I always wondered why there wasn't a single settlement on the western part of the map. This mod is just perfect for the purpose. I think my settlers will love it here. Thank you.
There are a few things that I had to change, because I didn't like them:
- the place looks much too clean for being over 200 years old and uninhabited. Therefore, I re-enabled lots of the vanilla references. Now the player can clean the place up for resources. - the toilets can be activated, but there is no sitting animation. Therefore, I replaced them with statics from the Workshop DLC. - the sinks are working, but they have no handles (like all vanilla sinks), so I replaced them with a fixed version for the Workshop DLC. - the showers have no function, so I removed them to make room to build working showers from "Build Your Own Pool" mod - building/scrapping stops at the settlement boundaries, so I added a marker to increase the limits, like it was done in the "Break The Walls Down" mod - the door of the Nuka Cola machine remains in the middle of the room after scrapping the machine itself, so I disabled the door and replaced the machine with the proper intact machine, which can even be moved around
Last but not least I integrated the settlement into "Immersive Fast Travel" mod. Now it is perfect and feels like this settlement has always been part of the game.
THIS IS A GREAT LITTLE SETTLEMENT MOD!!!!!!! Wish list!
Wish I could....
1. Scrap the bathroom fixtures so I can replace them with different "working" fixtures. 2. Scrap the Nuka-cola vending machine door (it's stuck in the middle of the room) 3. Scrap the stoves ( if you can scrap the counter and fridge why not the stoves ???) 4. Scrap the Armored dead Raider
Just minor "darn" stuff on a great mod .... thanks
Werks 4.0! Easy build and space is already there for beds using the available rooms. Great settlement mod "Fang"! Wish we had a couple more of yours down this way. Tons of available space in the wasteland. Thankyou!
It appears as though this mod has issues with either depravity or one of the kid mods there is a captive kid in the bathroom. Also I open the doors and there is just plywood. most everything is not scrapable either. That being said it doesnt crash but it is like the old location and this mods version are loaded together overlapping meshes... I wouldnt blame the auth. for that im sure it is a good mod by itself it would be nice if it could overwrite the other mod but it doesnt get flagged as having a conflict.
I have an instant CTD when scrapping the trashcan that also scraps the generator. I've looked at the conflicts on FO4Edit and the only conflicts are navmesh conflicts with sector 5 and outcasts and remnants. Could the navmesh conflicts be causing this? Running the original empty room esp version.
Edit: disabled sector 5 and Outcasts and remnants. also found a conflict with The Train. disabled that and ctd is gone.
will this clash with the Start Me Up option to be "with a band of tough raiders"? That's what I picked for my overboss character and I'm worried this might cause issues with the friendly raiders there.
They should not. The only one I couldn't disable for some reason was the raider in power armor. No matter what I did in the creation kit, evertime I tested in game, he was there. But he should not respawn either.
36 comments
There are a few things that I had to change, because I didn't like them:
- the place looks much too clean for being over 200 years old and uninhabited. Therefore, I re-enabled lots of the vanilla references. Now the player can clean the place up for resources.
- the toilets can be activated, but there is no sitting animation. Therefore, I replaced them with statics from the Workshop DLC.
- the sinks are working, but they have no handles (like all vanilla sinks), so I replaced them with a fixed version for the Workshop DLC.
- the showers have no function, so I removed them to make room to build working showers from "Build Your Own Pool" mod
- building/scrapping stops at the settlement boundaries, so I added a marker to increase the limits, like it was done in the "Break The Walls Down" mod
- the door of the Nuka Cola machine remains in the middle of the room after scrapping the machine itself, so I disabled the door and replaced the machine with the proper intact machine, which can even be moved around
Last but not least I integrated the settlement into "Immersive Fast Travel" mod. Now it is perfect and feels like this settlement has always been part of the game.
Wish I could....
1. Scrap the bathroom fixtures so I can replace them with different "working" fixtures.
2. Scrap the Nuka-cola vending machine door (it's stuck in the middle of the room)
3. Scrap the stoves ( if you can scrap the counter and fridge why not the stoves ???)
4. Scrap the Armored dead Raider
Just minor "darn" stuff on a great mod .... thanks
That being said it doesnt crash but it is like the old location and this mods version are loaded together overlapping meshes...
I wouldnt blame the auth. for that im sure it is a good mod by itself it would be nice if it could overwrite the other mod but it doesnt get flagged as having a conflict.
Edit: disabled sector 5 and Outcasts and remnants. also found a conflict with The Train. disabled that and ctd is gone.