Fallout 4
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pra

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pra

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About this mod

Yet another mod which turns Fairline Hills into a settlement.

Requirements
Permissions and credits
Changelogs
This is my Fairline Hills Settlement mod. There are many Fairline Hills Settlement mods like it, but this one is mine.

I found various issues with the various other variants of this settlement, and tried making one without any of them. In the process, I found out why it's so difficult.

After much trial and error, it finally works for me. I now hope it works for you, too.

Important: There was a serious bug with the Inside Jobs patch prior to version 2.0.2. The workshop inside the bunker added by Inside Jobs would also recieve a WorkshopID and interfere with the settlement.
There is now a workaround patch in the FOMOD installer, which attempts to disconnect the two workbenches from each other, and to reassign any settlers to the proper Fairline Hills. That last part might not work reliably, however. If a settler is misbehaving, attempt to send them to Fairline Hills again.



Warning: Vortex, LOOT, or similar "smart" load order sorting tools might break this mod by sorting it too high! Settlement
mods must always be loaded after anything else which affects the same location!

Features
  • Fully functional settlement at Fairline Hills Estates.
  • Building area free of dead zones or respawning items.
  • Accurate building area border
  • Cleaned in xEdit: all changes are restricted to the 6 relevant cells, no deleted vanilla refs, no ITM records.
  • Loosened most objects from the precombs. This doesn't make all of them scrappable right away, though, to truly scrap everything you would need a scrapping mod, or Place Everywhere. See also "General Infos and Warnings" below.
  • Linked the existing workbenches to the workshop
  • Several objects were linked for easier scrapping. A lot of bushes were linked to trees. However, some stuff might still be unscrappable. I recommend using a scrapping mod.
  • Scrappable objects were given proper navmesh precuts
  • The houses were navmeshed as workshop objects and made scrappable.
  • Made the wires disappear, if certain objects are scrapped. This isn't perfect... See "General Infos and Warnings" below.


Installation
tl;dr make a save first, then test the basics before using this mod.

Here's the full process how you can test this mod:
  • Without the mod, go somewhere far away, from Fairline Hills, like Sanctuary
  • Save the game
  • Enable the mod. Make sure you install any necessary compatibility patches.
  • load your save
  • Move to the location. For testing, you can just use coc praFairlineHillEstatesExt
  • Kill the glowing ghoul in the locked room, activate the workbench. Alternatively use the following console command to kill all hostiles:
    kah
  • Make sure you have 50 happiness. Alternatively/Additionally, open the console, click the workbench, and write sv workshopID Make sure the displayed workshopID is a number greater than -1.
  • Exit workshop mode, open the map on the Pip-Boy. Make sure the marker actually displays population and happiness. If you have supply lines, press "C" to see them. This hides all non-settlement markers. Make sure the marker of Fairline Hills remains, too.
  • Stand next to the workbench, hold ALT (or whatever your key is) to enter workshop mode WITHOUT activating the workbench.
  • If that all works, load the save from before and continue playing normally.

I do NOT recommend adding this (or any other) settlement mod before starting a new game. Settlement mods are very prone to errors, it's best to test them first.

If you have 0 happiness and a workshopID of -1, or if the map marker doesn't work, or if you can't enter workshop mode next to the workbench using the hotkey, try moving the file further down in the load order and try again.

In any case, if you have any bug of such kind, do NOT continue playing. Most settlement bugs cannot be fixed retroactively.


Compatibility
  • Obviously, this will conflict with any other Fairline Hills Settlement mods. Especially Vault 98. No way to work around this.
  • This will conflict with anything which touches the area around Fairline Hills. The symptoms can vary from dead zones to the settlement not actually working. Try placing it lower in your load order.
    Scrapping mods or mods which add new interiors are known to cause this.
  • This can also conflict with any other mods which change something about the "POIJoel02" (see "Technical Details"), especially settlement mods using the area. Following patches are currently included:
    • Tales from the Commonwealth: Gives Paradise Bay it's own location, and reassigns the Paradise Bay map marker to use it. Otherwise the Paradise Bay marker will be used for the settlement, instead of the Fairline Hills marker.
    • Mods which add Map Markers at "POIJoel02" can potentially "steal" the map marker from Fairline Hills.
      Since version 2.1.1, this should be retroactively solvable, by moving this mod below the other mod, and then travelling to Fairline Hills and/or starting workshop mode there.

  • This MIGHT cause issues with some Railroad quests, since a possible dead drop mailbox is within the buildable area. Just don't scrap the mailbox, and you should be fine.
    Update: Recently, I actually got a Railroad quest with used the Fairline Hills mailbox as the dead drop. Everything worked fine.
  • Inside Jobs doesn't actually conflict, despite adding an interior at Fairline Hills. However, I added a patch which turns this interior into a buildable player home.


General Infos and Warnings
  • Wires should disappear, if certain objects near them are scrapped.
    • For the wires leading to the houses, it's the house wall they connect to.
    • For other wires, it's one of the power poles they are attached to.
      Generally, if you stand in the center of the roundabout and look at the power poles, each pole should take the wires to the right of itself. This means, you can start with the power pole next to the Workbench, and keep going in a clockwise fashion, you should be able to scrap all the poles and the corresponding wires.
  • Some objects outside of the building area might be scrappable, but there, I didn't add any scrapping links or navmesh precuts. Scrap those at your own risk!
  • Birds might "stuck" flying at one place if you scrap their landing places. They should disappear and stay gone once you leave and reenter the area. Or just shoot them.


Technical Details
The main problem is that there are two distinct areas which use the "Fairline Hills" location: one cell at Fairline Hills itself, and 9 cells at the "POIJoel02" area to the south, south of Gunners Plaza. It's this swampy area with the house ruins. This seems like a vanilla game bug/inconsistency/weirdness to me.

When a location is initialized to become a settlement, the quest tries to find a map marker within any of the cells which use the location. If there is more than one map marker there, it seems to get confused. And, for some reason, in this specific case, the quests seems to prefer markers placed at POIJoel02 to those at Fairline Hills.

Since version 2.1.1, this mod now removes the location flagging from the "POIJoel02" cells. This should minimize issues with mods placing map markers there.

Special Thanks
1000101 for his Settlement Tutorial and his help in making the workshop border