Uploaded new settlement (Somerville Place). I will be uploading a clean version (no interior furnishings) of the mod soon (later this weekend/early next week).
I also did a few tweaks on the other two settlements (change log).
A reminder that the brahmin pens do not need feeders added; the pens will attract the brahimin by themselves. The Somerville Place brahmin pen will attract up to three brahmins.
**Update** A 'clean' version of the mod (v1.4) is now available. (4/10/2019)
Added new updated file for the two scripts as an option. The will work the lights switches, the fireplaces and they will enable the auto-closing doors. I messed up and didn't know I had to load these. The are located in the Data Folder under Scripts Folder.
If you use these the doors will automatically close after they are opened (a 5 second delay). If you are trying to assign settlers and the doors keep closing on you, try using console command (modpos z 150) to temporary loft the doors, or just remove the script in the Data/Scripts folder until you are done assigning everyone.
Added work station in Egret Tours Marina (engine repair station) and Sunshine comes with two work stations (tractor repair and milk Station)-these stations provide happiness and/or food and/or income, Added working spot lights in all but Oberland Station; Included light script in update; added large cow pens in Somerville and Sunshine (cows included and they produce food). I tweaked a few more things (Navmesh (Somerville) and landscaping (Somerville, Country and Egret). Added interior for Walden Dam.
Also added settlement recruitment beacons in all settlements. They are located within the settlement generator buildings, next to the workshop. These settlement recruitment beacons are somewhat experimental...but they work. Tweeked the settlement security spotlights, the construction lights (Egret Tours Marina) so they look better when you turn them off and on. Did some additional optimizing by adding and/creating more static collections (reduce draw calls). I also got rid of some residual light sources in Sunshine Tidings that I missed the last time.
The settlement build areas for those settlements with security fences, have been expanded to coincide with said security fences (also removed the green border in workshop mode).
This all looks very intriguing and I love the homage to earlier Fallouts, but could you please sticky a much, much fuller intro/explanation of what this mod is exactly? I've just had to read through everything here and 6 pages of comments just to get a very vague half-notion of what this mods does and glimpses of how to apply it. Am I right there's nothing to find or do to activate the sites? Are the sites simply already there? Are they essentially complete? Do I populate them? Is this basically an easy way of settlement building for people who don't want to actually devote time to building something nice themselves? Am I right that you recommend finding/clearing all the sites (but not building on them) before enabling the mod? Are there any other special factors to note like attacks? There's probably a bunch of other things I haven't even thought of, but which folks should know.
1) This mod alters the terrain, replaces existing buildings with new G.E.C.K. Buildings. 2) Recommend you activate all associated settlements in vanilla game and then install this mod; you don't have to do anything special (no quests etc...). 3) These are fully functional settlements with food, water, power and defense. Some beds you will have to build; guard house has beds included. 4) Recruit settlers and assign them jobs and a bed. 5) You can build items prior to or after however keep in mind this mod changes the terrain and adds/removed items within the associated settlements.. 6) The settlements are still susceptible to attacks. There are settlement laser turrets that are standard issue plus there are guard posts that you can assign. 7) County Crossing and Outpost Zimonja are designed as military bases, so they will have most resources available without assigned settlers but they will also have limited settlement activity. 8) No, unfortunately I do not have the skills to provide a menu to allow people to pick and choose what settlements to upgrade using the G.E.C.K. If I did I would also include quests to collect such G.E.C.K.s as a prerequisite to settlement initialization.
I do have the intention of building more settlements, I am just really busy currently with me real life job. I probably won't create every settlement as there are some that are in really bad locations in regard to terrain or build area (Tafington Boathouse, Murkwater for example) or they are in urban areas (Bunker Hill, Jamaica Plain, Hangsman Alley for example). I am thinking the next one I do will be Tenpines Bluff?
I would really like to find someone who is awesome at scripting and quests; who would like to help out. I would love to make each modified settlement have the requirement to be activated separately and with the players having to search for and retrieve GECKs scatted around. For example: a GECK located in Vault Tech Regional Headquarters, find it and take it to let's say Oberland Station, active the GECK, leave and when you return the new GECK settlement is there. It is something I would wish to add but it is above my current skill level.
@vonBennett So is there an actual geck doodad in this mod? I would like to have a placeable geck in the workshop, even if only as a doodad. (If you don't know what that is its a Blizzard Entertainment term for a static decorative object like a tree or rock. It comes from when they were making their first editor and were trying to come up with something to call this type of thing in the editor. One person suggested doohickeys and was immediately shot down. Then he came up with doodads and they decided that was fine. XD)
Are you talking about a static object that you can pick up in the game? For instance a steel resource component? In the Creation Kit, one could make a copy of the steel resource component, then change name to G.E.C.K. and swap out the nif file for a modified suitcase (that could be modified to look like a G.E.C.K. in NifScope (Mesh) and/or GIMP( textures)). Is that the direction you are going?
Thank you. Real world job has me busy but do plan on making new settlements in the future. I am also working on texturing the buildings (both interior and exterior). A work in progress.
thank you for the reply - I look forward to seeing new stuff from you - I completely understand about your real life work commitments but hope you do get time for more mods
I used the bunker forms with some material swaps for the buildings; added some vault forms with material swaps to do the basement sections.. I wouldn't mind making modified copies (new meshes) with NifSkope with material and texture swaps included, which would make it much easier when creating new settlements. However, my job in the real world is taking much of my time these days. Also, wish I could find someone(s) to partner up to create quests to find G.E.C.Ks in the game which would be required to turn a settlement into a new one (on G.E.C.K per settlement). That would give the player a choice on which settlements to upgrade. Anyway, one can always wish.
the Majority of gamers already HAVE half a dozen location mods operating... so, is there any chance you might be able to release a couple of these locations as STAND A LONES???
ALSO, the description page mentions the 'Creation Kit' umpteen times, but nothing appears to be listed explicitly as a 'requirement' so does somebody need to have the Creation Kit or certain DLC's in order for these to work?
Regarding your recommendation on activating all settlements in the game before installing this mod, would I still be okay if I didn't do that and just played as normal or would there be significant conflicts performance or gameplay wise?
There shouldn't be any problem as I did not change anything in the quests to activate workshops. The big thing would be if you wanted items within the settlement. Example, if you wanted the rubber tires and junker cars at Finch Farm to scrap for rubber and steel, those item would be removed via the mod. The pre-settlers will lose their vanilla beds and crops (if that settlement is occupied) but they should just use any available bed and would harvest the new available crops provided by this mod. One thing I would caution on, is that I would not activate this mod while in any settlement; even a new settlement added via another mod. I discovered that the game doesn't like it when you add a new settlement (via mod activation) and by doing so, it could effect a few things in one or more of your settlements. Example: I activated the player home/settlement from my Wolf's Layer mod while I was standing in the Grey Garden Settlement (which was player settlement after completing the vanilla quest) and that caused my guards in the Wolf's Layer to be naked (they still had their clothes in their inventory) and not in their assigned locations for their patrol assignments, when I first traveled there. I then reloaded and moved to College Square and then activated the mod and all was well. Anyway, hope this helped?
Ah I see, well I'm not too concerned about scrap so I'll manage without it. Could you elaborate more as to the whole game not liking this mod or custom player home/settlement mods when in a settlement? Does Sanctuary count as well? I have a few player home mods across the commonwealth so does that mean I need to be in the wilderness for this mod to play with the game properly?
My problem was, that I activated a settlement mod while I was in a vanilla settlement. I saved a game while in a vanilla settlement, then I exited the game, then activated the mod in the Nexus Mod Manager, then reloaded saved game. So the new settlement was added in game while I was in a vanilla settlement. This caused a funny issue with the new settlement. So....I exited the game, disabled the new mod, then reloaded saved game, moved to another location (outside a any settlement) then made a new save, exited the game, activated the mod, then reloaded the game from the new save. Everything was then fine. Not sure why the previous problem occurred but I just speculated that it had something to do with being in a vanilla mod while a new settlement was activated? Does that make sense?
AHHH I understand now, so If I'm activating the mod via a vanilla location not like Sanctuary I should be okay then. I get what you were saying now, thank you!
No...just don't be in any settlement when you activate a mod which add a new settlement or edits existing vanilla settlements. Be in the game somewhere (example Concord, Diamond city, a wilderness location,etc) else and then activate the settlement mod. Afterwards, then travel in game to your new or existing settlements. Does that make more sense?
173 comments
I also did a few tweaks on the other two settlements (change log).
A reminder that the brahmin pens do not need feeders added; the pens will attract the brahimin by themselves. The Somerville Place brahmin pen will attract up to three brahmins.
**Update** A 'clean' version of the mod (v1.4) is now available. (4/10/2019)
If I ever figure it out, I want to add a small shooting range, just outside the fence, where you can assign settlers there for the work day.
If you use these the doors will automatically close after they are opened (a 5 second delay). If you are trying to assign settlers and the doors keep closing on you, try using console command (modpos z 150) to temporary loft the doors, or just remove the script in the Data/Scripts folder until you are done assigning everyone.
Added work station in Egret Tours Marina (engine repair station) and Sunshine comes with two work stations (tractor repair and milk Station)-these stations provide happiness and/or food and/or income, Added working spot lights in all but Oberland Station; Included light script in update; added large cow pens in Somerville and Sunshine (cows included and they produce food). I tweaked a few more things (Navmesh (Somerville) and landscaping (Somerville, Country and Egret). Added interior for Walden Dam.
Also added settlement recruitment beacons in all settlements. They are located within the settlement generator buildings, next to the workshop. These settlement recruitment beacons are somewhat experimental...but they work.
Tweeked the settlement security spotlights, the construction lights (Egret Tours Marina) so they look better when you turn them off and on. Did some additional optimizing by adding and/creating more static collections (reduce draw calls). I also got rid of some residual light sources in Sunshine Tidings that I missed the last time.
The settlement build areas for those settlements with security fences, have been expanded to coincide with said security fences (also removed the green border in workshop mode).
2) Recommend you activate all associated settlements in vanilla game and then install this mod; you don't have to do anything special (no quests etc...).
3) These are fully functional settlements with food, water, power and defense. Some beds you will have to build; guard house has beds included.
4) Recruit settlers and assign them jobs and a bed.
5) You can build items prior to or after however keep in mind this mod changes the terrain and adds/removed items within the associated settlements..
6) The settlements are still susceptible to attacks. There are settlement laser turrets that are standard issue plus there are guard posts that you can assign.
7) County Crossing and Outpost Zimonja are designed as military bases, so they will have most resources available without assigned settlers but they will also have limited settlement activity.
8) No, unfortunately I do not have the skills to provide a menu to allow people to pick and choose what settlements to upgrade using the G.E.C.K. If I did I would also include quests to collect such G.E.C.K.s as a prerequisite to settlement initialization.
I would really like to find someone who is awesome at scripting and quests; who would like to help out. I would love to make each modified settlement have the requirement to be activated separately and with the players having to search for and retrieve GECKs scatted around. For example: a GECK located in Vault Tech Regional Headquarters, find it and take it to let's say Oberland Station, active the GECK, leave and when you return the new GECK settlement is there. It is something I would wish to add but it is above my current skill level.
I would like more sites please and are the buildings available as a mod ?
In my opinion, your mods fit just right into the Fallout 4 scenario and nothing seriously troubling about them at all.
Thank you
Thank you again for a really great mod !
Love the assets of the buildings, did you custom make those? I want to create some custom settlements like them on my own.
I used the bunker forms with some material swaps for the buildings; added some vault forms with material swaps to do the basement sections.. I wouldn't mind making modified copies (new meshes) with NifSkope with material and texture swaps included, which would make it much easier when creating new settlements. However, my job in the real world is taking much of my time these days. Also, wish I could find someone(s) to partner up to create quests to find G.E.C.Ks in the game which would be required to turn a settlement into a new one (on G.E.C.K per settlement). That would give the player a choice on which settlements to upgrade. Anyway, one can always wish.
B....
ALSO, the description page mentions the 'Creation Kit' umpteen times, but nothing appears to be listed explicitly as a 'requirement' so does somebody need to have the Creation Kit or certain DLC's in order for these to work?
thanks a lot,
Wayner