Fallout 4

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Ragoda

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Ragoda

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66 comments

  1. lostjob
    lostjob
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    theres a lot of stuff that i would like to scrap, also if you try to get a provisioner from another settlement to go here it wont, you have to select a settler from fiddlers green to go to another settlement and even then the resources are not added together
    1. BeechMasters
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      Seriously? Ok that is not good.
      Hey Ragoda, you might want to look into this because I know you are a better modder than this
      I use about half of your mods all ready and loving them
    2. Ragoda
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      I already looked into this scrap thing and will be uploading update in 2-6 hours. Supply line thing is separate from it and needs more studying.
    3. Ragoda
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      I fast checked this supply line thing and found out the following:

      1. You can send Provisioners from Fiddler's Green
      2. You can assign Provisioners to Fiddler's Green on other settlements, BUT they never leave. They just stay at their settlement. Going into Build Mode at Settlement shows that they are unassigned. This while they also proudly carry their Provisioner tag.

      So I am officially baffled, sorry.

    4. SarahAdams
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      Hi everyone,

      I love this mod. But there is a problem with food. I planted six mutfruits and assigned a settler to them, but the food count only goes up by 1. I had to assign the same settler to all six plants one at a time. It’s no biggie, just thought I let you know.

      Cheers
    5. Ragoda
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      Hmm, that's an odd one, never encountered this anywhere before. I wonder what causes this, as i have settlers growing food just fine. Sorry, but it is hard to fix problem which you can't duplicate.

      Has anyone else ever had this problem? Please let us know and the possible fix also!
    6. SarahAdams
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      I tried using food planters instead of just planting food in the dirt, now it works just fine. Really odd!
    7. someguynamedjoe
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      What about Sim Settlements agricultural plots? Do those work?
    8. SarahAdams
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      I'm not using SS. The SS mod was causing a lot of CTD. My PC isn't very powerful.

      One question, is the workbench in the middle of the build area? I'm building a long way out to the north. I've looked at the map but it doesn't help.

      Thanks
    9. Ragoda
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      Workbench of Fiddler's Green is at the edge of build area. There is a reason for that, so sorry, can't move it.

      I just added X marker in picture of building area for Workbench!
    10. RickyTheOx
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      It can be a mod conflict, not cuse of this mod.
      And sometimes the game just need time,
      and it can be good to leave the settlement for a few ingame days to let the game figure out whats going on :)

      Just be cool and give it time.
    11. SarahAdams
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      Just discovered something…

      The further you build away from the workbench, the problems get worse.

      I built my main structure to the north of the settlement. Quite a way from the workbench. I had trouble with food and assigning settlers to stores. If I assign a settler, it would take about 10 - 15 mins to be notified the it had been assigned. But, then you can’t trade with any store except the Clinic. All the other store settlers just say Huh!, Yeah! or similar. Also settlers would not sleep in their beds. At midnight they would stand together near the pool.

      So, I pulled everything down and built a main building as close as I could to the workbench. Guess what? - everything is working now.

      In my game anyway...

      Hope that helps.

      Cheers

    12. Ragoda
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      Yes, distance to Workbench is a key factor in how well Stores function! Thus they should always be built close. Other stuff, like beds and such can be anywhere.

      EDIT: I was told at other MOD that once you have built SHOP close to Workbench you can move it anywhere in settlement and it still works. Mind you I have not tried this yet myself, so better try it out. :)
  2. WingNut35
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    OK I pick this one up after grabbing all my stuff and uninstalled an different mod for this area I was wondering is there a way to put beds down inside the trailers with out them going throw the floors of the trailers?
    I am not sure how to add pictures to this but this is normal what is inside trailer
    https://steamcommunity.com/sharedfiles/filedetails/?id=1516619194
    and this one is placing a bed.
    https://steamcommunity.com/sharedfiles/filedetails/?id=1516619242
    1. Ragoda
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      I didn't navmesh or anything else the trailers, so yes, you need to either use console commands to move beds where you want them, or use some Place Anywhere (even in Red Areas) MOD for it. Also you can use Homemaker MOD, beds in it can be placed normally inside trailers, I did so myself.

    2. WingNut35
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      Oh cool so the Homemaker mod the bed can be placed in the trailers. cool I have that mod already so I will just use those beds then.
    3. Ragoda
      Ragoda
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      Yes, I've placed in game beds to all trailers.
    4. MarkusTay
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      But will they USE those beds? I've found I can place beds in plenty of places - and they count toward the total - but the NPCs never use them.

      BTW, THIS MOD has a navmesh block, and I've been able to use it to fix trailers and shipping trucks, to get NPCs to move into them (thus-far, I've only seen my companions do it, but if they can, ANY NPC should be able to). WARNING: they are NOT easy to use - they tend to want to snap to the ground, so if you are trying to place them just a little above, it won't work (so you'll have to resort to all sorts of tricks and need Place Anywhere). I'd highly recommend that and Hozsa's other mods regardless - that navmesh block is just one tiny extra in an already amazing mod. Another way to get around some of the problems (with houses themselves) is use Place Anywhere and clip the vanilla floor pieces into the floors - they have built-in navmesh. I tend to fix a LOT of broken houses this way (and using the roof pieces as well, so the beds are 'sheltered'). So to sum-up, the navmesh blocks work for trailers, containers, truck-beds, etc., and the floor pieces (clipped) worked best for buildings. Hozsa's mod also has some nifty stairs pieces (also all nevmeshed) that I've found helpful in getting NPCs to walk into houses (like the covenant ones, which never work right outside of Covenant). I've also had some small success with carpets - it WILL solve the issue of stuff falling through the floor, but in most cases, it doesn't help much with the NPCs moving around (so if you're just decorating and don't care if the beds/etc actually get used, then that's a perfectly fine way to go). Plus, carpeting feels nice on the feet.
    5. Ragoda
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      Thank you for your comment with lots good and helpful information MarkusTay!
  3. Thisgameisagame777
    Thisgameisagame777
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    I'd love to use this mod, but too much can't be deleted, like most of the brambles in the pool and the dark and rusted trailers, which is especially annoying because many of them are leaning, one of them also is partially in the ground.
    1. Ragoda
      Ragoda
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      Shame.
    2. RickyTheOx
      RickyTheOx
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      Use ScrapEverything and Place Everywhere ..... TADA 

      Its a excellent settlement, have spent around 200hrs building w/o problem   =)
  4. SkyrimERos
    SkyrimERos
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    Thank you very much for the mod, I love to build))) I uploaded the screenshots.)
  5. theskyisgreat4u
    theskyisgreat4u
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    OK, one solve for the issue of the settler's assigned to stores NOT having the "seller" dialogue is to edit the VANILLA encounter zone to be NoReset, Workshop AND VANILLA location data for this location to have ALL the appropriate settlement keywords.  By only assigning the new location and encounter zone to the new Workshop Items themselves and NOT the cells which the settlement occupies, the appropriate workshop dialogue won't show up.
  6. MarkusTay
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    A LOT of the above problems (like the Provisioners not working, or the settlers only being able to be assigned to 1 crop, etc.) is because a Workshop parent hasn't registered itself correctly. I had to fix this problem elsewhere so I am familiar with it. It doesn't necessarily have to stem from this mod; I have found that most folks that use a settlement-adding mod also use several others, and any one of them could be registering incorrectly, which borks ALL OTHER SETTLEMENTS that attempt to register after. Even vanilla ones. This is why I try to take all the vanilla workshops prior to me taking the modded-in ones, one at a time, with constant saving.

    Easy work-around for the crop problem: Click on the crop (that is assigned) in CC, and type- setav 331 5
    This adds five to the count, making it six, and your settlers will produce the correct number. It will not fix the animation though - they will still stick to the one plant. As I have said, I am VERY familiar with this issue. Sometimes if you are lucky, you can fix issues with SKK's Workshop Utilities mod, which I highly recommend regardless (it comes with a radio to summon settlers, so you won't need the settler button mod anymore).
    1. Ragoda
      Ragoda
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      Thank you for explaining this thing!
    2. RickyTheOx
      RickyTheOx
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      Actually, setav 331 5 works thru ingame console (on pc)

      But would be nice if Ragoda could fix it
  7. free8082002
    free8082002
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    Thank you!
    1. Ragoda
      Ragoda
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      Am happy you like!
  8. whiskeyjack9105
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    Excellent, just what I wanted.

    Does this function alongside Tales from the Commonwealth? That mod adds NPCs and a questline to the area.
    1. Ragoda
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      Usually only thing that makes problems in these kind of situations is terraforming and/or adding, moving, and/or removing items. If none of those are done by either MOD then all should be good. However if some are done by both MOD's then likelihood of problems rises heavily. If only one MOD has some things I mentioned done, then first of all it should be placed latter of the two in Load Order, and after that you hope it all works fine! :)

      So, you gotta try! Please tell here how things went.

    2. whiskeyjack9105
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      I can confirm that it works very well. Thanks!
    3. Ragoda
      Ragoda
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      Excellent news, thank you for telling! Happy gaming!
  9. devs666
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    just downloaded your fiddlers green mod and for some reason it aint there for me i tried the both files any suggestion. i use 5 other settlment mods from you with no issues, just this
    http://i1122.photobucket.com/albums/l540/xtamm6x/enb2018_10_8_18_55_12_zpsscfk270i.png
    1. jr2nd
      jr2nd
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      not showing up for me either O_O

      update:

      just loaded up F4 con kit and nothing is showing in there either? what am I missing? plus its flagging a massive amount of errors also.
    2. Ragoda
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      Are you trying with old or new versions?

      Plus what do you mean by it not showing? You can't find even the Workshop?
    3. devs666
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      tried both old and new,esl and esp, found workshop were cross is marked the png above shows screen shot of fiddlers green settlement after the mod was installed, like i said before i have 5 settlements you made running great
    4. Ragoda
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      So you can't open Workshop? Sorry, but that picture doesn't tell me what is missing.
      Please explain with words, and obviously simple ones as I feel stupid right now LOL.
    5. jr2nd
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      tried both of the newer versions (separate) and nothing in those screenshots was at the location, ie the house, the 3 storey building etc, and like I said when I loaded your mod into the construction kit those building wernt in there either which is a bit confusing as your descript says it isn't a save / blueprint but an update with extra items..

    6. Ragoda
      Ragoda
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      Well, those are only examples of builds, they don't exist in MOD itself, you have to build yourself.

      And yes, most definitely my MOD's are not saves / blueprints!

    7. jr2nd
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      that's why it was a little confusing as someone could think they are in the mod, maybe a little message in the descript? that way stupid people like me don't make posts about why they arnt there lol

      so excuse the stupid question then lol what does the mod do / include? am I assuming its just the workbench and the ability to build on the plot?
    8. RickyTheOx
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      Ragoda
      Approve my pics so ppl can see it works just fine
    9. Ragoda
      Ragoda
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      Your pictures are enabled, and may I say that your builds look amazing! :)
    10. Ragoda
      Ragoda
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      jr2nd, I actually DO mention about it in the main page of this MOD. :)

      This line can be found on Description page:
      Cautionary Mention: Some of the builds seen in pictures are only examples, they do not exists in MOD!
    11. RickyTheOx
      RickyTheOx
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      Thank U.
      Its WIP tho

  10. cain071546
    cain071546
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    I love your mods. Have wanted Fiddlers Green for along time. Thank you.
    I have a suggestion for another settlement. Its the house just south of Covenant. Its boarded up but is still very complete. Would love that to be a settlement!
    1. Ragoda
      Ragoda
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      Thank you!

      Hmm, I wonder if I remember right what house. Are there trucks nearby?

    2. Ragoda
      Ragoda
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      Settlement done, in testing phase now. I hope you approve that I turned it into a small town. :)
    3. Ragoda
      Ragoda
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      Published!
  11. spokey53
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    Seems to work without problems for me.
    1. Ragoda
      Ragoda
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      Great!
  12. dirtbag3517
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    Where is the workbench? I'm puzzled
    1. RickyTheOx
      RickyTheOx
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      At the crossing south
    2. Ragoda
      Ragoda
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      There is a picture that has big red X that marks where the Workbench is, and it is where Ricky said yes!
  13. sparrowhawk92
    sparrowhawk92
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    Just curious if this mod or any of your settlement mods touch pre-combines and affect framerate?
    1. Ragoda
      Ragoda
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      All MOD's affect framerate as far as I know, but if that is something noticeable that is different question. Rule of thumb is that small MOD's which don't have problems with them shouldn't be too bad. I hope this MOD falls into that category. Pre-combines I I don't know, since I would even need to be explained them to me to give an answer.
    2. sparrowhawk92
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      Here's an article on them: https://beth.games/2NKKlFO
    3. BeechMasters
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      Things that add triangles affect the FPS more than most things. [lots of detailed objects like gins or objects etc].
      Next is textures. [the way bricks or the road looks etc]
      After that the only thing is when things are deleted that should not be deleted.
      Hope this helps
    4. Ragoda
      Ragoda
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      Well, I haven't deleted anything so far, although that will change with soon coming update. However, that should be fine, I used FO4Edit to clean those deletes.