Fallout 4

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Ragoda

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  1. extremejay2000
    extremejay2000
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    I have some weird stuff going on with this settlement. I can't assign spawned settlers to anything. I also can't send any settlers there from other settlements. The weirdest one is I had 2 settlers. When they wouldn't assign I thought it might be a scripting lag problem so I left and did something else for a few in game days. When i went back They were still there sandboxing but I could not assign to anything still. But in workshop mode my settler count dropped to zero. Also the water pump I placed down no longer added 3 water. evreything was back to zero. I left again and tried to move a settler from another settlement and fairline estates was on the list twice. Picking either one did not help. In the pipboy under workshop data it lists fairline estates twice as well. One has the all zeroes and the other has the number of settlers and beds I originally had.
    ANY clue what is going on or what I can do? I have never run into anything like this. All other modded settlements seem to be working fine including other ones of yours.
    1. Ragoda
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      Lets start with latter problem, as it's a new one to me. Have you checked that you don't have 2 different Fairline settlement MOD's running same time? This could actually explain all your problems, if it is the case. But if we are not that lucky, I suggest finding last clean Save point, and restarting from there. Also, toggling the Load Order often helps.

      Reporting on success, or failure, would be appreciated!
    2. extremejay2000
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      No only your fairline hills is installed. I am unfortunately too far into my playthrough now to roll back to before I installed it.
      Not sure what toggling the load order means? I use vortex. Do you mean toggle as in disable it load a game...save then reenable? I haven't tried that because I didn't want to screw anything up further. I had provisioners to other settlements and had no idea what would happen if I did that.
      I have tried everything in game I can think of. From sending settlers to using the settler beacon. The beacon does make settlers spawn there. They are physically there but are not counted in workshop mode. But on the data section in the pipboy it shows one fairline hills at all zeroes and one with 6 settlers and water.
       I killed a couple settlers thinking maybe they were specifically bugged but any new ones act the same. they sandbox in the area. They fight in attacks. But they can not be assigned to anything.
      I eventually gave up and scrapped everything I built and Have left what settlers are there alone. Not sure if you can lose a modded settlement to unhappiness like you can vanilla ones but I was going to try to lose the settlement and retake it. But with the 2 fairlines hills I don't think anything will happen. Basically there is a ghost one that tracks the numbers and then the physical one where I can build stuff but settlers don't function correctly.
      That is about all I can think of as far as giving you as much detail as I can without sitting you in front of my PC and showing show.
      Thank you for answering back. If you have any more ideas I will try them but keep in mind I can't roll back any saves.
    3. extremejay2000
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      So I think I figured it out...though I still don't know how I can fix it in my game without killing the save since you are not supposed to uninstall a settlement mid game.
      So I disabled the mod in vortex and loaded a save to see what would happen. I got the message a mod was missing and lo and behold it showed failine hills settlement twice. one an ESP one an ESL. I apparently didn't notice that vortex activated BOTH when I installed it. I remember the note about it having both an esp and esl but I never got a conflict notice from vortex. So it was running both at the same time. I have no idea which was which as far as which one had physical workshop I could manipulate and which one was the ghost town that the numbers would increase and such. About to trial and error it. hopefully it doesn't corrupt anything.
    4. extremejay2000
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      So one final update. I will try to make this detailed in case ANYONE else does this dumb thing like I did.
      So first thing I did was create a couple clean saves that had the "bugged" fairline just because I could live with not having the settlement if I couldn't fix it. Then I disabled the mod altogether.

      So I went there to check on it. All of the settlers (17) were sandboxing around. All the stuff I scrapped in the area (stuff in the center with the playground) was still gone. I could trade with the settlers still but obviously could not move them to another settlement. Played for a bit no crashes....so I quit out of the game. Then I enabled the mod and ONE of the plugins (like i was originally supposed to ugh). The one I loaded first was the ESL. I rolled back to the last non clean save that originally had both installed.
      Going there I went into workshop mode and BAM all my numbers were correct and I could once again assign settlers to things. All seemed fine. But the esl version (in my specific game under THIS scenario) does not show up in the pipboy under data/workshops. So I can't quickview to see how it is doing. Supply lines work....but don't work. I can assign a provisioner and they wander off but I don't get the shared scrap supplies. I also use Ideks Logistic station and the management it does still works but again scrap supplies do not share. However the food and water sharing that that mod oversees still works. It also does not show up in the move settler list. But all in all the esl for the most part works as good as I can get it. I can build and assign which is the most important. The ESL was the "ghost" settlement that was running on it's own but that I couldn't affect.
      I repeated the same process with the ESP and it is the broken one that you can't assign settlers and nothing you build counts. It DOES show up in the pip boy settlement list just with all the numbers at zero. Provisioners do not work and obviously assigning anything doesn't.
      I did one last thing where I created a clean save with it uninstalled saved again then started the game from that save with the mod loaded and I rediscovered fairline hills settlement as if it was new and reset but it was completely broken still. No assigning, couldn't move people there, nothing worked.
      Sorry that I goofed so bad. I doubt that even if someone loaded a game with both the esp and esl enabled that the exact thing would happen but at least this experiment would give someone some help IF all of that nonsense aligned just right.
      Thank you for your help and your time.
    5. Ragoda
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      Thank you for testing and finding at least the source of the problem. As far as I know, it is usually ESL that might have more problems, and having both ESL and ESP same time probably somehow affected the ESP version. Sorry, I really stopped making ESL's somewhere along my MOD building since they sometimes worked quite well, and sometimes had odd bugs. This MOD might be one of last ones with ESL along it.

      I hope all best gaming for you!
      (this topic will be sticky and closed from now on)
  2. bobwuzhere1224
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    Anything scrapable?
    1. Ragoda
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      Anything that some scrapping MOD gives.
    2. extremejay2000
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      Started a new playthrough WITHOUT scrap everything installed and nothing is scrappable here. Not even things that would normally be scrappable.
      I finally ditched scrap everything after using it in 4 different playthroughs and over 1000 hours. My playthroughs always become super unstable everytime. Seems like Scrap everything is a big factor in that as it breaks pre combines and that eventually leads to an unstable crashy mess. SO FAR a good 40 hours into this one without scrap everything has been much better.
      Shame though because this is one of my favorite settlement places but it is nice to have a game that doesn't CTD randomly ALL the time multiple times a session.
    3. EmiLB59
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      This comment too should be stickied 
  3. AlexCatgirl
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    Ragoda you really need to update this mod as it installs BOTH the ESP and ESL versions, which leads to some very odd bugs.
    1. Ragoda
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      Hmm, didn't know that.
    2. extremejay2000
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      Heeeeey how could you forget my long and lengthy problem and kind of solution? lol You sticky'd it and everything. I am only playing.

      AlecCatgirl please read the sticky convo about my hellish experience with this bug.(Not entirely Ragoda's fault we mod users need to read and reread dexriptions sometimes) I guess my scenario was not one in a million  I assumed the esp and esl active COMBINED with all of the other settlement mods combined into the perfect storm.
      I kind of found a solution but not really. That settlement will be kind of borked and half way working in a save that had both active once you disable the ESP. At least in my scenario the ESP broke completely. Any way i won't retype the experience, Check the sticky.
    3. StankonMyhanglo
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      Yeah, after using this mod a few times with no issue, I suddenly found on a new playthrough that the game itself had activated both ESP and ESL, and it broke the mod.  Very unhappy, but I installed it correctly (ESL) for at least one previous playthrough, and suddenly both were checked for the new one.  No one else plays on my PC so not sure how to explain that, but I have had issues with the game client sometimes activating and deactivating mods, but usually you get a warning something changed.  Didn't see one for this.  Why is the ESP file even a thing?  ALL the other settlement mods I use just do ESL and there's no issue.  Maybe just dumping the ESP filer/version is the way?

      Jay, I tried your work around, and it didn't fix anything for me.  I just deleted the mod and kept on with my current playthrough.
  4. Drivinghard
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    I am deeply invested into an alternative 'Fairline Hills Estates' settlement and I am interest in your MMilton Hospital mods but leary of resetting all of my Fairlinhills settlement :(
    1. Ragoda
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      Unless your Fairline Hills settlement comes down more than halfway the hill towards Milton Garage, you should have no problems of conflicting settlement areas.
  5. Stronglav
    Stronglav
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    Do you have any overpass gunner style settlements?
    1. Ragoda
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      some
    2. Ragoda
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      Ok, I'll open that little bit, there are 4 which are published and 1 which I haven't published yet.

      - Hotel Hamlet Settlement, it has Overpass part included / https://www.nexusmods.com/fallout4/mods/39227/
      - Mystic Pines Rest Home Settlement. also has Overpass part included / https://www.nexusmods.com/fallout4/mods/35819/
      - Tucker Town Overpass, as name suggests this is mainly an Overpass settlement
      / https://www.nexusmods.com/fallout4/mods/35150/
      - Sassamon Overpass Settlement, found in 2 settlement bundle, this settlement again has Overpass part included
      / https://www.nexusmods.com/fallout4/mods/31130/

  6. exlandia
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    Every time I return to this settlement the Yao Guias I killed previously are there, alive again and the the dead brahmins I scrapped earlier reappear as well. Otherwise it's a great place for a settlement.
    1. Ragoda
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      Endless supply of meat! :D

    2. exlandia
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      Haha, yes indeed
  7. serdur
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    Lynn Pier Parking plz.. Good area...
    1. Ragoda
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      I have already made there settlement. You can find it in this bundle of settlements To Park IS To Settle.

      https://www.nexusmods.com/fallout4/mods/30166/
  8. bcaton
    bcaton
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    I noticed an odd visual glitch standing on one of the rooves - it looks like the old ones have been replaced, which is nice. The glitch is that things flicker in and out of existence.

    I have been to this place before installing the mod, and usually jump on the rooves to avoid rush attacks.

    I screenshotted and uploaded what I could see in the images sections.
    1. Ragoda
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      I do not know what causes that for you, but then again, I haven't stood on roofs myself so far. I did switch all but one roof to flat intact ones, and even the one that I kept got itself an inside ceiling. I also added 2 other buildings, and both weapons and armor workshops.

      Your picture has been approved for viewing.
    2. Jimm607
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      This looks like pre-culling to me. Basically, when Ragoda changed the roofs (or possibly as part of a conflict in another mod changing the pre-culling data in your load order, i don't know) the game has two incompatible data sets, the flat rooves, but pre-culling data for the old rooves. So when you stand behind or in where the old roof would be the game thinks you shouldn't be able to see a lot of the map around you, and hides it to save on memory usage. Its doing this all the time throughout the map, but because obviously, you can see through the non-existant roof, you can see everything disappearing.

      https://www.nexusmods.com/fallout4/mods/13294?tab=description

      This mod should cover fairline hills estate, removing the pre-culling. Theres no ability to choose just one though, so its an all or nothing unless Ragoda can figure out how to correct it in the mod.

      Alternatively, you could use a mod like Snappy Build Kit to give the houses their old roofs back.
    3. Ragoda
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      I don't use additional MOD's on my MOD building, pure vanilla.


      So anyone having this problem should maybe not jump on roofs. :D
    4. Ragoda
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      So, since I was concerned about this thing, I decided to check it out on my own. And having tested this on each and every roof at Fairline Hills Settlement I found none, no, zilch, nada problems of this kind. Everything behaved and looked as it should have behaved and looked. Thus my only conclusion on this issue is that it isn't a bug in my MOD, but maybe some combination of MOD's you have or maybe some game graphics, or game play, settings. I hope you can resolve this to your satisfaction, and I hope that this doesn't bother anyone else, but works fine like it does for me.

      I partly made those roofs flat so there would be fun places to build if you are so inclined.
    5. LostLoner752
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      Same massive pre-culling experience when teleport landed me on the roof of the house where the Glowing Ghoul was. Even my disappearing pre-culling mod by ViralGamer which has always worked failed here. On the map you can teleport to either Fairlane Hills or Settlement. Choosing Fairlane Hills lands you on the ground and very minimal pre-culling that mod can handle, but choosing Settlement lands you on roof.
    6. Ragoda
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      I will clean up this MOD in day or two and put update to be downloaded, hopefully that helps.
    7. Ragoda
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      Totally forgot to say this has been done already (few days ago). :)
  9. bcaton
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    Do mobs like the bears respawn?
    1. Ragoda
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      I haven't touched bears nor other mobs. One thing I did was to move the dead brahmins a little bit aside.