Fallout 4

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Ragoda

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Ragoda

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27 comments

  1. TheIrishTurtle
    TheIrishTurtle
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    Does this Mod conflict with anything? I'm having a few problems with the buildings having 2 meshes and one having the boards blocking the doors.
    1. Ragoda
      Ragoda
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      As has been told elsewhere in these comments, you should use this settlement so you visit this place first time after you add it!
    2. TheIrishTurtle
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      What does that mean? I don't understand what your getting at 'use this settlement so you visit this place first time after you add it' what do you mean by this?
    3. Ragoda
      Ragoda
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      <double post>
    4. Ragoda
      Ragoda
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      It means that you should preferably visit this place only after you have added my MOD to load order.
  2. MarkusTay
    MarkusTay
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    I was actually looking for something a little bit further east in this same area, but close-enough (I also saw the other two in this region, and although the Park one is tempting, I wanted the settlement along the road, like this one is).

    I just finished setting it up (very basic for now - more like an 'armed checkpoint'), and its going to work out very nicely. Well done (Endorsed).

    Cheers --- Mark

    (P.S. - if you could open-up that tiny house by the little lake (furthest point west in this settlement), that would be all sorts of awesome. It would make a great guard post.

    EDIT: Is ANYTHING navmeshed? The settlers won't use any of the buildings (and the beds/furniture inside them), and my companions won't follow me into them. Not good.
    1. Ragoda
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      Don't settlers even go to sleep in beds inside buildings? If your answer is no, I will need to look into this.
    2. MarkusTay
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      I've yet to see ANYONE (companions and settlers) go into ANY of the buildings you've placed. I used some stairs from another mod to get them up on the porch, but they refuse to cross the threshold of the front door (and if I 'port them in next to me, they walk right back to that spot, right outside the door, and stare longingly into the house).

      I have one house that is just full of my workbenches, and usually (in other settlements), I find it annoying as hell that EVERYONE gathers around them and uses them while I am trying to (they never seem to want to use them until I show-up... go figure). Even Heather Casdin won't follow me inside, and she normally has her nose buried in my butt (figuratively... there is no mod for that LOL). A mod I mentioned in another post (on your Fiddler's Green mod, which I am considering also) has navmeshed Covenant houses in it, and I guess I could try deleting yours and swapping-in those, but that's kind of counter-intuitive, no?

      One settler was asleep on a bed inside one house, but it was nighttime when I got there; thus, I doubt she could have walked to the bed - she must have just spawned in it. There was another settler waiting right outside the wall trying to use the other bed in that small (screened-in) room, and I've actually seen this same problem IN covenant with the vanilla game (if I put a bed in that side-room, NPCs will walk around the outside and just stand next to the bed with the wall between them). You may have noticed I play A LOT (I'm retired) and have used a massive number of mods, so I, uhhh, notice stuff. ;)

      Cheers
    3. Ragoda
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      I didn't use Covenant houses here because I used the actual (opened) houses. Maybe I should have stayed with Covenant. If' you people want, I can whip up version of this MOD that uses them.
    4. MarkusTay
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      UPDATE: It may not be the houses - I tried taking one down and put in my own Covenant house (from another mod, and I've used them a LOT so I KNOW they are properly navmeshed), and still no-one enters it. Then I tried another trick I've done rebuilding demolished houses in certain settlements (Tenpines, Murkwater, etc); I clip a piece of vanilla flooring into the floor and build a new/old floor at exactly the same height of the existing floor, and then I'm able to attach walls, etc., to those. So I did that to one of the houses you have here - put in a whole new floor and steps leading in. They wouldn't enter. I've never seen that 'trick' not work before.

      What I think may be happening is that the collision boxes are still there from the original houses. NPCs (including companions) will walk up onto the porch, but go no further - they will NOT cross the threshold of the door, as if there was something there blocking their path. This could possibly mean its a problem in my game/my computer only - IF you removed those collision boxes, then something is putting them back (a conflict). However, if thats the case then I am stumped - I have nothing that affects anything in that area. And I've had settlements where things should have screwed up royally (I have like 6 mods that affect Sanctuary, and they all play nice... its a miracle!!!) and I've never had a problem like this; the one exception is Elianora's Marlboro House mod, but I could actually see the original furniture items clipping into the stuff she placed, whereas this time there is nothing visible there. With that problem, I tried getting rid of those items with the console, and they disappeared, but their collision remained no matter what I did, so I had to stop using that mod (and I only just discovered what was causing that the other day - some other random mod placed a weapon in there).

      But that would mean if something is overwriting your mod, then the original buildings should be back... but they're not. Only the collision boxes are there. You say you didn't use covenant houses? They look exactly like them. If all you did was open them up, then the collision for that piece of plywood covering the door might still be there.
    5. MarkusTay
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      I was just looking at the pics above, and I noticed something that I was already suspecting was happening - for whatever reason, the stuff IMG isn't sitting at the same height as the stuff in your pics - the platform my workshop is on is half-sunk into the ground, and I noticed a bunch of stuff wasn't lining up correctly on another house (items clipped to the outside wall were too high). Its like all the stuff you moved/tinkered with 'sank' into the ground by about a foot. I wonder what could be causing that?

      On the other hand, the houses on the other side of the street seem too high out of the ground - that first step for the porch is very tall and even I have trouble navigating into it. All the ground in this area is badly uneven (hilly), so perhaps something may have even shifted left/right (on the horizontal plane), which could cause things to be at the wrong height. Still, if that were the only problem, the fixes I applied should have been able to resolve that.

      EDIT: And while I am at it, there are a bunch of things that can't be scrapped. I understand all about precobines, but I am not talking about that kind of stuff - just a lot of trees that are normally scrappable everywhere else (I also use BOTH C.A.M.P. and Conquest mods, so I am very much used to what can and can't be scrapped in places that were never meant to be settlements). The big thing is trees - there is so little room to build here as-is, that the few trees that can't be scrapped are really messing me up. In particular, there is a cluster between the house with the workbench and the house next to it, and then there is a cluster across the street from the WS house, between another (open) house and the big hardware store. If I could squeeze houses in elsewhere, the non-functional houses wouldn't be such a big deal.

      Regardless, I STILL appreciate all the work you put into these. I think if I could just get it working right it could turn into one of my favorite settlements - I have two Provisioners that walk right through the settlement and I just love the 'armed checkpoint' vibe I have going on. Cheers.
    6. Ragoda
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      Hmm, this height problem may, just may, have been happening when I terraformed the pond of water on this MOD. It still feels odd to hear about it, as in my own test run through I didn't notice such thing.
    7. MarkusTay
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      Could it be that they have 'baked into' your save, so they are still showing up correctly?

      EDIT: Now that I am thinking about it, I didn't install this on a new game - it was a game I had already been playing, so if you adjusted the terrain heights in this region, it could have been my game that got 'baked in', and it could be why my settlers are so confused (they stay mostly in that one area, near the Worshop house, and the other couple of open house there - they NEVER walk down any other streets, or go very close to the borders - I had to pull my guard posts WAY back just to get them to use them. They even 'forgot' their jobs (although that's a vanilla bug that occurs sometimes, so I am discounting that as anything to do with this). Maybe I'll try starting a new game tomorrow just for poops & giggles, to see if its different on a fresh save.
    8. Ragoda
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      Well, I sure hope that if you try with new game that it works!
    9. MarkusTay
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      I won't be playing that game - I am already in the middle of two play-throughs. I just want to run over to this area and see if the stuff still looks 'sunken'.

      I've been trying all sorts of stuff - I am now convinced its definitely a height problem. Where the ground is is NOT where the navmesh is, which is causing them to get confused. I have lots of idle-animation markers (from several mods), and I can only get them to use two properly (they LOVE kicking the workshop - they must be getting their frustration out LOL). Even when I move those markers around (but still staying fairly close to that central part of the settlement), they will use them. All other idle markers they walk over to, act like they are about to use them, SINK INTO THE GROUND A LITTLE BIT, and then glitch and just stand there for a sec, and finally give up and walk away. Even the Companions behave this way.

      I built my own house on a side street, and I can get the companions to follow me in and use the furniture, but the settlers won't even walk down that street (the one where the bus is). I am going to try a new game right now, and see whats what. Hope you don't mind these lengthy posts - I am trying to trouble-shoot what is going on here, because I REALLY want to get this mod working (IMG) for this spot.
    10. MarkusTay
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      Okay, stuff is NOT 'sunken' on a brand new game. In fact, houses across the street are also not raised (everthing is very easy for me to walk in & out of....

      But the two followers I grabbed on the way REFUSE to walk into any of the buildings, even when I order them to.

      Conclusion: The problem with the terrain was definitely from my existing game already having been 'baked in', and so I would recommend that people only use this on a new game, else you'll have the oddities I encountered. Furthermore, that had nothing to do with the houses still having their original collision boxes - I can't get anyone to walk past the threshold of the door, and if I 'port them inside, they walk right back out, and then just stand by the door looking in at me.

      All houses say 'Covenant House' when you click on them in the workshop, so thats what they are, regardless of whether you placed actual Covenant Houses or not. I just now (while typing this) tried something - I erased the (yellow) house across the street from the one with the WS, and replaced it with the exact same house... and both companions were able to enter it no problem. But here's the thing - as I was placing it (after deleting the one that was there) I saw a 'ghost' of the original bordered-up house! if I turned at a certain angle while holding the house I was trying to place, it flickered in-and-out. That means I was right about the collision still being there. Now, why it went away after I placed a different house there I don't know. I doubt doing that on my regular game will help all that much, since I have the separate problem of the ground not being precisely at the same level as the navmesh (so maybe I'll get them to go in houses, but I doubt I'll get them to walk around the entire area like I want).
    11. MarkusTay
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      Two minor things - the one small tree between the WS house and the red car won't scrap on a fresh start either - I see in your pics you built a large structure there, and I doubt you have a tree growing through it. I got rid of it on my regular game with CC commands so no big.

      The other thing is something I haven't encountered before, but I only started using premade mod-settlements recently, so maybe its normal? I started playing with house-heights and scrapping things BEFORE I clicked on the Workshop. When I realized I was doing this, I checked my pipboy and it wasn't showing up as a settlement of mine, yet I had full WS functionality anyway. Once I clicked on it (the WS), it showed up in my pipboy as one of my settlements. I don't undertstand how I was able to use a workshop the game didn't consider me owning already. Weird.
    12. Ragoda
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      I set the new settlement always owned by player, thus you can use Workshop even before taking possession of it.

      However, I highly recommend against doing that! Always, always first take possession of Workbench before going to Workshop -mode!


  3. oliverrogerr
    oliverrogerr
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    Please make a ESL File
    1. WardenAI
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      second, and what's an rtf file?
    2. Ragoda
      Ragoda
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      Rich Text File
    3. Ragoda
      Ragoda
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      And I might look at ESL version next week, lets see.
    4. Underprivlidged
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      Instead of waiting for the great mod authors to do this for all the mods you like, you could easily grab the Creation Kit and convert almost any smaller ESP to ESL with it.

      It is literally this simple: load the mod esp in CK. Compact file form IDs. Convert. Remove/delete the original ESP.
    5. MrCruelJohn
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      Even simpler is to change the tag in xEdit to ESL... I have been able to convert all but 1 settlement mod into a tagged ESL file (still an esp so it can be set in load order but doesn't count towards 255.) The only settlement mod I haven't converted is the original Tarsi Red Rocket Settlements 1.6lexi....

      When you fire up xEdit, files that can have their tags changed will have prefix [FExxxx] - right click up in tag area top of right side, click ESL. save/exit.

      Make sure you have latest xEdit from Github and NMM.

      You can do this on many mods that are not big, adds or does simple stuff, not listed as a Master file to something else. My 342 mod load order only registers 198. xEdit reveals all that just need a tag change.

      John
    6. Ragoda
      Ragoda
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      That is a clever way to get ESL advantage.
  4. Joberry
    Joberry
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    I found it.

    1. Ragoda
      Ragoda
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      good