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.
I noticed that version 7 onward removed the trader as a settler. If you don’t mind me asking; was this a personal preference or was there a technical issue associated with having them be a setter?
No technical issues. In fact most of the recruitment code I added is still intact. I simply rethought my design and reverted something that made the location less unique.
Oh good, if you're alright with it then I'm thinking I may release a small patch for this mod to tweak it towards my own preferences, atm that is restoring the cat and linking it to the settlement alongside a happiness rating and giving it a name, making the trader a settler(And maybe making the settlement quest gated? We'll see), and restoring the wild crops since I do love wild crops. This patch would of course still require that your mod be downloaded.
For any mod that I release, no one needs to ask me to make a patch - just go ahead and do it. Make my mod(s) a master as needed, and send me a link so I can see what you've done so I can enjoy it too.
Is the vanilla trader there a settler or just a non-commandable NPC? Also, the vanilla location had a cat living with the trader, but it seems to be gone with this mod install. What happened to it?
Edit: Never mind, a look through both fo4edit and your Patreon gave me the answers I needed. Kinda bummed that the cat's been removed and the Trader made non-recruitable.
I installed this mod using Vortex, the nexus mod manager, and started a new save but the cabin wasn't available as a settlement. Not sure what the problem is, but I like the idea of this mod.
Yeah. The problem is that as an ESL, this will load very high in your load order, after the ESM files. ESP files will load after ESL files, and overwrite them.
ESL was chosen as it's a fairly small mod, and I didn't want to waste an ESP slot on it. All the settlements I update are ESL. Generally though they are either pre-scrapped, or the items are scrapable, so you don't need a scrap mod for them.
@Kerlysis - if it doesn't work, it's usually a load order problem. Something, often "greenery" mods, has overwritten the location. The included ESPFE patch file should go down towards the bottom of your load order, and it should work.
Last Update 21 Nov 2019. This is likely the final update. Enable all files. This generic patch will work around an engine bug not respecting precombine changes, and will resolve issues with most, but not all mods, that overwrite settlement location data. The patch should go at the bottom of your load order.
The patch has had both precombines and previs recreated. This gives me a rock solid 60fps on my system, and eliminates all flickering in the area.
29 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.
Edit: Never mind, a look through both fo4edit and your Patreon gave me the answers I needed. Kinda bummed that the cat's been removed and the Trader made non-recruitable.
Perfect settlement location for all kinds of Sim Settlement plots. Actually, this might now be one of the most flexible locations in the entire game.
Great work here, I love it. An early screenshot submitted
Endorsed #39
ESL was chosen as it's a fairly small mod, and I didn't want to waste an ESP slot on it. All the settlements I update are ESL. Generally though they are either pre-scrapped, or the items are scrapable, so you don't need a scrap mod for them.
I am very excited to try this with the new patch.
This is likely the final update. Enable all files. This generic patch will work around an engine bug not respecting precombine changes, and will resolve issues with most, but not all mods, that overwrite settlement location data. The patch should go at the bottom of your load order.
The patch has had both precombines and previs recreated. This gives me a rock solid 60fps on my system, and eliminates all flickering in the area.