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:
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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!
Checked out your mod and thought I'd give a little feedback. The settlement takes in a lot of land which is nice. Very little of that land is flat which makes it hard for farming. Rayburn Point is a very dirty place, lots of trash, weeds and broken everything. I use two scrapper mods: Scrappable Commonwealth and Scrap Everything. I'm pretty sure that they don't break precombinds. Neither one could do much to clean the place up. I couldn't even get rid of that broken bed on the second floor of the house or any of the trash that is piled in every corner or any of the weeds and trees.
Also Wishkahkid makes a good point down below. Making Rayburn point a settlement is going to wreak a lot of quests.
I have a question, what happens to the quests that are related to this place, Quartermastery and Trapper Attack? Do they still happen? Or will this break those quests?
My friend tested those quests and they did work fine for him while having the settlement installed. I could release settlements at a much faster rate but I strongly prefer it to have someone independently verify stuff like quests in the area. I find it inconvenient as a player if I can't do a quest or must do quest before/after claiming settlement and it would also be inconvenient for anyone who might create City Plans or Transfer Settlements Blueprints if a location had issues like that. So what I usually do is first do a sort of "mock-up" settlement where it doesn't yet have proper custom borders and such but has the cell edits/added objects/etc then test it on my end, then ideally have a friend independently verify it on their end. I finish it up after the quests work in testing for me then give them the finished one, if the quests didn't work for me I'm likely to scrap the location if it's not something that can reasonably be solved.
Of course everybody will have a different load order so it's possible with that some combinations of mods there might be the possibility of issues, if this happens it would be great to know about it since I'd like to solve any such issue if it's reasonably possible from my end or at the least be able to make note of it in the description. At this time I do have limited time to play/mod the game so my load order tends to be relatively unchanging. I use BRB Modlist and these days generally am just adding Sim Settlements Addon Packs that get made, outfit/weapon packs, new textures from Luxor and others.
The basic settlement in CK is pretty quick to make, custom border takes considerably longer but testing for issues that might happen on quests takes by far the longest time.
I very much appreciate that the settlement mods that you make do not break precombines. I stay away from any and all mods that do so. That being said, I noticed that a couple of your mods use places that the game uses for repeating quests.
I've done the Trapper Attack quest many times before at this place, It usually involves several heavily armed trappers. If you have settlers already there, wouldn't that cause a lot of problems/trouble? I was wondering if in the future if you could pick places that the game doesn't use for repeating quests?
Would it be better if I disable the chance for Quartermastery and Trapper Attack to choose this location? I could look into that possibility, see if it can reasonably be done.
I believe they just get re added in the case of repeatable Radiants. So your Settlers/Turrets/Martial Plots might just kill them when you go there. If you play with settlers always being mortal that could be problematic but I generally don't have mortal settlers because of pathing/AI issues that are outside of the player's control. They get stuck and may teleport in the sky at the center of the cell or may walk off a cliff. When the game generates a Radiant Quest in the background(it preps them ahead of time) at that time the enemies will be spawned. If they're killed before the player talks to the NPC who would give that quest, when the player talks to them the dialog will change to "I've Already Done it" then you'll get the rewards right away but it isn't common for that to happen unintentionally. Conqueror raiding works at the location too, it's a must for any settlement I make to work with Conqueror & Sim Settlements.
Presence of radiant quests already stand as a negative for me in location selection due to the need to test for them, though a minor one since I have so far been able to continue to do radiant quests at the location and same for my friend. The main problem in testing them is having to get lucky for it to choose the new settlement as the location. Full quests especially Main Quest likely disqualifies a location for me. I've slowed down with making settlements since I'd ideally like to have the next one not have quests in the area if possible. If you can confirm an issue happening that would be great to know about! I'm reasonably sure that the first time doing the quest consistently goes fine, but I haven't had the luck to have it happen multiple times in a single game yet and haven't had much time to play the game lately.
One problem is if it happens coinciding with a Conqueror raid but I tried to minimize that possibility by setting the location as ineligible for Minutemen Radiant Quests("Ghoul Problem/Raiders at <Location>") because of this and because of additional script load on the first visit when you're using Conqueror Prebuilds. I believe I also set it as ineligible to be attacked through the vanilla systems, the intention is to assume Conqueror & Sim Settlements are in use.
When defending an enemy raid the settlers temporarily become mortal however with the new Conqueror 4.1.0 patch there are some options that can be used if needed(ie. if it happens at the same time as a Radiant). You can max out the "Control" meter to reduce or eliminate the chances of being attacked, if no "Defend" quests are triggered then the settlers/recruits will remain with Protected status by default. As a fallback, a "Defend" quest can be ignored and allow the settlement to be taken over then you can raid it again. This way the Radiant could be completed first then a Conqueror Raid to re-take the settlement.
It turns out that currently Quartermastery already should never have any chance to choose Rayburn Point due to the lack of LocTypeDungeon and I believe that the DLC03LocEncTrappers likely is used for "Trapper Attack". Personally I like a little chaos sometimes but in the interest of limiting bugs I am going to choose to disable them. I want to eliminate chances for issues so that it can be as problem free as possible for Sim Settlements Plots, City Plans & Conqueror Raiding. I could make an MCM menu but it's difficult and TBH my MCM menu is already too packed.
Thank you so very much for your reply and time. Please don't trouble yourself about looking into disabling the chances of the Radiants happening there. I was just wondering how the Trapper Attack quest would work with settlers already being there, and you've answered all of the questions I would of had about it in your reply. Again, thank you for your time, much appreciated.
Already did. Turns out it's very easy to disable and apparently is already disabled, literally just a keyword. I'm already needing to update this due to forgetting to fix the Minutemen Radiant settings(just fixed it now), which I'd not done before due to testing the Radiants since I had assumed they might use the same settings. The information I followed recommends to always delete LocTypeDungeon, which as it happens is one of the conditionals on location selection on these 2 Radiant Quests. Therefore the settlement in its current form will not be selected as a location for these quests.
Some pretty good insights and it's also gotten me to revisit the Minutemen Radiants/Vanilla Attacks stuff, thank you for bringing this up! Now that I know, I'm going to revise my earlier comments. This expands my options since I now know it's painless to prevent Radiants from choosing my settlement locations if desired/needed.
I can now label this next update as probably the final version.
I have a question about not breaking precombines. As far as I understand, to not break them you need to avoid modifying any existing assets of the cell but how can a settlement do that since, by adding a workbench, you will make the surrounding trees (and other items) scrappable in workshop mode. This has to break the precombines no?
Simply just adding things doesn't break it by itself, only overriding any placed references that are a part of the precombines or changing some cell flags in xEdit or using the option in Creation Kit "Clear Affected Cells for Precombined Data" will break it. However using the CK in general has a high chance of it adding unintentional edits/ITMs so when making settlement we have to check it in xEdit by doing QAC and then looking through it manually for anything unintentional in the Worldspace category. In general I assume that double clicking any record will mark it as modified even if you just pressed cancel having changed nothing.
So far for the "Scrap Addon" optional file I have, I just change layer & add a link to the workbench which just makes it so you can get scrap components deposited in the workbench if a recipe exists(which it will for Scrap Everything users) rather than getting nothing. It would have mostly the same effect if there were just any of the relevant placed references marked as ITMs but that would get undone by QAC which I assume most people will do on any mods they are installing, so the above edits are there for the optional file partly for this reason.
Rayburn Point. Named, off course, after the great game show host Gene Rayburn. Yep.
Do you have any plans to offer a version with the house opened or fixed? It's a pet peeve of mine that the vanilla game has soooooo many boarded up buildings.
Update: Scrap Addon is now done, so you could use that and scrap parts of the walls then replace with pieces using Snappy House Kit & Snappy DLC. There were not that many individual objects in the cells so the performance impact might not be super bad in this case. This is the best solution that can be done without a high likelihood of introducing compatibility issues. Good news is at least The Secret of Huntress Manor - A Far Harbor Story by Seddon4494 seems to have not used any of the same PreVis cells. But there are a lot of quest mods out there. I think I may give it a try and make it be a 3rd file option with a warning on it that mod conflicts are possible when using the regenerated version.
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Maybe but uncertain. The house is part of precombined geometry & precombined visibility. These can be regenerated with different stuff being there but unfortunately this can lead to mod conflict issues. For a Far Harbor settlement like this, or for in Nuka World I would call it a small possibility that it might be doable without mod conflicts since fewer mods are making significant changes to cells in the DLC worldspaces. I am aware of one mod, The Secret of Huntress Manor - A Far Harbor Story by Seddon4494 where there might be overlap of Precombined Visibility, since those are in 3x3 grids. He's a fairly known author so a lot of people are likely to be using that mod. There is at least no direct overlap in the used cells. I will have to carefully check to see if the "RVIS -In PreVis Of" entries of the cells I used have any overlap with that mod.
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https://www.nexusmods.com/fallout4/mods/47848
Previews:
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:
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!
Precombined Breaker Scrap Addon is now done.
But I'm having an issue, when I move a settler to this location, the Settler count stays a zero and the settler never go there.
Any idea?
Also Wishkahkid makes a good point down below. Making Rayburn point a settlement is going to wreak a lot of quests.
I won't be keeping this mod.
The quests mentioned are radiant quests, so they will just go to a different location.
My friend tested those quests and they did work fine for him while having the settlement installed. I could release settlements at a much faster rate but I strongly prefer it to have someone independently verify stuff like quests in the area. I find it inconvenient as a player if I can't do a quest or must do quest before/after claiming settlement and it would also be inconvenient for anyone who might create City Plans or Transfer Settlements Blueprints if a location had issues like that. So what I usually do is first do a sort of "mock-up" settlement where it doesn't yet have proper custom borders and such but has the cell edits/added objects/etc then test it on my end, then ideally have a friend independently verify it on their end. I finish it up after the quests work in testing for me then give them the finished one, if the quests didn't work for me I'm likely to scrap the location if it's not something that can reasonably be solved.
Of course everybody will have a different load order so it's possible with that some combinations of mods there might be the possibility of issues, if this happens it would be great to know about it since I'd like to solve any such issue if it's reasonably possible from my end or at the least be able to make note of it in the description. At this time I do have limited time to play/mod the game so my load order tends to be relatively unchanging. I use BRB Modlist and these days generally am just adding Sim Settlements Addon Packs that get made, outfit/weapon packs, new textures from Luxor and others.
The basic settlement in CK is pretty quick to make, custom border takes considerably longer but testing for issues that might happen on quests takes by far the longest time.
I've done the Trapper Attack quest many times before at this place, It usually involves several heavily armed trappers. If you have settlers already there, wouldn't that cause a lot of problems/trouble? I was wondering if in the future if you could pick places that the game doesn't use for repeating quests?
I believe they just get re added in the case of repeatable Radiants. So your Settlers/Turrets/Martial Plots might just kill them when you go there. If you play with settlers always being mortal that could be problematic but I generally don't have mortal settlers because of pathing/AI issues that are outside of the player's control. They get stuck and may teleport in the sky at the center of the cell or may walk off a cliff. When the game generates a Radiant Quest in the background(it preps them ahead of time) at that time the enemies will be spawned. If they're killed before the player talks to the NPC who would give that quest, when the player talks to them the dialog will change to "I've Already Done it" then you'll get the rewards right away but it isn't common for that to happen unintentionally. Conqueror raiding works at the location too, it's a must for any settlement I make to work with Conqueror & Sim Settlements.
Presence of radiant quests already stand as a negative for me in location selection due to the need to test for them, though a minor one since I have so far been able to continue to do radiant quests at the location and same for my friend. The main problem in testing them is having to get lucky for it to choose the new settlement as the location. Full quests especially Main Quest likely disqualifies a location for me. I've slowed down with making settlements since I'd ideally like to have the next one not have quests in the area if possible. If you can confirm an issue happening that would be great to know about! I'm reasonably sure that the first time doing the quest consistently goes fine, but I haven't had the luck to have it happen multiple times in a single game yet and haven't had much time to play the game lately.
One problem is if it happens coinciding with a Conqueror raid but I tried to minimize that possibility by setting the location as ineligible for Minutemen Radiant Quests("Ghoul Problem/Raiders at <Location>") because of this and because of additional script load on the first visit when you're using Conqueror Prebuilds. I believe I also set it as ineligible to be attacked through the vanilla systems, the intention is to assume Conqueror & Sim Settlements are in use.
When defending an enemy raid the settlers temporarily become mortal however with the new Conqueror 4.1.0 patch there are some options that can be used if needed(ie. if it happens at the same time as a Radiant). You can max out the "Control" meter to reduce or eliminate the chances of being attacked, if no "Defend" quests are triggered then the settlers/recruits will remain with Protected status by default. As a fallback, a "Defend" quest can be ignored and allow the settlement to be taken over then you can raid it again. This way the Radiant could be completed first then a Conqueror Raid to re-take the settlement.
It turns out that currently Quartermastery already should never have any chance to choose Rayburn Point due to the lack of LocTypeDungeon and I believe that the DLC03LocEncTrappers likely is used for "Trapper Attack". Personally I like a little chaos sometimes but in the interest of limiting bugs I am going to choose to disable them. I want to eliminate chances for issues so that it can be as problem free as possible for Sim Settlements Plots, City Plans & Conqueror Raiding. I could make an MCM menu but it's difficult and TBH my MCM menu is already too packed.
Some pretty good insights and it's also gotten me to revisit the Minutemen Radiants/Vanilla Attacks stuff, thank you for bringing this up! Now that I know, I'm going to revise my earlier comments. This expands my options since I now know it's painless to prevent Radiants from choosing my settlement locations if desired/needed.
I can now label this next update as probably the final version.
So far for the "Scrap Addon" optional file I have, I just change layer & add a link to the workbench which just makes it so you can get scrap components deposited in the workbench if a recipe exists(which it will for Scrap Everything users) rather than getting nothing. It would have mostly the same effect if there were just any of the relevant placed references marked as ITMs but that would get undone by QAC which I assume most people will do on any mods they are installing, so the above edits are there for the optional file partly for this reason.
Do you have any plans to offer a version with the house opened or fixed? It's a pet peeve of mine that the vanilla game has soooooo many boarded up buildings.
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