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Ragoda

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Ragoda

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31 comments

  1. IzHemlock
    IzHemlock
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    Hmm, so I have terrible luck encountering Gene (the guy who sells the junkyard dogs) but I've read a very common spawn point for him is behind abernathy farms, past mary's grave....presumably around the capsule house. Any idea if this will effect him being able to spawn there or not?
    1. Ragoda
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      Shouldn't be affected, by which I mean to say that I have changed no spawn points doing this MOD.
    2. IzHemlock
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      Mmkay, thankya much!!!
    3. Ragoda
      Ragoda
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      yw
    4. Drivinghard
      Drivinghard
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      hmmm.. NOT to bring up the subject about how unbelievably this game CHEATS YOU...
      you can generate your OWN junkyard dog in console..
      hit the '~' key to open console and then enter
      'player.placeatme 00176337 1'
      then hit your '~' key again to exit the console...
      Now quickly open up your workshop and hover over the dog and [R] MOVE it to your present settlement...
      now you have a FREE waggly tail and +5 defense and more happiness
  2. drakonch
    drakonch
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    Currently, I got 15 mods from Ragoda in my game installed and I happy with them (mostly), thanks you, Ragoda. U are great!!! And I know the main issue of mods from this author. No time. There is no time to check them. There is no time to create a second version. I divide mods from Ragoda into two groops: one can scrape most garbage and second groope - nothing can be done - garbage all around. Unfortunatly, toooo mach of usless staff cant be scrapped in this mod, so, by definition it comes to second groop, Yes, I cry a little bit and remove this mod. No one promise the easy life. Nevertheless, thanks again, Ragoda. U are the greteast one!
    1. Ragoda
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      Thanx, and about unscrabbable stuff, in my run throughs with this Settlement, most times I was able to remove about everything, but couple of times not. I look with deep blame in my eyes at Load Order, damn you!
  3. dgoa
    dgoa
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    This settlement has the same build height of Abernaty Farm? (sorry my english). 
    1. Ragoda
      Ragoda
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      Higher.
  4. xadambombx
    xadambombx
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    Hello there! im having a bit of a problem, im not sure if this is a bug with the mod or with the game as I have many of your mods and I have never had this problem with any of your mods. That said, my provisioner isn't working. I vaguely remember hearing or reading a long time ago that there is a limit on how many provisioners you can sent to one settlement. And since I use Red Rocket Truck Stop as that hub, I wouldn't be surprised if I have finally reached that limit. So do you think this is a bug with the mod or is this on my end?

    Update: I assigned a settler at Kieran farm to be a provisioner between Red Rocket and it worked. So I don't think I reached any limit. but I tried it again with Willoby and it just didn't work so im just gonna cheat myself a bunch of supplies. :D
    1. Ragoda
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      Not a bug I'd say, more like MOD's conflicting with each other or some such fun Bethesda stuff. I myself have gotten provisioners work here on few run throughs I included this MOD to game.


  5. razzthefreak
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    Hmm I use scrap everything, and it is loaded after this mod, but there seems to be a lot of objects I can´t scrap.. some of them I can´t even disable. Is this intentional? Is there some way around this? Any mods that work better than scrap everything? Sorry but it´s very important for me to scrap annoying brambles and shrubs so they dont go through the floors of my buildings. And I also want to remove the vines from the electrical tower :)
    1. razzthefreak
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      Sorry I found out that bUseCombinedObjects=0 had been removed from my fallout 4.ini and custom.ini
      :D
      now it works like a charm
    2. Ragoda
      Ragoda
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      Excellent! I am happy that my good advice helped again...

      *grins wide at blatant lie he just told*
  6. Stronglav
    Stronglav
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    +++++++++++++++++++++++
    1. Ragoda
      Ragoda
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      Hmm?
  7. rhodemaster
    rhodemaster
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    You have a great collection of settlements published. Was wondering if you have considered doing something with Easy City Downs? I'm thinking you could knock that area out of the park.
    1. Ragoda
      Ragoda
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      I have done it once already but that was before my Day Of Lost MOD's Due To HD Crash, LOL, so I lost that version.

      I really should do it again, it is fun place! Thank you for reminding me, I will do it now. :)
    2. rhodemaster
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      Cool. I look forward to it.
    3. Ragoda
      Ragoda
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      It should be ready at some point next week and it will be published with two optional versions.
  8. DHemlock
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    Hey, do you happen to use ASE? It looks like the Abernathy border would just about touch, if not overlap. But not sure. And not sure if that would be an issue if it did.

    I've been looking through mods for a fresh install, so I haven't been testing this kind of stuff lately until I upgrade my PC.

    Just curious.

    Anyway, your mods look great and I can't wait to give 'em a go.
    1. Ragoda
      Ragoda
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      Nope, borders don't touch, aren't actually even that close, there is about 10m between them. And that is way enough, as I have done fine with 1m between borders also. Plus usually main thing is not to Edit same Cell.

      BTW, I don't know what you mean by ASE. I use only Creation Kit when doing my MOD's.
    2. IzHemlock
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      ASE is a mod, it's All Settlements Extended, a mod by Neeher. They extend all the vanilla settlement boundaries in that mod. I use it as well! Here's the link: https://www.nexusmods.com/fallout4/mods/25316 It looks like from the pics, the boundaries would either touch or be very very close, so I'm guessing they must edit the same cells, in which case I'm not sure if they work together or not. If anyone else happens to have tried using both mods and knows if they work together, please lemme know!!!
    3. Ragoda
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      Ah, indeed, since we are talking about MOD vs. MOD and not my MOD vs. vanilla game, there might be mixed boundaries. Sadly I am not going to do anything about that. It would be never ending task to start adjusting my MOD's to every other MOD that possibly affects them.
    4. DHemlock
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      Of course, man. I was just curious if you used ASE, and if so, if you knew if the borders were too close or overlapping. I'll probably just ditch the ASE version of Abernathy to use your Willoby Farm mod anyway. Seems way too close to be compatible.

      Anyway, thanks for cranking out so many functional settlements. Really appreciate the work.
    5. IzHemlock
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      Oh hey, no! We totally weren't askin' ya to make em compatible, bro Just wondering if ya (or anyone else who sees this post) happened to use that mod and knew if they were able to be run together, that's all. Thanks for tryin' to answer though! So since it's likely that the boundaries would be within a few meters if they weren't overlapping, they are probably editing the same Cells soooo, I'm guessing that means they wouldn't work together? But on the other hand ya mentioned doing fine with 1m between borders before, so I guess I'd have to just test it to see Anyway, cool mods, dude
    6. Ragoda
      Ragoda
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      Now, editing same cells doesn't always make problems, it much depends on what is Edited and also the Load Order has a role in it all. However, if borders cross each other, then you get problems with settlers most likely. Also I can not say which MOD is 'better' suited to anyone's uses, that is something everyone needs to think themselves.

      I don't use enhancing MOD's on my vanilla settlements, simply because if I want to, I just do that myself. Like the Red Rocket next to Sanctuary, I have that much expanded and (almost) meeting Sanctuary middle of river. There are few notable exceptions to this though. As an example I could mention HAIA -MOD for Hangman's Alley. I use that, and THEN also have expanded borders myself. :)

    7. IzHemlock
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      Ohh, that makes sense, I didn't think about the settlers being confused as hell oopsie and hey that's fair, if I knew how to make settlements I wouldn't use vanilla expansion mods either! That's cool that ya have red rocket expanded so much! Not to mention Hangman's Alley, that place is kinda odd to use with just vanilla boundaries, thank goodness for place everywhere and mods like yours and ASE that give places like that some enhancements to make them actually usable! Ooooh thanks for the reminder about HAIA, I keep meaning to check that one out! Thanks for being so responsive! Can't wait to build in some cool new places once I pick which ones, you have so many to choose from!
    8. Ragoda
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      I also haven't published any of my enhancements on vanilla settlements (apart from one exception) simply because there are so many good ones out there already. I would however love to publish my own version of HAIA for Hangman's Alley. I am just not sure if it's allowed in HAIA -MOD's Permissions. I should really check that. :)

      *EDIT: I checked the Permissions on HAIA and it is clear that I need the makers permission to publish my version of it. I did leave a message, asking for just that permission but I think there was mention somewhere that PurpleRadiation hasn't been around for some time, so it might turn out I can't go on with publishing.
  9. User_57218227
    User_57218227
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    You chose...wisely.
    1. Ragoda
      Ragoda
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      Thank you! :)