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'd love to be able to use this mod on Xbox - is there any chance I could get your permission to port it? You will be given full credit of course and anything else you want me to include. <3
I have ported a few of Tenhats' settlement mods so I can ensure it'll be done correctly and maintained if you update it in the future. :)
Can you please make the older versions of this mod available for download? I ask because I see you have recently made the existing trader shack unscrappable. I would much rather scrap that and the small bridge and build my own...
That shack has been unscrappable since version 5 way back in 2018. Before that it was only scrapable due to broken previs and precombines. 6 years ago isn't really a recent change.
Was wondering if there is a way I could disable settlement attacks at Lakeside Cabin. I have SKK settlement attack system and Settlement Surplus, both provide a way to disable attacks and work for vanilia / DLC settlements. I'm not sure how to make it work for mod settlements though.
While not disabling it per-se I like to use this mod -> BS Defence Redone - it can be configured so if your defence is high enough - they win the attacks automatically.
@Yagichan YES! I have been following that mod, very promising rework of Bethesda's garbage vanilla calculations for offscreen settlement attacks. Apparently the author of BS Defense Redone is working on an improved update. I'm holding out for that currently. Thanks for the response. I had assigned the Recruitable Settlers person I found at the Lakeside Cabin there and put up some basic living stuff which is why I think it was attacked. I moved the NPC to Abernathy which is covered by SKK or the surplus mod. I'll just think about what I want to build at Lakeside.
I was late in seeing the tweaks mod of Lakeside. Is it too late to install that since I've already claimed Lakeside?
Confirmed to work for me. I did get a Recruitable Settlers patch/fix mod that corrects a lot of errors with the original mod. Seems to work fine with Lakeside Cabin.
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.
39 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.
I have ported a few of Tenhats' settlement mods so I can ensure it'll be done correctly and maintained if you update it in the future. :)
This one: https://www.nexusmods.com/fallout4/mods/75028
I was late in seeing the tweaks mod of Lakeside. Is it too late to install that since I've already claimed Lakeside?
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.