Fallout 4

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Ragoda

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Ragoda

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22 comments

  1. JimmyRJump
    JimmyRJump
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    Had high hopes for this one because none of the other Mystic Pines settlements I tried fully worked. Alas, this one doesn't either.

    Workshop can be activated without a problem, but the happiness is sitting at zero instead of 50. And the settlement appears as Commonwealth in my PipBoy's Data/Workshops list, which means settlers cannot be sent there nor can supply lines be sent to Mystic Pines...

    *EDIT*

    Well, I spoke too soon. I had to put the Mystic Pines esp below the Build High one and now everything works. But, this means that pre-vis and precombines have been altered in this mod. When doing that, the mod will always clash with other mods that do the same thing (Boston FPS Fix, No More Disappearing Act, Build High - Expanded Settlements) and will cause the mod to malfunction in the way I described above if the mod is added higher in the load list than those other mods I mentioned.

    Now all we need is for Ragoda to learn how to make visible borders around a settlement
    1. Ragoda
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      BTW, I am not using any of those MOD's that you mentioned affect settlement MOD's. Actually as far as I know my MOD's use only vanilla resources.

      And borders? Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo...
    2. JimmyRJump
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      Well, you're about the only modder who doesn't want to add any. I normally don't use settlements that don't show any form of build border. Too much of a hassle to find the edge, even after umpteen restarts of the game with the same settlements. I have around one-hundred settlements in my game with only two places that don't have build borders. Open Stands by BlahBlahDEEBlahBlah which was more of a proof-of-concept anyway. I keep using it because it's the only settlement near Concord (to the North-East). The other one is this one.

      One slight inconvenience is the that the grounds at the back of the main building aren't included, while high-up, the overpass is. Now I have to add crops on the roof of the main building. Haven't tested yet how far to the sides the build border is sitting. Another thing that irks me is that the front extends too far and is way across the road, which makes the Raiders nearby almost sitting within the build borders. When adding defences there it makes that the settlers are almost constantly alarmed because of the proximity of those raiders.

      You also made an error with the map markers. There's two of them, one for the "old" name of the place and then your "new" name. Maybe that's why I get a "Commonwealth" entry when letting LOOT do my load order sorting because the game sees the old name as the default one and since that's not a settlement and the settlement overlaps the default area, the game doesn't know which is which...
    3. Ragoda
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      You are right, I didn't add grounds behind building.On Lexington side there is enough grounds for crops for sure, and on other side also almost as much. About front, you do realize I added the pond for water, and that is why build area is over the road and to other side of the pond.

      I am not so sure I made a mistake with MapMarker, maybe I did, so I'll check, but most likely the other MapMarker you see is the original Mystic Pines MarMarker. This might indeed cause some behaviour from game, but my stand on this is that taking the original MapMarker away, would most likely cause bigger proglems.

      Anyway, I am sorry that you are bothered by the lack of borders. Want me to add e.g. fences that will define the build area?
    4. JimmyRJump
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      Quite a lot of people us Place Everywhere that allows to add water pumps and purifiers without water nearby. I have several mods on top of Place Everywhere that add reservoirs, water towers and stuff that can be placed everywhere without water in the neighbourhood. Instead of going across the road, you could have made the build area on the overpass reach the ground so that the water at the back can be reached. But it's not important. I'll turn off the radio beacon after Mystic Pines has twenty or thirty settlers to avoid having to add too many crops.

      There shouldn't be two map markers covering the exact same area. When making a settlement out of an existing area, the original map marker name should be changed into the new one.

      I'll manage without borders. I place my own walls around a settlement
    5. Brunnis2015
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      I would say adding a simple fence line to define borders would be great in lieu of the dreaded 'red line'.
  2. Cyberlegend2
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    I have just one or two small friendly suggestion for this mod, so don't take this as too much as a negative.

    A few objects within the building aren't removable, I have had to manually select them with console commands and use 'setpos z' to put them under the map to clear buildings.

    I'm not a fan of the structure on the roof. It's fine being there, however it's not fine that we can't delete the structure. At the end of the day, it's a crafting settlement. If you wanted to have your own custom building, then have it as so, and not a player settlement.

    A few of the floors don't work properly, when placing beds it snaps to the terrain and not to the floor of the actual building, I had to delete them with 'Scrap Everything' and put in the floors from 'Snappy House Kits' to be able to put items down.

    The border is definitely way too big. I suggest that it should be as far as the sidewalk alone the side of the road from the front.

    A raider and a traveller started fighting outside the front, and somehow ended up using the settlement as cover, perhaps the road out front could be removed as a pathway, or the travel pathway could be adjusted to go round slightly?

    Additionally, could I request that something is done with the basement so it's usable? This is Bethesda's fault at the minimal effort to make a building look vacated. Stupid ass dirt mound coming through concrete, pfft

    Other than these small slight issues it's a great mod, and it's a fantastic building to use as an outpost/base
    1. Ragoda
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      1. I can look at these objects, can you identify them to me?
      2. Which part of the structure you mean, or all of it, including stairs also?
      3. Again, which of the floor behave like this? I can look into them if you tell me
      4. I can make the border narrower on building sides, although that looses lot farming land for you; I can also remove the Overpass part; but the part on other side of road is there for a purpose and it stays
      5. I don't think this is a problem myself, I rather like lively settlements... *grins*

      Sorry if my answers weren't all to your liking, but that's how it is. I do understand where most of your suggestions come from yes. Especially I didn't mean to make the builds on roof non-deletable, I look into this, after I see what you answer to my question about them.


  3. Icantstopmoddinghelp
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    Thank you ^^! Could you add a esl option?
    1. Ragoda
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      I prefer not to, unless someone teaches me how to do that conversion with Creation Kit.
    2. Icantstopmoddinghelp
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      https://www.nexusmods.com/fallout4/mods/35777
    3. Ragoda
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      THANX! I'll look into it this weekend, so expect update early next week.
    4. JimmyRJump
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      When using an esl version of this mod, be aware that the settlement won't fully work when also using the Build High mod, or any other mod that changes pre-vis and/or precombines (Boston FPS fix and somesuch) because Mystic Pines needs to be loaded after those other mods and an esl is always loaded before any esp...
    5. Ragoda
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      Hmm, in that case, I won't be doing ESL for this MOD, sorry. Other Settlements can get it though. Or you meant this affect any settlement MOD?
    6. JimmyRJump
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      All settlements that have pre-vis and pre-combines active will clash with any of the aformentioned mods. The mods themselves even clash because some turn off pre-combines while other turn them on. It's a bit of a mess, really. You need precombined objects "on" to be able to scrap individual items at a settlement, but you need pre-vis "off" to have no LOD flicker after having scrapped items that normally weren't scrappable.

      As a default, the game turns off precombined objects (it has less strain on the GPU because he game doesn't have to load thousands of items separately, with the result you can't scrap anything because everything is seen as one whole). The game has pre-vis on as a default because that way it takes less time to render the images. It's like pre-fetching in Windows. But, when having scrapped parts of the game that weren't supposed to be scrapped, the game still tries to prefetch those items and you get LOD flicker and can see right through the game on and off in some places.
    7. Ragoda
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      Understood, thank you!
  4. blu377
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    I must admit I'm addicted to settlements and everything they involve (f**king Preston) lol. It seems you have made a lot of them and I've missed them all One question though if you would care to enlighten me, do most of them have workshop enabled? *crosses fingers it's all of them or most*
    1. Ragoda
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      all have workshops, hmm, or did I not understand the question? And I always set them owned by player.
    2. blu377
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      "all have workshops" is exactly the answer I was hoping for, thanks
    3. Ragoda
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      Excellent! :D
  5. Cyberlegend2
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    I'm actually strangely excited to use this settlement. When I first ever played Fallout 4 this was one of the first buildings I ever discovered, and thought it would have been a perfect place for a settlement. Nice window views, spacious rooms, and luckily next to no back story which means it isn't breaking lore. Now I can stop yeeting corpses around and start yeeting settlers into here
    1. Ragoda
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      Nice, you can then maybe also share some pics of your builds there here. :)