Fallout 4

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fftfan

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  1. fftfan
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    I am working on a new Sim Settlements addon pack, coming soon!
    Previews:
    About Precombined Geometry
    Spoiler:  
    Show
    Here is the technical explanation behind Precombineds/Previs:

    TLDR: It is a significant optimization feature used by the game.

    Disabling it allows you to scrap more but may severely reduce performance depending on your hardware.
    Settlement Modding Information:
    Spoiler:  
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    There are some fantastic tutorials available for learning settlement modding:




    Eventual plans may include a City Plan for this someday. Anything I add to the location would be via City Plan only, so that other builders can build whatever they want for their own City Plans, Transfer Settlements Blueprint or personal build. My interest in custom settlements is renewed by Sim Settlements Conqueror!
  2. Oberhenne
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    For some reason this plan doesn't show up in the city manager desk.
    1. dferstat
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      This mod is not an SS2 plan.
  3. rlbaxter
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    Anyone else had the issue with assigned settlers just standing around.  Every settler I assign to the settlement  just stands in the water or by the gazebo.   I opened the mod with CK and discovered the settlement sandbox ref was linked to Boston Commons, not Swan's Pond.  I changed the link to point to Swans' Pond and now the settlers seem to behave correctly.
    1. Farlington
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      I have this issue as well and I know the fix is simple (in theory) as it's a fairly straight forward process. Not something I haven't done before in a thousand program menus before... However each time I do this, the reference below disappears and I don't understand how to get it back, or what I've broken.  Dyslexia and now old age has finally defeated me and now as my brain has turned into mush, I understand why my parents were never able to program the clock on the video player...

      Anyway, that's a long way of saying that I'm not able to make this fix myself, so is it possible that you could release this as a patch until OP puts the fix out themselves? (I only as ask I see you release mods yourself). Regardless of your answer, thanks for the headsup or what the problem was.
    2. rlbaxter
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  4. HypnoButler
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    I can't seem to find/activate the workshop, any ideas? Holding Alt like normal does nothing and I can't find the physical thing either.

    I have two map markers named Swan's Pond and Boston Common and the radiation from the barrels seems to be disabled, so at least something is loading. I've been playing around with load order relative to Horizon/Architect stuff and haven't had any luck, including in a position that works fine for a College Square settlement mod.
    1. rlbaxter
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      The workshop is located directly behind the boat rental shop.
  5. sdfrilo
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    Is it normal that areas around Swan's Pond show on the map as Settlements (but they aren't one) after activating the Swan's Pond bench? Boston Common, Park Street Station, etc when I mouse over them show the happiness and settler count from Swan's Pond.
    1. CopBlaster
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      Same here, plus all the happiness levels of all settlements are 50 and the bottle cap count for the caravan network (ss2) reduced to zero.
  6. CopBlaster
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    Has anyone else noticed a bug which results in every settlement having 50 happiness after installing this?

    I also noticed that other locations next to Swan's Pond show up like settlements on the map.
  7. Braydenlovesmods
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    Thank you for the neat mod I was just wondering where the actual workbench is? I can't find it.
  8. fftfan
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  9. Acouya
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    The game seems to be registering a bunch of other areas around swan's pond as settlements which is causing issues with IDEK's Logistics Station's ability to create caravan lines, is there any chance this is able to be fixed or is it just an unavoidable side effect of the addon?
    1. fftfan
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      Try update 1.04. If this doesn't solve it, there's a scripted route that could be tried for a 1.05 update. If that still doesn't solve it then it may be unavoidable at least in some cases.

      I replicated the issue on my end, and was able to see it solved by making this change to the ESP even on a save that's already had Swan's Pond claimed on 1.03. It may be necessary to need to break and re-establish supply lines(for those not using IDEK's Logistics Station 2), or on IDEK's Logistics Station 2? to recalculate supply lines although should happen anyways after some time. I used ILS 2's 2x2 Municipal plot for testing this, I no longer have a Sim Settlements 1 mod profile anymore as I only use the latest so uncertain about that for any still using the old versions.

  10. Kudara
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    Just wanted to let you know that something wonky is going on with npc's created/spawned within the boundaries of the Swan's Pond settlement.  DLC wise this applies to robots created at the automaton workbench, you have to actually move them to Swan's Pond even though they were created there in the first place.  Mod wise, I use a mod that creates children and it has this same issue as well.  The children have to be actually moved to Swan's Pond instead of automatically belonging to it as they do at other settlements.  I'm trying to think if I've ever done this at your other settlements...I could swear I've created robots at Mystic and not had the issue but I can't swear that's the case.
    1. fftfan
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      Usually that happens if the cell where the NPC spawn marker does not have the correct Location assigned for the settlement. Settlers/etc will get WorkshopID of -1, this makes them removed from any settlements which is why they had to be "moved" to the settlement and likely assignable objects in that cell were not working. This can happen if other mods which also edit any of these cells are loaded after this settlement mod:

      • Vault114Ext [CELL:0000E099] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 3,-4)
      • BostonCommonExt [CELL:0000E09A] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 2,-4)
      • BostonCommonExt03 [CELL:0000E0B8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 3,-5)
      • SwansPondExt [CELL:0000E0B9] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 2,-5)

      If any other mods do edit these cells and are loaded after SwanPond - Settlement.esp, the cells will be highlighted red in that case when loaded in xEdit with entire load order. The most likely one is Boston FPS Fix AIO. Load SwanPond - Settlement.esp after those other plugins.

  11. Kudara
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    Bleh, those radioactive barrels are still radioactive.  I've heard mention of people recreating previs for areas, is this the same as precombined geometry?  Could you remove the barrels and then recreate the precombined geometry for the area?
    1. fftfan
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      The hazard markers should be set to be initially disabled, I'll double check in case there are more of them. The barrels themselves are included in the default precombined geometry. Radiation damage will still result from standing in the water, this probably can't be changed without changing all water of that type gamewide or removing radiation damage from all water gamewide which will be too problematic for this to do and outside the scope of this mod. Doing either would likely cause mod conflicts with water mods. One great solution though for settlers receiving radiation damage here, if you use Sim Settlements 2, is using a Radiation Cleanser municipal plot from Pra's Random Addon 2 which gives nearby settlers rad immunity. If you don't use SS2, a possible alternative mod is this, Radiation Cleaning though I've only tried using the plot version so far.

      Regenerating precombined geometry requires also regenerating previs, otherwise in short you can get the "flickering bug". The issue with this is when regenerating previs it affects batches of cells so overall affects a much larger area than what the settlement uses as a buildable area. I did a test regen 2 years ago and found a large number of mod conflicts as a result such as Atomic Radio & Tales from the Commonwealth, one or two of the Thuggyverse mods, Sim Settlements 1 Conqueror and maybe a few others. Just from on my own load order alone at the time in 2019 so likely there's more. At that point, for users who may have variable combinations of conflicting mods they're generally going to have to regenerate precombines for their own load order by loading Swan's Pond along with conflicting mods and regenerating.

      If I do my own standalone regeneration then it'll be useless for 99% of players due to being invalidated by conflicts with mods that people probably have almost all the time, so only useful for basically vanilla load orders. If I do compatibility regenerations there's tons of combinations to go through and I also would require specific permission from each author as this is considered by NexusMods to constitute Asset Usage(their level design work). It also requires a lot of testing to ensure no issues arise for the quest mods, separately for every version of compatibility regenerations.
    2. Kudara
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      Ugg I should have guessed the answer wouldn't be simple.  Thanks for the detailed reply!  Oh and Pra's radiation scrubbers from Radiation Cleaning worked just fine to take care of the radiation.