Please follow these basic troubleshooting steps before posting for support.
• Update the mod to the latest release and try again. The problem may have already been fixed. • Read the mod page. It may be a known issue, and there may be documentation about it. • Replicate the problem with a minimal load order. Load the game with this mod, and only it’s requirements. If the problem is fixed, you have a mod conflict. • If you added this mod to an existing game, try starting a new game and replicating the problem. Some mods will only take effect or work correctly when starting a new game. This is a limitation of the game.
Many "conflicts" can be fixed by making some small changes to your load order, to allow the remade precombines and previs in these settlement locations to show up, and to ensure other mods do not overwrite the vital settlement data.
Of particular note Sim Settlements: Conqueror works correctly if Yagisan_SSSL_Red_Rocket_Settlements.esp is sorted after SimSettlements_XPAC_Conqueror.esp
Giddy to see this being actively worked on and better implemented than back in '16. Thanks for updating it. For what its worth, you also have my permission to carry on Bridgeport or the other joint projects me and Tars had back in the day.
Nice to see this back. I would like to see a file that when downloaded and unpacked, it gave you the option for individual Red Rockets. Then you could pick and choose what ones you want if you do not want them all. Either way well done and thanks for updating and posting! Merry Christmas!
I get asked this a lot. I have no plans to break this up into individual locations. This is an all or none deal. If you really want to pick and choose, then I would recommend that you use Glitchfinders Red Rockets. They make good quality settlements (I use their ones that don't conflict with my own), and are planning to release individual Red Rockets, for many, but not all, of the locations I have in this pack.
Hey there, I updated to the new version and now I'm having some trouble with scrapping in Lexington, Boston, and Fort Hagen. I'm using Scrap Everything. I figured it would be an issue updating on an ongoing save so I tried a new game as well and had the same issues. Any idea what that would be caused by? Thanks in advance!
Your download history says you never downloaded part 2 - the previs data for this mod. You need both parts for the settlements to work correctly. I can give no further help with Scrap Everything. That mod is known to break settlements and is listed in the known conflicts on this page.
Oh man that's embarrassing. I thought I downloaded it but I must have clicked back before it started. Thanks lol. I had issues with Scrap Everything before but I managed to get them straightened out. Hope this works! Thanks again!
Return player - new mod setup - using Vortex I have read release notes and posts - did not see this addressed there or I'm just having a blonde moment :)
Vortex installed 2 files and disabled both. ( Quick Fill Settlements & Red Rocket Settlements ) No questions were asked as per the release notes.
How do I proceed correctly? I have enabled the Red Rocket Settlements ESP as per the above choices Thank you in advance
I don't know why Vortex would disable them, but you need both the Red Rockets and the Quick Fill files enabled, and the correct previs option file (3 files total). For most people that's the Bethesda option, but if you use the Previsibines Repair Pack, it's the PRP option.
I did not comment here or anything until it was approved in case the author did not want to reveal it for some reason, but I did upload a simple map as a user submitted image documenting the location of each red rocket I surveyed. I just found out that it is now publicly available, so if you want to see the locations on the map, please refer to it.
For some reason there are two (2) locations that are not working (can not assign settlers to items or create trade routes). The Quick Fill and the Express...
It would also be fantastic if these could be added to an options list to not install specific settlements (Tenhats' Atom Cats and Glitchfinder's Cambridge and Nahant their repair are more what i want). It would be great to be able to deselect these as options???
That's a load order issue if the settlements don't work.
Tenhats and Glitchfinder both make awesome settlements. If that's what you prefer, go for them. I use their non-Red Rockets settlements myself. But that said, this is an all or none collection.
Oh, it was a load order issue, and it was installed in an existing save which didn't help. My current playthrough, the settlements ALL WORK! (Even yours edited to remove three settlements, so I can use the other(s) settlement mods without conflict).
How did you resolve your load order problem? I'm down to less than a hand full of rocket stations and I also got problems whit The Quick Fill and the Express... --- Funny enough. I only had problems with Forthagen before updating.
The settlements are "Dynamic Patches" (so with my over 650 plugins, these are in the high 500s).
I also had to start a NEW GAME. Most of the settlements did not work on my existing game.
Lastly, and this is just for those that use Tenhats' Atom Cats Garage and Glitchfinder's Red Rocket(s), I DELETED all of the references from THIS mod on Atom Cats Garage, Cambridge, and Nahant - it's a ROYAL PAIN IT THE *** to do it - not saying that made the other RR/Express/Quick Fill places work, I'm just letting you know what I did.
i don't know what i buggered up this time. it was fine a week ago. there is 'wall' on the north side on s. boston cell edge. loading pics. i have had this on occasion around greygarden. and know not why. guessing it's a prp thing... please advise. 😣😁
thanks.😉😊 i get this kind of thing popping up all over my Fallout games, and since some of them persist without mods affecting the area i never know if it's my screw-up or something with the mod most pertinent. so i really appreciate when a mod author gives me understandable responses. because honestly my brain is too messed up to find let alone fix the problems I create in my game. 🍫🍫🍫🍫🍫
I have a question about the conflict with Boston Natural Surroundings. I am using the Trees only file from BNS, would that still be a conflict? I believe they don't but wanted to be certain. Thank you.
Very simplified, but the last mod loaded in an area wins. For any settlement mod to work correctly it must load after any other mods in that area. You'd have to try it to see if the results are acceptable for you.
my Problem is personal, not with the mod. i'm hangin out in the glowing sea rr. and there is so damn much scrap and landscape variation. (broken highway sections, and melted debris amongst massive piles of ruble) i am temped and usually do enter into Place Everywhere's 'Extra' option to remove scrap clutter But i am worried i am bugging the game with messing the precombs. this is one of my must have mods and i am a bit clueless on messing it up. so am i shooting myself in the foot by 'cleaning' this up??
Do you have any other mods that change that interior cell?
I have had similar results before because of that.
It has been a while since I have used this mod as I did not play for a long time then I started researching conflicts like the one in my post earlier today so I do not remember what that interior should look like..
That location should already be pretty barren by default. Anything left behind that can't be scrapped normally is something that probably has navmesh, and is needed for npcs to move around.
Does anybody here know if there a fix or patch to make this mod work with the CC Solar Cannon quest "Burned on the River"?
The issue is the safe puzzle at the Red Rocket near the military checkpoint. The CC content is a .esl file so it cannot be moved to override this mod in the load order.
I no longer have access to any of my purchased Creation Club content - this has been acknowledged by Bethesda support. I can not even begin to investigate any compatibility issues caused by Creation Club content.
The PRP74 version of the Precombine around Cambridge may be corrupted. I have the esp for this mod at the very bottom of my load order, but it always makes the hedges and walls around Cambridge Polymar Lab invisible.
387 comments
• Update the mod to the latest release and try again. The problem may have already been fixed.
• Read the mod page. It may be a known issue, and there may be documentation about it.
• Replicate the problem with a minimal load order. Load the game with this mod, and only it’s requirements.
If the problem is fixed, you have a mod conflict.
• If you added this mod to an existing game, try starting a new game and replicating the problem.
Some mods will only take effect or work correctly when starting a new game. This is a limitation of the game.
Many "conflicts" can be fixed by making some small changes to your load order, to allow the remade precombines and previs in these settlement locations to show up, and to ensure other mods do not overwrite the vital settlement data.
Of particular note Sim Settlements: Conqueror works correctly if Yagisan_SSSL_Red_Rocket_Settlements.esp is sorted after SimSettlements_XPAC_Conqueror.esp
Atom Cat Settlers
I'm using Scrap Everything. I figured it would be an issue updating on an ongoing save so I tried a new game as well and had the same issues.
Any idea what that would be caused by? Thanks in advance!
I had issues with Scrap Everything before but I managed to get them straightened out. Hope this works! Thanks again!
I have read release notes and posts - did not see this addressed there or I'm just having a blonde moment :)
Vortex installed 2 files and disabled both. ( Quick Fill Settlements & Red Rocket Settlements )
No questions were asked as per the release notes.
How do I proceed correctly? I have enabled the Red Rocket Settlements ESP as per the above choices
Thank you in advance
Will do. Looking forward to your mod. Thank you for such a quick response.
Cheers mate & have an awesome weekend
I just found out that it is now publicly available, so if you want to see the locations on the map, please refer to it.
It would also be fantastic if these could be added to an options list to not install specific settlements (Tenhats' Atom Cats and Glitchfinder's Cambridge and Nahant their repair are more what i want). It would be great to be able to deselect these as options???
But, I doubt that can happen.
Tenhats and Glitchfinder both make awesome settlements. If that's what you prefer, go for them. I use their non-Red Rockets settlements myself. But that said, this is an all or none collection.
Thank you for the incredible job you've done!
---
Funny enough. I only had problems with Forthagen before updating.
The settlements are "Dynamic Patches" (so with my over 650 plugins, these are in the high 500s).
I also had to start a NEW GAME. Most of the settlements did not work on my existing game.
Lastly, and this is just for those that use Tenhats' Atom Cats Garage and Glitchfinder's Red Rocket(s), I DELETED all of the references from THIS mod on Atom Cats Garage, Cambridge, and Nahant - it's a ROYAL PAIN IT THE *** to do it - not saying that made the other RR/Express/Quick Fill places work, I'm just letting you know what I did.
🍫🍫🍫🍫🍫
I have a question about the conflict with Boston Natural Surroundings. I am using the Trees only file from BNS, would that still be a conflict? I believe they don't but wanted to be certain. Thank you.
so am i shooting myself in the foot by 'cleaning' this up??
I have had similar results before because of that.
It has been a while since I have used this mod as I did not play for a long time then I started researching conflicts like the one in my post earlier today so I do not remember what that interior should look like..
The issue is the safe puzzle at the Red Rocket near the military checkpoint. The CC content is a .esl file so it cannot be moved to override this mod in the load order.
I will load this mod in FO4Edit and see if I can make a patch.