Installed the mod, but while the workshop is there and I can build around the Plant, happiness starts off at 0, no settlers ever arrive, and the settlement doesn't show up on the settlement list when I try sending settlers from another settlement.
I've been doing quite a bit of reading on modded settlements and think I have an answer for you. There is a "settlement 00 happiness" bug built into FO4. This bug happens on a bunch of different settlement mods. I've seen this very problem posted at least half a dozen times. The fix that I have read about says do this.... 1. Before activating workshop, save the game. 2. Open the workshop. 3. Check the happiness. 4. >50 means good to go, 00 means reload game and try again. I hope this helps you. If anyone has a better solution, by all means post it here. Heck, post it everywhere. It seems to be a common problem.
Firstly great Mod, super lore friendly, I love being able to garrison and roleplay the reactivation of the plant with either MM or BoS,
having some trouble though, I've got Scrap Everything installed but for whatever reason the super mutant gore poles, the jagged scrap spike piles and the rusted cages can't be scrapped, everything else is fine, just those items, anyone have any ideas why and how I could possibly fix it?
For the life of me, I couldn't get this settlement to register at 50 happiness. I tried reloading multiple times. That always worked for me on previous runs, but this time I was getting nowhere fast.
I went aGooglin' and found another fix for the ZERO happiness bug.
This is a post from Kodiak412 on the Nexus Forums.
If you open the console and click on the offending workbench that shows 0 happiness, then type in setav 129157 50 this will set the settlement happiness at 50. This will probably lock in the happiness at 50 but you may not get kicked out of the settlement.
A follow up post by SKK50 reads as follows:
You should use modav to add 50 rather than setav to fix 50 as the workshopscript data array may take issue.
I pointed at the workshop bench while in ~ (console command) and typed the following:
modav 129157 50
It works like a charm.
This is such a wonderful little settlement. I'm glad to have it in my current run.
This is awesome! I'm a prepper and work with another prepper at a wastewater treatment facility. We often talk about how we'd make our treatment plant into a "settlement" :)
Btw, this is likely a wastewater (sewage) treatment plant. The location, clarifiers, and gas storage indicate that. The devs either didn't want to explain that or didn't know the difference.
No matter though, because it would still be useful for making potable water on a large scale.
One suggestion. My wastewater plant has something called a "Muffin Monster." Check it out on YouTube. Basic jist is this: It grinds things up. Could be a way to make scrap, come alive as a monster to kill, or a way to dispose of corpses or something I dunno. Ours is used for Tampons and butt wipes. Maybe it could just be a container that you can harvest like a crop but instead of food you get cloth.
Excellent location for settlement. Works well. Endorsed. I have downloaded many of your settlement mods. I like the idea of a more populated Commonwealth. With all of the great building mods available, it is now a pleasure to build these settlements, especially in new locations.
My first of your many mods to try out, as it seemed like less of a hassle than Conquest. So far so good, though I admit I was expecting to find a Workbench somewhere. I guess I have to build a crafting station first to access the settlement storage?
Do you mean the workbench that opens up the settlement, or just something like Chem or Weapons or such? Since there most definitely IS Workbench that opens the settlement, and I highly recommend doing that very first!
I checked the pictures because I always have picture of Workbench in them. I did find it this time also, but I must admit that it is very hard to be seen in that picture.
Workbench is on the shore, along the walkway right on edge of the lake, and almost at the entrance of the long aile to the main door of the Water Treatment Plant.
Restarting from scratch right now myself (gotta love when you have to wipe your entire fallout4 install...) but this definitely goes on my watch list for things to add in the future. I mean, it's pretty much the only confirmed by lore industrial location that still works that produces purified water (that I know of) so leaving it completely unguarded makes no sense at all to me. Would be nice if you could add the interior cells to the settlement, but slapping some "no trespassers" and "authorized personnel only" signs on the doors will work just as well. After all settlers are dumb as rocks so you wouldn't really want them in there anyway, they'd just break something and then no one has water anymore.
I must sadly inform you that I did try to make interior into settlement also, but this bug which I have battled earlier on many occasions happened again, and it has proved to be too tough one for my MOD'ing abilities. Maybe someone more adept at this could do the interiors, since that would be awesome just like you said!
Judging from Ragoda's other mods, I would guess that they will respawn, since s/he tries to leave things as vanilla as possible for compatibility's sake. You could open this mod in the CK and try moving any spawn points outside the border if needed.
xaosbob has it right! However, do the super mutants still spawn after you do the Quest? And I think I mentioned that you should install this MOD only after you have done that quest.
Thanks for the reply. I installed the mod after the quest, and yes, supermutants definitely respawn in the settlement after the quest.I also have that behemoth pride mod installed so a half dozen behemoths are nearby as well. It's turned into a Minutemen vs Supermutant brawl for control of the water plant!
If I wasn't a compulsive Settlement MOD builder, I'd kick you, LOL, and I have speculated on that place before, sooo, I look into it again and better this time. No promises more though!
And sadly I have tried making Internal Settlement MOD here and that met with the fecking bug that makes building Internal Settlements totally frustrating, as about half, or even more, of them don't work in game after they are done.
37 comments
I guess something is missing?
The fix that I have read about says do this....
1. Before activating workshop, save the game.
2. Open the workshop.
3. Check the happiness.
4. >50 means good to go, 00 means reload game and try again.
I hope this helps you.
If anyone has a better solution, by all means post it here. Heck, post it everywhere. It seems to be a common problem.
This post is now sticky, thanx jackrackham001!
having some trouble though, I've got Scrap Everything installed but for whatever reason the super mutant gore poles, the jagged scrap spike piles and the rusted cages can't be scrapped, everything else is fine, just those items, anyone have any ideas why and how I could possibly fix it?
Cheers guys
Anyway, usual fix is to toggle Load Order, usually to put this MOD after the cleaning MOD you are using.
I went aGooglin' and found another fix for the ZERO happiness bug.
This is a post from Kodiak412 on the Nexus Forums.
If you open the console and click on the offending workbench that shows 0 happiness, then type in setav 129157 50 this will set the settlement happiness at 50. This will probably lock in the happiness at 50 but you may not get kicked out of the settlement.
A follow up post by SKK50 reads as follows:
You should use modav to add 50 rather than setav to fix 50 as the workshopscript data array may take issue.
I pointed at the workshop bench while in ~ (console command) and typed the following:
modav 129157 50
It works like a charm.
This is such a wonderful little settlement. I'm glad to have it in my current run.
Happy gaming to all!
Thank You. I wanted this for so long :)
- remember to wait until after the Quest here is done before activating this MOD
- also remember to activate Workbench before starting to build
Otherwise have fun! :)
Btw, this is likely a wastewater (sewage) treatment plant. The location, clarifiers, and gas storage indicate that. The devs either didn't want to explain that or didn't know the difference.
No matter though, because it would still be useful for making potable water on a large scale.
One suggestion. My wastewater plant has something called a "Muffin Monster." Check it out on YouTube. Basic jist is this: It grinds things up. Could be a way to make scrap, come alive as a monster to kill, or a way to dispose of corpses or something I dunno. Ours is used for Tampons and butt wipes. Maybe it could just be a container that you can harvest like a crop but instead of food you get cloth.
Workbench is on the shore, along the walkway right on edge of the lake, and almost at the entrance of the long aile to the main door of the Water Treatment Plant.
I must sadly inform you that I did try to make interior into settlement also, but this bug which I have battled earlier on many occasions happened again, and it has proved to be too tough one for my MOD'ing abilities. Maybe someone more adept at this could do the interiors, since that would be awesome just like you said!
Do Supermutants spawn in the settlement from time to time, or have they been removed?
I got word of a settlement that needs our help, General ©
Here's another great place is the yard of the plant Mahkra
https://c.radikal.ru/c19/1811/34/5f1508c96281.jpg
And sadly I have tried making Internal Settlement MOD here and that met with the fecking bug that makes building Internal Settlements totally frustrating, as about half, or even more, of them don't work in game after they are done.