this mod won't be receiving any updates anymore. so anyone that wants to try copying it can feel free to look at the code and mod as a whole. I personally have no interest in modding fallout and tbh have lost interest in fallout as a whole. on top of that, I think flanagak has done the same when it comes to modding fallout 4.
on a side note the creation kit also hates my pc as it will not let my open fallout 4 or skyrim without crashing or black screening so i can not even edit this if i wanted to.
so keep in mind you can make any edits you want to this or even copy the mod as a whole as it was truly meant to be a community resource mod.
If you have any request please add it to the bugs or notice doors that link to what may seem weird places (settlement doors linking to non-settlement fast travel areas) add that to the bugs as well. please keep in mind if a request or bug is posted in the description it will be seen as spam and deleted.
PS do not remove all floors it might end in a case of falling forever with its only know cure of reloading. also, do not forget if you create something awesome don't hesitate to share it on here the more pictures the better. just keep it clean.
I know this isn't being updated but its driving me crazy the one door I want use to replace a door from a mod spits me out sideways. Its a sliding door and oddly it thinks the egress is the door edge so I get spat out into limbo or between walls. I don't know if its the nature using the other's mods doors which work fine on their own, or something in this mod that makes it do that. Oh well.
It's been a few yeasr since I've opened the creation kit but as I remember you manually point which way the player looks when they exit a door. In which case you should be able to fix this fairly easily.
If I get a chance to use this mod, which I doubt I will since my PC died, I will probably patch it.
feel free to do what ever you want with it ill even give you permission to add the patch here so it can be in one place or just make it as part of the actually esp (instead of a separate esp file)
This mod adds sixty-nine (69) new settlements and workshops. There are thirty (30) settlements in the base game. The DLC's add a total of seven (7) more. This totals one hundred and six (106).
The game has a hard limit of one hundred and twenty-eight (128) settlements. (Papyrus array limit... *rolls eyes*)
Therefore, do NOT install more than sixteen additional settlements (twenty-three (23) if you don't have any DLC's), or do not install this mod. Or Bad Things Will Happen. SKK Workshop Owner Utilities can count your settlements; make sure your game is under the limit before you start playing!
signed, A Slightly Older And Slightly Wiser Player Of Mods
Run the SKK Workshop Utilities holotape. Select "Workshop & Diagnostics Menu", second from the bottom. Scroll down to "Detect WorkshopParent issues" and select that. Wait. It should (eventually) shop a pop-up window/notification, and the top entry is "Workshop Parent workshops" which is (I think) the crucial number.
doing that, it reports 44 workshops, which should be right at the limit of 16 more then the base game However, when I install FSE, the game crashes shortly after loading a save.
Well, here's a wacky troubleshooting idea... 1. Find a save before you installed Fallout Settlements Expanded (this mod). 2. Install something that has a smaller number of settlements, like Northern Exposure (10 settlements) or Tarsis31 and Yagisan's Red Rocket Settlements 3. Load up your save and see if it crashes now.
I suspect that "128" may mean 127 or maybe even 126, because, uh, reasons.
Also, as a reminder for everyone: authorities like SKK and Kinggath of SimSettlements say that one CANNOT remove settlements (or settlement mods) once they have been installed, one can only return to an earlier save.
I haven't been able to make any saves when installing FSE due to the game going to "fallout 4 is not responding" after a few seconds of loading a previous save, but I can see about what smaller numbers of settlements installed does. What is annoying is it isn't a crash that Buffout picks up on, so it doesn't give a crashlog.
keep in mind this mod is open to anyone who wants to edit it you can even just open it in xedit or the CK and just delete the things you dont like and reduce the amount of settlements.
When I use this, it seems to make the game crash shortly after loading in a save, sadly, and I don't believe I am over the limit of settlements? The mods I have added (aside from this one ofc) should be adding less then 16 settlements, so I don't think it would be going over the limit? While I know this is sadly not being updated any more, I wonder if there is anything that can be done to fix it.
well more then likely newer updates to fallout 4 or other mods may have broke it but i literally don't recommend this mod anymore. it has issues, i dont play fallout 4 anymore so im not even going to bother testing to see what its causing the issue
This mod is great. I know you've stopped development but I was wondering if there was any way to keep it dark inside the settlement for better interior style lighting? Thanks.
I looked into this. You need xEdit (download it, rename xEdit.exe to FO4Edit.exe so it will load Fallout 4 specifically) or use the zEdit variant of the program (I like it better, feels easier to use, faster, but its not as in depth). So I recommend zEdit over xEdit for casual use. I'll be calling it zEdit moving forward, but remember that you can just use xEdit/FO4Edit.
You'd need this mod's .esp file in the Fallout 4 Data folder. It'll already be there if the mod is installed, which I recommend. Before using zEdit, load the game, make a hard save (to go back to, so you can use resources for testing, and go back to this save later), then place the load-door (or multiple doors) you want to use. Remember or write down the door numbers. I use 49, 50 and 51 alot, for example (metal floor hatches). I'll use specifically Room 51 for this example.
Make another new save so you don't need to re-make the doors. Now load zEdit. Right-click and click "highlight all", then "Uncheck selected". (xEdit, just right-click and select "Uncheck all") Find and only check FalloutSettelmentsExpanded.esp. That's the only one that needs to be active, though master files like Fallout4.esm will auto-check, just leave it alone. it's a requirement, always check the one you want to edit and allow the requirements to auto-check.
You can then click the + next to FalloutSettelmentsExpanded.esp to expand it. Next, expand the "Cell" area (the Interior "Cells" used in Fallout and all Bethesda games), then you'll see a list of "Block" entries that are numbered, these have numbered "Sub Block" entries. Unfortunately I have no idea how to pinpoint the specific area, so you'll need to expand each Block and Sub-Block to find the room numbers. For example, for Room 51, the Editor ID is FSERoom0051, and the Name is FSE_Room51. If interested, it is in Block 3, Sub-Block 5. So find your doors, and I'd write down each door's Block and Sub-Block as well.
Once you find the door, double-click it. A bunch of data will be on the right. Look for the entry DATA - Flags. It'll be close to the top, usually the 4th line if the top line (Record Header) is collapsed. Click into this DATA - Flags section and you'll get a selection of things you can check off. The line Use Sky Lighting seems to be what causes these interiors to be very bright. Uncheck that box. Now the room will be darker. Don't uncheck Show Sky, this will remove the skybox and creates a weird blur/void in the outside area of the room. Not a bad thing, but personally it really hurts my eyes and my brain. I'd also uncheck Can't Travel From Here if you want to enable fast-travel from the location. Could mess with the Has Water or Player Followers Can't Travel Here ones if you want, I didn't. I don't recommend messing with the other values.
So I know this isn't being updated anymore. I'm just wondering if anyone knows how to make it so the doors transport you through quicker? i.e. make it so that you get transported to the new cell before the door has time to fully open and show what's behind it.
Aw man, something about this mod is borking up my vanilla settlements. What is the right load order for this mod? Should it be high or low in the load order? Should it come before or after SOE? Workshop Rearranged? SMM? My problem is that I can't claim any settlement. I get the message that I must clear all enemies first - even if there are no more enemies. And even when I use a console command to force claim the settlement - I can't assign any settlers to anything. I'm trying this on a brand new character, not mid-playthrough.
Actually, it's beginning to look like I only can't clear Red Rocket and Sanctuary. I've gone to all the settlements that don't have pre-existing Settlers living there, and i'm able to clear them out and claim them like normal.
Using the KillAll or KAH console commands doesn't have any effect at Sanctuary and Red Rocket. It works out well at the other settlements i'm visiting.
yeah its possible its just incompatability with some mod or likely something stupid done with the settlements added that is borking that but no one wants to continue this so my suggestion is to ignore this mod
That's awesome. A while back i thought "wouldn't it be cool to have a mod like Basement Living only with regular Doors"... and here it is. Well i finally found it :)
One Question... In the Change Log the following is stated
"Removed 7 of the 10 doors in each section. Only keeping 3 doors of each type. ??This was done so that we no longer exceed the total settlement array size of 128."
Does that mean one can have "only" 128 Settlements in a Game? Does that count locations in in which one has a Workbench like some Playerhome Mods?
yes that means you cant have more then 128 settlements. this includes all areas that you can build in with settlement mode. from my experience this never caused any ctds but some of the settlements just wouldnt work at all when it came to opening the workshop.
110 comments
on a side note the creation kit also hates my pc as it will not let my open fallout 4 or skyrim without crashing or black screening so i can not even edit this if i wanted to.
so keep in mind you can make any edits you want to this or even copy the mod as a whole as it was truly meant to be a community resource mod.
PS do not remove all floors it might end in a case of falling forever with its only know cure of reloading. also, do not forget if you create something awesome don't hesitate to share it on here the more pictures the better. just keep it clean.
If I get a chance to use this mod, which I doubt I will since my PC died, I will probably patch it.
This mod adds sixty-nine (69) new settlements and workshops.
There are thirty (30) settlements in the base game. The DLC's add a total of seven (7) more.
This totals one hundred and six (106).
The game has a hard limit of one hundred and twenty-eight (128) settlements. (Papyrus array limit... *rolls eyes*)
Therefore, do NOT install more than sixteen additional settlements (twenty-three (23) if you don't have any DLC's), or do not install this mod.
Or Bad Things Will Happen.
SKK Workshop Owner Utilities can count your settlements; make sure your game is under the limit before you start playing!
signed, A Slightly Older And Slightly Wiser Player Of Mods
Select "Workshop & Diagnostics Menu", second from the bottom.
Scroll down to "Detect WorkshopParent issues" and select that.
Wait.
It should (eventually) shop a pop-up window/notification, and the top entry is "Workshop Parent workshops" which is (I think) the crucial number.
However, when I install FSE, the game crashes shortly after loading a save.
1. Find a save before you installed Fallout Settlements Expanded (this mod).
2. Install something that has a smaller number of settlements, like Northern Exposure (10 settlements) or Tarsis31 and Yagisan's Red Rocket Settlements
3. Load up your save and see if it crashes now.
I suspect that "128" may mean 127 or maybe even 126, because, uh, reasons.
Also, as a reminder for everyone: authorities like SKK and Kinggath of SimSettlements say that one CANNOT remove settlements (or settlement mods) once they have been installed, one can only return to an earlier save.
You'd need this mod's .esp file in the Fallout 4 Data folder. It'll already be there if the mod is installed, which I recommend. Before using zEdit, load the game, make a hard save (to go back to, so you can use resources for testing, and go back to this save later), then place the load-door (or multiple doors) you want to use. Remember or write down the door numbers. I use 49, 50 and 51 alot, for example (metal floor hatches). I'll use specifically Room 51 for this example.
Make another new save so you don't need to re-make the doors. Now load zEdit. Right-click and click "highlight all", then "Uncheck selected". (xEdit, just right-click and select "Uncheck all") Find and only check FalloutSettelmentsExpanded.esp. That's the only one that needs to be active, though master files like Fallout4.esm will auto-check, just leave it alone. it's a requirement, always check the one you want to edit and allow the requirements to auto-check.
You can then click the + next to FalloutSettelmentsExpanded.esp to expand it. Next, expand the "Cell" area (the Interior "Cells" used in Fallout and all Bethesda games), then you'll see a list of "Block" entries that are numbered, these have numbered "Sub Block" entries. Unfortunately I have no idea how to pinpoint the specific area, so you'll need to expand each Block and Sub-Block to find the room numbers. For example, for Room 51, the Editor ID is FSERoom0051, and the Name is FSE_Room51. If interested, it is in Block 3, Sub-Block 5. So find your doors, and I'd write down each door's Block and Sub-Block as well.
Once you find the door, double-click it. A bunch of data will be on the right. Look for the entry DATA - Flags. It'll be close to the top, usually the 4th line if the top line (Record Header) is collapsed. Click into this DATA - Flags section and you'll get a selection of things you can check off. The line Use Sky Lighting seems to be what causes these interiors to be very bright. Uncheck that box. Now the room will be darker.
Don't uncheck Show Sky, this will remove the skybox and creates a weird blur/void in the outside area of the room. Not a bad thing, but personally it really hurts my eyes and my brain. I'd also uncheck Can't Travel From Here if you want to enable fast-travel from the location. Could mess with the Has Water or Player Followers Can't Travel Here ones if you want, I didn't. I don't recommend messing with the other values.
Nice
What is the right load order for this mod? Should it be high or low in the load order? Should it come before or after SOE? Workshop Rearranged? SMM?
My problem is that I can't claim any settlement. I get the message that I must clear all enemies first - even if there are no more enemies. And even when I use a console command to force claim the settlement - I can't assign any settlers to anything.
I'm trying this on a brand new character, not mid-playthrough.
I have it after my ESL mods, kinda, but before my building mods with no problems.
U can check my LO on my user side if U wanna
Did U try "killall" ?
Using the KillAll or KAH console commands doesn't have any effect at Sanctuary and Red Rocket. It works out well at the other settlements i'm visiting.
One Question... In the Change Log the following is stated
"Removed 7 of the 10 doors in each section. Only keeping 3 doors of each type.
??This was done so that we no longer exceed the total settlement array size of 128."
Does that mean one can have "only" 128 Settlements in a Game? Does that count locations in in which one has a Workbench like some Playerhome Mods?
Kind Regards
Rom