Hi, could you add the optional file you mentioned in the description?, I wouldn't want to mess with scrap everything and screw it up, I'd also like to know if it works with prp 74, since your other Boston library settlement seems to be outdated and I couldn't use it.
I wanted to download all your settlement mods but not all of them are updated and I couldn't use the Boston library, so I guess the same thing could happen to me with the others, right?🤔
Pretty sure this mod doesn't work anymore. Don't know exactly what happened, but whenever you start the quest to build the fog condensers on the island, they don't pop up in the special buildables tab for your workshop builds.
Huntress Island (optimized). A wild area with four wrecked buildings. Ideal for the children of Atom to settle there. Sixteen settlers now form a successful community (Horizon 1.8, see pictures). Thanks for this settlement.
Thank you, the mod is wonderful. The island is large, a pack of wolves, two bears "Ya-goy", swamp inhabitants. Everything can be disassembled, deleted, reassembled. Settled 1 settler. Happiness - 60%.
Hi, I've spent several frustrating hours examining settlement mods in Edit in search of one to add to my load order next. Honestly, if you could gain XP by finding deleted references, identical to master records and other dirty edits* I'd have gone up a level by now . . .
I was looking at the optimised version of this mod, and it looks like a good addition to my game except for two minor issues: 1 - I don't currently have a character in Far Harbor who could easily/safely get to the location to test the mod. 2 - I don't understand why there's a red conflict with DLCNukaWorld.esm over the VirtualLocation location when this mod doesn't seem to use it.
Also this mod covers quite a large area, affecting many surrounding cells, and I'm not sure I want to make that big a change to Far Harbor in my game. Particularly when the existing settlements are more closely tied to the DLC's storylines. I realise that's about three or four minor issues, but I thought it was worth mentioning anyway. So far it looks like this is the only Far Harbor settlement I'll add to my game, so thanks for making this mod.
*: And then there's a Far Harbor mod's border using a Commonwealth encounter zone instead of the mod's custom encounter zone.
Thank you, great place for a settlement, Far Harbor is sorely deficient in settlements and particularly needs one in the south of the island, this is an excellent remedy to that problem.
I found a sort of answer for this. It'll be fine as long as the quest is started prior to the settlement... which should be a given on a new game. Might be more problematic if installed mid-game.
It *might* work if loaded above the settlement. In any case, a settlement mod must win any conflict over a cell edit, otherwise bad things happen. I have no idea, though, if my mod will break that mod...
I'll let you know :) I always have quest mods earlier in LO (except precomb/previs caveats) and settlement as almost last before hud and ui stuff so I'm thinking, on a new game, it should be fine.
I liked the quest, and so far the location works well.
I am using the 1.0 version and, looking around, as far as I can tell, it's not safe to upgrade this to the later version - correct me if I'm wrong, but that's my impression?
I wish I had started with the later version as I am encountering the meshes going invisible problem. Piper lost her head for a bit; which is in character, admittedly.
Have you tried moving the mod further down in your LO? "invisible meshes" sounds like a previs problem/conflict, it SHOULD be resolved, if this mod wins all conflicts.
I'm a bit concerned over updating from v1.0 to v2.2 since the new .esp actually is an .esl, so when loading a save it says it's no longer present. Out of 2 characters only 1 has interacted with the location and built substantially... How safe would it be to update mid-game? Would I need to uninstall the prior version first?
Indeed, v1 was also an .esl, thus it didn't have any load-order number in NMM, and the comment about it being .esl-flagged was similar. I cleared and scrapped out as much as possible from the settlement, terminated supplylines, emptied the workbench and moved all settlers. Then I saved at Dalton farm and installed v2.2, and it still persists that "huntressisland.esp" isn't present in my load-order, even if it is at the same spot and still activated... Which is indeed very weird since the filenames are identical (I installed manually and overwrote the old version).
But I went ahead and loaded anyway! The location is still marked as discovered, I could not send any settler back there from Dalton (gone from the list). So I jetpacked across the island to the location and what I built was still there but meshes of trees and buildings started vanishing before my eyes. I couldn't see a workbench either... It's like the mod isn't installed at all! So I went 'QQQ' via the console and overwrote 2.2 with 1.0 again... Figure since I haven't saved nothing should be lost now.
And yes, my saves are my biggest concern which is why I posted this as soon as I saw the startup-message of a missing .esp and pressed alt+f4. Since script-cleaning isn't a thing for FO4, and I have experienced many issues the hard way I thought I'd better ask... There must be something else that differs between the 2 versions... Should be easy for you to replicate, if it isn't something very weird on my specific set-up That I've never encountered in all my years. Also checking via (better) console, nothing at the island was touched by the newly installed mod/version.
My NMM is the community version, perhaps not the latest, but above 0.71.12... It manages 6 games for me which is the main reason I still use it. However, mods like this I always install manually, in fact it's only the occasional fomod-archive with plenty options I use NMM to install with. There seems to be nothing that differs between v1 and v2.2 besides the file-size, which is why I got concerned when the game prompts the .esp is no longer active after installing/overwriting the 2 new files. I also noted you've authored a few more mods I'm using ^_^ So now I'm contemplating what to do with Arcade Terminals since now the filenames does differ... But one problem at a time... I reverted back to v1 and the game acts as usual, not missing anything. I would prefer the optimized version though, running the game on a potato-pc with 250+ mods.
I never disabled the mod mainly because it adds stuff to the build-menu... And after overwriting I simply checked to see if it still was in place and active in NMM, which it was. But loading any save it says it's missing, and the location was a mess.
Can i turn off enemy NPCs in the same way as radioactivity? In FarHarbor they are not connected to the location, so they keep coming back. (in my game) I also can't find a layer for the location to link them.
"They shouldn't. Respawn should be disabled there." Ah thx! I'm gonna watch this again. (unfortunately i don't have a suitable save point right now)
"Not connected to the location? Does this really cause NPCs to respawn, even if in a non-respawn location?" I don't know if I'm translating - understand this right.
I come to the island, the bears and the wolfs are there. I have seen with xedit, how you turn off the radioactivity (I think). My Idea: i do the same with the NPCs (bears & wolfs).
sorry for my english, i can't do them well. Oh nonsense, I can't do it. deepl.com helps me
Well, the hostiles really shouldn't respawn. The location is flagged as never resets, same as clearable vanilla locations. There, the hostiles aren't getting disabled either.
39 comments
I wanted to download all your settlement mods but not all of them are updated and I couldn't use the Boston library, so I guess the same thing could happen to me with the others, right?🤔
A wild area with four wrecked buildings. Ideal for the children of Atom to settle there. Sixteen settlers now form a successful community (Horizon 1.8, see pictures).
Thanks for this settlement.
The island is large, a pack of wolves, two bears "Ya-goy", swamp inhabitants.
Everything can be disassembled, deleted, reassembled. Settled 1 settler. Happiness - 60%.
I was looking at the optimised version of this mod, and it looks like a good addition to my game except for two minor issues:
1 - I don't currently have a character in Far Harbor who could easily/safely get to the location to test the mod.
2 - I don't understand why there's a red conflict with DLCNukaWorld.esm over the VirtualLocation location when this mod doesn't seem to use it.
Also this mod covers quite a large area, affecting many surrounding cells, and I'm not sure I want to make that big a change to Far Harbor in my game. Particularly when the existing settlements are more closely tied to the DLC's storylines. I realise that's about three or four minor issues, but I thought it was worth mentioning anyway. So far it looks like this is the only Far Harbor settlement I'll add to my game, so thanks for making this mod.
*: And then there's a Far Harbor mod's border using a Commonwealth encounter zone instead of the mod's custom encounter zone.
My guess is that the below is not compatible...
The Secret of Huntress Manor - A Far Harbor Story at Fallout 4 Nexus - Mods and community (nexusmods.com)
I am using the 1.0 version and, looking around, as far as I can tell, it's not safe to upgrade this to the later version - correct me if I'm wrong, but that's my impression?
I wish I had started with the later version as I am encountering the meshes going invisible problem. Piper lost her head for a bit; which is in character, admittedly.
Endorsed.
I'm a bit concerned over updating from v1.0 to v2.2 since the new .esp actually is an .esl, so when loading a save it says it's no longer present.
Out of 2 characters only 1 has interacted with the location and built substantially... How safe would it be to update mid-game?
Would I need to uninstall the prior version first?
Upgrading SHOULD be safe. The only thing changed are the added precombines. But better make a save first.
And, never, never, NEVER actually uninstall a settlement mod. That is going to do irreparable damage to your save.
Indeed, v1 was also an .esl, thus it didn't have any load-order number in NMM, and the comment about it being .esl-flagged was similar.
I cleared and scrapped out as much as possible from the settlement, terminated supplylines, emptied the workbench and moved all settlers.
Then I saved at Dalton farm and installed v2.2, and it still persists that "huntressisland.esp" isn't present in my load-order, even if it is at the same spot and still activated... Which is indeed very weird since the filenames are identical (I installed manually and overwrote the old version).
But I went ahead and loaded anyway! The location is still marked as discovered, I could not send any settler back there from Dalton (gone from the list).
So I jetpacked across the island to the location and what I built was still there but meshes of trees and buildings started vanishing before my eyes.
I couldn't see a workbench either... It's like the mod isn't installed at all! So I went 'QQQ' via the console and overwrote 2.2 with 1.0 again...
Figure since I haven't saved nothing should be lost now.
And yes, my saves are my biggest concern which is why I posted this as soon as I saw the startup-message of a missing .esp and pressed alt+f4.
Since script-cleaning isn't a thing for FO4, and I have experienced many issues the hard way I thought I'd better ask...
There must be something else that differs between the 2 versions... Should be easy for you to replicate, if it isn't something very weird on
my specific set-up That I've never encountered in all my years. Also checking via (better) console, nothing at the island was touched by the newly installed mod/version.
https://github.com/Nexus-Mods/Nexus-Mod-Manager/releases
However, mods like this I always install manually, in fact it's only the occasional fomod-archive with plenty options I use NMM to install with.
There seems to be nothing that differs between v1 and v2.2 besides the file-size, which is why I got concerned when the game prompts the .esp is no longer active after installing/overwriting the 2 new files. I also noted you've authored a few more mods I'm using ^_^ So now I'm contemplating what to do with Arcade Terminals since now the filenames does differ... But one problem at a time... I reverted back to v1 and the game acts as usual, not missing anything. I would prefer the optimized version though, running the game on a potato-pc with 250+ mods.
I never disabled the mod mainly because it adds stuff to the build-menu... And after overwriting I simply checked to see if it still was in place and active in NMM, which it was. But loading any save it says it's missing, and the location was a mess.
Can i turn off enemy NPCs in the same way as radioactivity?
In FarHarbor they are not connected to the location, so they keep coming back. (in my game)
I also can't find a layer for the location to link them.
They shouldn't. Respawn should be disabled there.
Not connected to the location? Does this really cause NPCs to respawn, even if in a non-respawn location?
Ah thx! I'm gonna watch this again.
(unfortunately i don't have a suitable save point right now)
"Not connected to the location? Does this really cause NPCs to respawn, even if in a non-respawn location?"
I don't know if I'm translating - understand this right.
I come to the island, the bears and the wolfs are there.
I have seen with xedit, how you turn off the radioactivity (I think).
My Idea: i do the same with the NPCs (bears & wolfs).
sorry for my english, i can't do them well. Oh nonsense, I can't do it.
deepl.com helps me
Well, the hostiles really shouldn't respawn. The location is flagged as never resets, same as clearable vanilla locations. There, the hostiles aren't getting disabled either.
i have currently only an old save, on far harbor, but which does not function properly.