This is a weird one. I think this is conflicting with Mutant Menagerie. The reason I say that is because standing on the southern screen, I can see something is added in there, and the textures below at ground level are missing parts in an area around that point e.g. I can see through to the water level.
Go far enough away, and everything seem fine.
I don't see anything obviously conflicting in fo4edit but maybe i am loooking at the wrong area.
I don't quite understand what you're trying to tell me. Are the screenshots you submitted related to the issue? I don't see anything obvious in there, either.
No, the screenshots were of the opposite end. I just wanted to show off what could be done with the place.
Mutant Menagerie added in some items, but it doesn't show conflicting in fo4edit. Nevertheless, I can see the textures of the ground etc turning transparent when I get close to that area it alters. It's an esm so I can't alter the location it loads at, and I'm not sure how to patch over whatever is going wrong.
I am guessing it's a precombines issue, but I don't know enough to be sure.
Yes, screenshots could help. From the description, this *might* be a previs issue. Previs affects a 3x3 area of cells, this might happen if MM does something next to the settlement
Not using MM or many mods at all. If anything, things are worse. Will try fiddling with load order. No revis stuff like PRP so I have no idea why this is having problems.
I am now using nextgen however, might be relevant.
Ok, even though i told MO2 to put eden last, it was clashing with a bosschest mod, not sure of name, but I made a patch and it seems ok now.
does anyone know a way to turn both movies off? I'm wanting to build a Prison/Factory on both sides, and the movie playing on the screen when a building is in the way makes absolutely zero sense, but when I turn one movie off, the other one plays
I like that this is a single mod for the Eden Meadows cinemas, and that you are still active modding. There is another mod out there that does the same thing, but makes it into two settlments which is a bit awkward. However, by doing so, that mod covers a much bigger area, including a bunch of the lake area. So, is there any chance that you could expand the settlment area for your mod?
It turns out Keep Radiants in the Commonwealth UFO4P Version will stop settlers from showing up if it's loaded below this mod (location is marked as a dungeon). Unfortunately I didn't find that out until after I'd cleared it out and built stuff, is there a way to re-initialize the settlement?
Try something like this, at your own risk: StopQuest praEdenMeadowsSettlementQuest ResetQuest praEdenMeadowsSettlementQuest StartQuest praEdenMeadowsSettlementQuest not sure if you actually need to stop or manually start it, reset might do it on itself.
FarHarbor always did need 1-2 small settlements on the other side of the island. Not everyone used scrap collection methods like Salvage Beacons, and I found looting in vanilla was unnecessarily painful. Always thought the Red Rocket, cinema, and lighthouse was obvious locations due to their Boston parallels.
I am curious why you didn't extend the settlement border a few feet so purifiers or tarberries could be placed in the water. Logically, if you just assigned ghoul settlers to that area you don't even need fog condensers that far out.
Pra, just a quick one on this mod. The main file .esp plugin is having issues when running texgen (when using FOLIP and following the usual guide: https://www.nexusmods.com/fallout4/articles/4162), it is reporting the following error:
[Window Title] TexGen [Main Instruction] Skipped Load: Duplicate FormID [00000FF1] in file [FE 168] EdenMeadowsSettlement.esp. [Content] These errors need to be fixed. Ignore wrong advice to temporarily disable plugins. Click on this link for additional explanations and help for this message [Exit TexGen] [Footer] Online Help | Support Forum | Copy message to clipboard
Possibly not a major issue but bringing to your attention anyway, in my LO it seems to just be this plugin, disabling it texgen reports no issues anywhere else.
Ugh. It's the stupid "navigation mesh info map" again. I think it's CK fixes' fault, it had a bug where it would add several copies of that thing. AFAIK it is ignored anyway. I'll remove it next time I update this mod.
One of my all-time favs, use it every play through. This time I have had some difficulty with SS2 with this particular settlement, have used many of the author's others without issue.
Everything appears normal except the ASAM's on plots do not pop up for some reason. Not sure if it has anything to do with this settlement in particular but have not ever encountered this before.
Having the same issue. Tried setting SS2 as a master to this mod in FO4Edit, didn't do anything. I posted a comment on the SS2 mod page asking the same thing, hoping for an answer over there since it doesn't seem to have been answered here.
Having trouble using this with PRP. Loaded before PRP, I can't scrap trash, most cars, plants, or speakers. Loaded after PRP, obvious conflict, flashing objects.
The optimized and unoptomized versions both have similar issues, though I've been trying to work with the optimized version. Does a patch need created, or am I doing something incorrectly?
Oh. Well, that's expected, if they rebuilt the previsibines for the entire game. Almost every mod which changes something in the world should be conflicting with it.
Yes, this would indeed need a patch. You'd have to take this mod's ESP, update all cells which have been modified due to previs regeneration only with PRP data, then regenerate previs at the two relevant previs roots, while PRP is loaded. Maybe also regenerate precombines in the relevant cells first, not sure.
67 comments
Go far enough away, and everything seem fine.
I don't see anything obviously conflicting in fo4edit but maybe i am loooking at the wrong area.
Something for other users to watch out for.
Mutant Menagerie added in some items, but it doesn't show conflicting in fo4edit. Nevertheless, I can see the textures of the ground etc turning transparent when I get close to that area it alters. It's an esm so I can't alter the location it loads at, and I'm not sure how to patch over whatever is going wrong.
I am guessing it's a precombines issue, but I don't know enough to be sure.
I can get a screenshot if it helps?
From the description, this *might* be a previs issue. Previs affects a 3x3 area of cells, this might happen if MM does something next to the settlement
What I'll try to do is get up to this point again without mutant menag installed, but I'm moderately confident that it is the issue.
I am now using nextgen however, might be relevant.
Ok, even though i told MO2 to put eden last, it was clashing with a bosschest mod, not sure of name, but I made a patch and it seems ok now.
I have no idea why that happened.
StopQuest praEdenMeadowsSettlementQuest
not sure if you actually need to stop or manually start it, reset might do it on itself.ResetQuest praEdenMeadowsSettlementQuest
StartQuest praEdenMeadowsSettlementQuest
I am curious why you didn't extend the settlement border a few feet so purifiers or tarberries could be placed in the water. Logically, if you just assigned ghoul settlers to that area you don't even need fog condensers that far out.
[Window Title]
TexGen
[Main Instruction]
Skipped Load: Duplicate FormID [00000FF1] in file [FE 168] EdenMeadowsSettlement.esp.
[Content]
These errors need to be fixed.
Ignore wrong advice to temporarily disable plugins.
Click on this link for additional explanations and help for this message
[Exit TexGen]
[Footer]
Online Help | Support Forum | Copy message to clipboard
Clarification here: https://dyndolod.info/Messages/Duplicate-Form-ID
Possibly not a major issue but bringing to your attention anyway, in my LO it seems to just be this plugin, disabling it texgen reports no issues anywhere else.
PS otherwise, love your work!
This time I have had some difficulty with SS2 with this particular settlement, have used many of the author's others without issue.
Everything appears normal except the ASAM's on plots do not pop up for some reason. Not sure if it has anything to do with this settlement in particular but have not ever encountered this before.
Loaded before PRP, I can't scrap trash, most cars, plants, or speakers.
Loaded after PRP, obvious conflict, flashing objects.
The optimized and unoptomized versions both have similar issues, though I've been trying to work with the optimized version.
Does a patch need created, or am I doing something incorrectly?
Yes, this would indeed need a patch. You'd have to take this mod's ESP, update all cells which have been modified due to previs regeneration only with PRP data, then regenerate previs at the two relevant previs roots, while PRP is loaded. Maybe also regenerate precombines in the relevant cells first, not sure.