Hello, on the description page you can see that it has a section that says requirements, where a link to the mod that your MO2 is asking for is shown. Also in the description of the mod there is a link, this mod that you downloaded is an extension that adds 12 more settlements, you need the base mod that has the first 8.
Anyway here I leave the link: https://www.nexusmods.com/fallout4/mods/38160
Using the esp version with the extra 12 addition and only 8 are showing up when selecting a camp to place, any fix? All is installed correctly and the 8 are working fine it's just not adding the extra 12. Everything is installed and the 12 esp is after the 8 in load order.
Hey, just wanted to say great job. I'm liking this a lot more than the C.A.M.P mod that was around before this one.
I do have two questions though: Is it possible to move the workbench (or better choose where it's initially placed), or would that break things? I tried moving it with place everywhere, and while it was selectable, once moved, it vanished and reappeared in its original location. Not the end of the world, but it would be nice if it's not too hard to accomplish.
And secondly, is there a way to disable (or decrease the opacity of) the green boundary that appears while building? I built out on the water where there isn't any terrain shining through or creating contrast, and building at night is nauseatingly green lol.
Among the plans I have for this mod is to be able to move the new settlements to other locations, one of the issues that I have stopped is how to manage a settlement that already has objects placed in the location.
In question to the green limiting edge of construction I have decided to reduce the strength of the color and make it more transparent, I have not done it since it is designed to allow building at high altitude and in the upper parts the color is lost when I make it more transparent. I will try to find a more balanced transparency.
At this moment I have very limited time due to my regular work but I hope that in a few days I can make some changes.
This question was posted a long time ago, but I think I can add some clarity;
By reading a lot of comments - I don't think people want to move workbench to another cell or settlement - but to move it a short distance WITHIN the existing settlement.To position it better for example.
2. If I create a settlement and inside it I put a door to a basement from Basement Living, can I then use the inside space from that basement for the extension? and will the settlers use it as an extension by using the door or just by directly teleporting or would they not be able to use it?
1. Conquest has many more functions independent of the base game, but the approach used to force the operation as a normal settlement has some flaws and limitations, because in the end it is not a settlement as such and is forced through the intensive use of scripts . I tried to make my mod work directly with the game scripts as any normal settlement would. My mod only keeps an active quest with a very small use of scripts. Clearly, mine offers fewer features and functions, but that was the idea of keeping it more stable and doing its basic function in the best possible way.
2. Basement Living already has its own workbench - workshop, I have not used it but I saw the features it offers and I can give you an idea of how it works. I think it is safe to put the door into the settlement, inside the basement you can put the extension of the sandbox, the advantage of not using the direct call of the V key to open the workshop Build Mode will allow you to use both without problems, at least in theory. for the settlers to work inside the basement you have to put them for example beds or objects of production of resources or assign them in objects of guard, only remember that theplaced objects must be called from the settlement workshop build menu of my mod, if you open the normal workshop menu of the basement the objects go be asigned to these workshop and remember that they have to be the settlers that you have assigned in the settlement created by my mod, I do not know if the BLmod has a complete workshop or interiors only for the player. Nothing you lose with trying, you have only saved the game at a point where you can return if it does not work as you want.
I tested the usage of the doors in concord, I put the workshop in the street and the extra sandbox area inside of the museum. The settlers used the doors for enter and exit of it. At the end the doors are one telepotation way point turough cells and if the NPC sandbox packages and the doors navemesh are correctly placed they must work in way that are spected.
Regarding 2. , that is great news indeed. I did used BLmod with Conquest before, having two workshops and being able to manage them, even with mixed manufacturing with great results. I wondered if the same applies to your mod and I am happy to learn it does. I am also very happy to learn settlers from your mod will use the doors (those having teleportation way points as you mention it). The problem with C+BL was that the BL cell was linked to the last BETHESTA-CREATED settlement. So if I moved the BL door to a Conquest created settlement, it would not be able to link up the that one. Your mod solved this issue beautifully by adding the option of inside cell from your workshop AND adding settlers travelling and working inside/outside.
Great mod ! Congrats ! Will add it to my "must have" list !
Due to the technical limitations of the ESL format I can not make a mod with all the settlements because of the number of records that are handled. The advantage of the ESL is that they do not affect the limit of the active mods (255) in ESP format.
Now in question of the settlement lists in any way I have to divide it because the game only allows me to show maximum 18 options on the screen so I have to divide them into groups.
Maybe when I've added the Far Harbor settlements and NucaWorld I can create an ESP with everyone together. But that will be a lot of time later if regular work allows me.
this looks interesting. i have a question however: will it work outside the normal map boundaries for those of us who edited our Fallout4.ini "bBorderRegionsEnabled=0"?
Hello, of course it works, in fact the base of these new settlements are located in the lower right but outside the map, I put them there in the furthest part that is not used. The way the Fallout 4 engine works does not allow me to create real-time settlements in game, which is why I have to take unused places to transfer them to the place the player chooses. The CAMP mod that exists here in NEXUS create the new settlements in real time but that makes it unable to function as a normal settlement because the properties of the map marker can not be assigned in game.
13 comments
Anyway here I leave the link: https://www.nexusmods.com/fallout4/mods/38160
I do have two questions though: Is it possible to move the workbench (or better choose where it's initially placed), or would that break things? I tried moving it with place everywhere, and while it was selectable, once moved, it vanished and reappeared in its original location. Not the end of the world, but it would be nice if it's not too hard to accomplish.
And secondly, is there a way to disable (or decrease the opacity of) the green boundary that appears while building? I built out on the water where there isn't any terrain shining through or creating contrast, and building at night is nauseatingly green lol.
Among the plans I have for this mod is to be able to move the new settlements to other locations, one of the issues that I have stopped is how to manage a settlement that already has objects placed in the location.
In question to the green limiting edge of construction I have decided to reduce the strength of the color and make it more transparent, I have not done it since it is designed to allow building at high altitude and in the upper parts the color is lost when I make it more transparent. I will try to find a more balanced transparency.
At this moment I have very limited time due to my regular work but I hope that in a few days I can make some changes.
By reading a lot of comments - I don't think people want to move workbench to another cell or settlement - but to move it a short distance WITHIN the existing settlement.To position it better for example.
thank you for the amazing mod.
I downloaded both, but have 2 quick questions:
1. Does it behave differently from Conquest ?
2. If I create a settlement and inside it I put a door to a basement from Basement Living, can I then use the inside space from that basement for the extension? and will the settlers use it as an extension by using the door or just by directly teleporting or would they not be able to use it?
Thanks
1. Conquest has many more functions independent of the base game, but the approach used to force the operation as a normal settlement has some flaws and limitations, because in the end it is not a settlement as such and is forced through the intensive use of scripts . I tried to make my mod work directly with the game scripts as any normal settlement would. My mod only keeps an active quest with a very small use of scripts. Clearly, mine offers fewer features and functions, but that was the idea of keeping it more stable and doing its basic function in the best possible way.
2. Basement Living already has its own workbench - workshop, I have not used it but I saw the features it offers and I can give you an idea of how it works. I think it is safe to put the door into the settlement, inside the basement you can put the extension of the sandbox, the advantage of not using the direct call of the V key to open the workshop Build Mode will allow you to use both without problems, at least in theory. for the settlers to work inside the basement you have to put them for example beds or objects of production of resources or assign them in objects of guard, only remember that theplaced objects must be called from the settlement workshop build menu of my mod, if you open the normal workshop menu of the basement the objects go be asigned to these workshop and remember that they have to be the settlers that you have assigned in the settlement created by my mod, I do not know if the BLmod has a complete workshop or interiors only for the player. Nothing you lose with trying, you have only saved the game at a point where you can return if it does not work as you want.
I tested the usage of the doors in concord, I put the workshop in the street and the extra sandbox area inside of the museum. The settlers used the doors for enter and exit of it. At the end the doors are one telepotation way point turough cells and if the NPC sandbox packages and the doors navemesh are correctly placed they must work in way that are spected.
Regarding 2. , that is great news indeed. I did used BLmod with Conquest before, having two workshops and being able to manage them, even with mixed manufacturing with great results. I wondered if the same applies to your mod and I am happy to learn it does. I am also very happy to learn settlers from your mod will use the doors (those having teleportation way points as you mention it).
The problem with C+BL was that the BL cell was linked to the last BETHESTA-CREATED settlement. So if I moved the BL door to a Conquest created settlement, it would not be able to link up the that one. Your mod solved this issue beautifully by adding the option of inside cell from your workshop AND adding settlers travelling and working inside/outside.
Great mod ! Congrats !
Will add it to my "must have" list !
Now in question of the settlement lists in any way I have to divide it because the game only allows me to show maximum 18 options on the screen so I have to divide them into groups.
Maybe when I've added the Far Harbor settlements and NucaWorld I can create an ESP with everyone together. But that will be a lot of time later if regular work allows me.