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mrBun

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mrBun

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  1. MyridonT
    MyridonT
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    Love this mod. I use scrap everything ultimate and place everywhere and the trees have not come back yet. I have endorsed this mod. Love the open feel of the lay out. Love the pool and riverside Auto workshop...….. OK enough praise. The one issue I have noticed it is graphic heavy Notice a definite lag when inside the complex. I notice that you used underlying structures in the build. Not really sure if you needed it. I am going to go through and remove some of that and see if it smooths out the graphics.
    But other than that... THIS MOD ROCKS will check out your other settlements. THANKS :)
    1. mrBun
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      Thanks for the kind words... Oberland was originally a walled settlement with choke points at either end of the railway track...then when CASS was updated the first time a few years back, some of my walls were buried...so I left them.... If you tcl beneath the terrain you should be able to move the extraneous blocks as they aren't needed. Additionally since installing project Valkyrie etc I have also noticed slight frame rate issues at the top of the hill, as that mod places a large base right next door.
      But that is a seriously cool mod and worth the lag...which on my computer is fairly minor....but it is there.
      Oberland is a rebuild of a rebuild; there are some extra pieces in there that can be removed without affecting the structure. I placed these blueprints on the Nexus so that others may use them as a template.
    2. MyridonT
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      Thank for the reply. found a few other points of note.
      1 window reflections ie the view you see reflected in the window are of prewar Sanctuary I will also try and clean these up with windows from clean snap and build mod. Also notice a lot of power connections wow (1017 to be exact) will clean this up as well. Have you thought about using some type of passive power mod. I have one but it is currently not on nexus anymore.
      Once I get done I will share the settlement back to you so you can take a look if that would be OK.
      again thanks love your settlements just got done building finch farm. :)
    3. mrBun
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      sure, love to see what you've done with my mod.
      Passive power? like PCPO? This settlement is a fairly early build that was further modified a few times. There may be a range extender on it somewhere... I don't have that settlement on my current playthrough... I'm really just working on the ones that got drastically affected by the changes to CASS, also adding the last couple that I haven't published but have on my HD. With RDR2 coming to PC, Outer worlds and Cyberpunk early next year, my gaming will undoubtedly take me away from f4 for a while at least. I love the settlement system so won't uninstall, but reckon I'll be kept busy on other games for the next few months.
  2. LW482
    LW482
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    I'm having trouble with the mod. PCPO- Power conduits and pylons overhaul https://www.nexusmods.com/fallout4/mods/13394. I have tried all on the file page. But the build doesn't recognize it and skips it. Which file did you use? 
  3. mauvecloud
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    I'll have to go back later and clear some of the trees that intersect the new buildings, but very nice, endorsed.

    I notice you left room for the railroad tracks - in case somebody actually makes a working train mod that uses them?
    1. mrBun
      mrBun
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      Lovin' me some train tracks :) My earliest settlements on this spot were train stations...walled settlements with a couple of choke points were also the norm... (before I realised that enemies spawn inside the settlement boundaries at times) ... Even after all this time, I still have stumps and shrubs to remove after dropping this blueprint, it has a wider footprint than the pictures show....Plus I like to keep a bit of foliage on my sites so it's always "guestimated" :D
    2. mauvecloud
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      Unfortunately, I discovered that some of the intersecting trees are part of precombined meshes, and can't be scrapped or disabled without "bUseCombinedObjects=0".
    3. mrBun
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      just checked my ini file.... I have it.....can you enable then revert after deletion?
    4. mauvecloud
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      I tried that already. The trees come back when I set "bUseCombinedObjects=1", but any such trees that I've scrapped go away again if I later set "bUseCombinedObjects=0". Also, I guess I should warn you that Kingsport Lighthouse has a damaged car on its side that is similarly part of a precombined mesh (which might be why Clean and Simple doesn't remove it, though why BethSoft decided to make it part of a precombined mesh is beyond me)
    5. mrBun
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      I processed the screenshots for the lighthouse last night and hopefully will publish tonight when I get home (my game rig's screen is 4k, so images need to be shrunk in photoshop to fit with Nexus guidelines).... no car was deleted...I think... I removed the boat and crane, the rock face on that side and cleared a few tree clusters/shrubs. Might be an idea to avoid that blueprint given your ini prefs.
      edit... thinking on this a bit more.... have you considered prepping a site using the CK? precombines could perhaps be removed from the cell you wish to build in....which could then be saved without affecting frame rates etc. in other cells.
      My rig is starting to show its age but is still able to run everything at ultra without significant issues when the "super meshes" are uncoupled. So this makes it hard for me to judge the experience that others are having with my little mods.
  4. perp55
    perp55
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    how to use it ? I have default oberland station and after downloading this mod nothing has changed.Help.
    1. mrBun
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      On the description page there is a tab marked "Requirements".
      After downloading and installing the files, open your pipboy. Go to "misc"...scroll down to "Transfer settlements" and choose to import a settlement blueprint. Choose the options you want to import and hit "enter".
      Hope this helps.
      Sorry if it is different for you ...once I create the settlement file; at my end, "transfer Settlements" places the blueprints in one of the available slots on the following path;...."My Computer/Local Disc (C:)/Program Files (x86)/Steam/Steam Apps/Fallout 4/ Data/ F4se/Transfer Settlements/ Blueprints/ 1-10. The file you need should be in one of these folders AFAIK