatory that has the Workbench in it, that however is there already, as well as couple other small additions, Windmill on ledge and Spit Roast next to Sully's shack.


    2. madpaddy
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      Cool thats what i was hoping, great job and thanks for sharing.
    3. Ragoda
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      De nada, glad to be of help! :)