From the screenshots I don't see a build border anywhere did you include one? I've got mods for jamaica plain and egret tours marina gonna have to see if they conflict at all with this considering jamaica plain mod takes up the whole town.
EDIT
Well dang... cell -5 -14 conflicts with my egret tours mod and patch I had to make for the precombines for lowered drawbridges mod and egret. That must be a distant view point cell so maybe it won't be so bad to ignore it?
Quick compatibility question: How usable are other settlement mods in the same general area alongside this one?
I am in the process of rearranging my load order, and have added the latest version of Yagisan's Red Rocket Settlements (including the quick-fills). A Red Rocket is nearby, south of Diamond City. Also in that area is Eleanor's Shack (by Deku78 though I am aware other versions probably exist), which I am considering adding next. The obvious answer is to shuffle mods about in the load order until things work, but before I do that I'm curious as to whether anyone else has tried doing this. The comparable distance between the three locations might be less than Abernathy/Red/Sanctuary.
There's also a Boston Police Rationing Site Settlement nearby, but adding that as well might be packing things in too close . . .
That's a hard question. Yagisan's RR should be compatible, since he most certainly would have screamed at me if it wasn't :P Rest I don't know. You could load them all in xEdit and see if there are any cells which both of them edit. If yes, they are incompatible. But if not, they still might have conflicting previs. Previs affects a 3x3 cell cluster, and it is not necessary to introduce an override to the cell when rebuilding previs, so that won't necessarily be visible in xEdit... you could load all the mods, then coc from the main menu to the locations, and see if anything flickers. Workshop mode won't work if you coc from main menu, but it should be good enough for previs testing.
Curious - in the Tales for the Commonwealth patch, you have a new location pra_3dnpc_fairlineCompatLocation LCTN:FE016800] for the Paradise Bay cells, but you left it named Fairline Hills Estates instead of Paradise Bay. Is there some reason it needs to have the old name?
I'm trying to add settlers to Fairline Hills, but I'm finding it impossible. Adding them by commands does not work, if I assign them to a job they go away, if I use the "Move" command from the workshop, Fairline Hills does not appear in the settlement list. It is day No. 10 that I have already placed Beacons several times and even several at the same time and apart from the first 2 settlers that arrived, no more have appeared. (Charisma 10)
Imagine saying "Bruh" at the first change you do to your load order. The issue is due to Settlement Menu Manager, if anyone has the same issue and has that mod, disable it, send your settlers or do what you have to do to Fairline, enable it again.
76 comments
EDIT
Well dang... cell -5 -14 conflicts with my egret tours mod and patch I had to make for the precombines for lowered drawbridges mod and egret. That must be a distant view point cell so maybe it won't be so bad to ignore it?
I am in the process of rearranging my load order, and have added the latest version of Yagisan's Red Rocket Settlements (including the quick-fills). A Red Rocket is nearby, south of Diamond City. Also in that area is Eleanor's Shack (by Deku78 though I am aware other versions probably exist), which I am considering adding next. The obvious answer is to shuffle mods about in the load order until things work, but before I do that I'm curious as to whether anyone else has tried doing this. The comparable distance between the three locations might be less than Abernathy/Red/Sanctuary.
There's also a Boston Police Rationing Site Settlement nearby, but adding that as well might be packing things in too close . . .
Rest I don't know. You could load them all in xEdit and see if there are any cells which both of them edit. If yes, they are incompatible.
But if not, they still might have conflicting previs. Previs affects a 3x3 cell cluster, and it is not necessary to introduce an override to the cell when rebuilding previs, so that won't necessarily be visible in xEdit... you could load all the mods, then coc from the main menu to the locations, and see if anything flickers. Workshop mode won't work if you coc from main menu, but it should be good enough for previs testing.
This one along with Waushakum pond are some of my top favorite settlements of yours.
I'm trying to add settlers to Fairline Hills, but I'm finding it impossible.
Adding them by commands does not work, if I assign them to a job they go away, if I use the "Move" command from the workshop, Fairline Hills does not appear in the settlement list.
It is day No. 10 that I have already placed Beacons several times and even several at the same time and apart from the first 2 settlers that arrived, no more have appeared.
(Charisma 10)
Imagine saying "Bruh" at the first change you do to your load order.
The issue is due to Settlement Menu Manager, if anyone has the same issue and has that mod, disable it, send your settlers or do what you have to do to Fairline, enable it again.