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 2 addon pack, now released!
    https://www.nexusmods.com/fallout4/mods/47848

    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:  
    Show
    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 2 & Sim Settlements Conqueror!
  2. fftfan
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    Fix uploaded, big thanks to SMB92 for writing a script that will automatically solve this on next cell reload for people who have been there already!

    Spoiler:  
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    I have just been informed by SMB92 of a possible issue that might happen with a Random Event at the MilitaryCheckpointRJ01Location cell (-6, 13, -7, 13)! There will be a hotfix update on the way to address this!
  3. ffnbbq
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    Dang, I found this mod 2 months into my current Sim Settlements 2 run, where I have already encountered this location. So going by the description, not even installing it when I'm saved far away in another cell (like inside Diamond City) would make this a functional settlement?

    I hope you're doing better health-wise.
  4. Oberhenne
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    Nevermind.... found the issue
  5. free8082002
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    Tracked, endorsed and kudos.
    The area is a bit too big. Few steps more and touch Starlight and the one GreekRage made. But after I change load order is good enough.
    Thank you.
    Downloading G.A.Galleria today after a good experience with this one.
    1. fftfan
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      Smaller version could be an interesting idea and it could make precombine regeneration more feasible. And if some things became scrappable after a regen, smaller build area could be okay. Something to look into sometime, though precombine regeneration has been difficult and had problems in the past
    2. free8082002
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      My system is old but the loss of fps is not that big with the scrap addon.
      Funny thing: invaders sometimes cant find the settlement and wander around Starlight.
    3. bcaton
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      invaders sometimes cant find the settlement and wander around Starlight.
      I'm wondering if that caused the problem I saw.

      Settlement had huge defences but I had a warning it was under attack. Nothing happened but I noticed that I couldn't use the settlement manager. Walked around the edges sniping at any enemy I could find. Nada. Gave up and travelled away. Got the message that I had failed to defend the settlement.
    4. sRavenfyre
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      Sorry for digging up an old post, but I was just coming here to say the build area is also a tad too large for me, to the point it's almost unrealistic or too having much micromanagement required. (One reason I use SS2 - I find micromanaging everything myself annoying XD). The large amount of space also means you spend a lot of wasted time perfecting walls and turrets to protect the settlers.

      There's another Mystic Pines settlement mod with a much smaller (ie perfect for me) and realistic build area. But there are just far too many scrapping issues in it, even with Scrap Everything (https://www.nexusmods.com/fallout4/mods/20588).

      Otherwise, this would have been a perfect Mystic Pines settlement mod (in my personal opinion) if there just wasn't such a large build area. Would have been nice to have two file options perhaps - one with a large build area for town/city builders, and one with a small build area for outpost/defences/Minutemen artillery fort builders? Still, great job to the modder for this mod.
    5. fftfan
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      Try "Redux Edition", an option shown during the FOMOD installer on latest main file. I haven't been able to play in a while due to health issues but I think the Redux is 4 cells instead of 16. I'd initially had it as just the building(no larger than the building + rooftop + courtyard) but ended up wanting a bit more. It's smaller as I also found the default too big after a while and too much of an area being edited to regenerate precombines/previs for the entire area used for the default.
  6. bridgitte
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    Sorry but is this a blueprint that we need to activate via the SS2 table or is it a free build that you have to design yourself? There is no information on what to do so for those us new to Sim Settlements we would love to know what the heck to do once we reach this place and only find a workbench and no instructions - thanks
  7. trollosaure
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    There seems to be some sort of incompatibility with the Commonwealth Responders Mod (the mod uses Mystic pines location and modifies static objects there) meaning that the workshop doesn't appear. This is a shame, as this mod looks promising, and I was hoping to make the retirement home into a Responder Base. If this is not an isolated bug, a patch might be interesting!
    Great work regardless!
  8. SidneyGottlieb
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    Great mod! Thanks! Everything works well for me. But the ground which comes through the floor kills me. I don't even care about precombines in this case. At first, I thought it is scrappable trash or debris but unfortunately, it seems to be ground :( 

    One thing I want to mention is the great work put in not just in this mod but also in the description and further posts. This is a great example of how it should be!
  9. js303
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    I've got the Mystic Pines settlement working. Settlers will show up via recruitment radio, but no luck sending settlers there and I can't send a supply line from there. I haven't tried sending a supply line to there yet but hopefully it works.  Also in the Pip Boy the name does display as Mystic Pines, but when there are notifications about settlers there, it will say  "X just did this at Commonwealth"   So it looks like it's only halfway working. I also have Mystic Pines near the end of the load order, so maybe a new playthrough is the only fix
    1. p3wpew
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      I had a similar problem, it was a conflict with the SS2 PRP Patch for me. Put it below the patch and it works fine.
  10. JaxonHellsing
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    I'm having an issue where only at mystic pines most of the furniture is invisible but if I have a flashlight over where it would be it's still technically there as it shows a shadow for the objects. Is there a certain spot I have to put the file at or might it be another thing?
  11. xeromajor
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    Weird issue here, but I use the Salvage Beacons Mod (https://www.nexusmods.com/fallout4/mods/18757) and for some reason, this settlement does not pop up on the menu. All other Custom Settlements appear, just not this one. Probably a mod conflict or something, but thought I'd ask if there's possibly a problem on this mod's end?
    1. fftfan
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      I would suggest viewing the cells in xEdit with all active plugins loaded to see if any other mod is overriding the cell. If they have overrides removing the Location from the cells it may make the settlement not register, basically it will be functionally like Home Plate with an inability to recruit settlers/etc.

      I've used beacons there but with Sim Settlements 2, which also just got Chapter 2 expansion?.

      See here for information about viewing mod conflicts using xEdit:
  12. D41V30N
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    I'm not sure if it's this settlement or some other mod, but after I accessed this Workshop, the entirety of Lexington disappeared for me. Only floating containers and enemies. Any idea if its this mod in particular or in combination with another mod?
     
    EDIT: Ok, this mod was actually not the problem at all. It was another mod called "The Overwatch" that caused the entirety of Lexington to disappear. I have tried just that mod and both this mod and that mod turned on, and that mod was causing the entirety of Lexington to disappear. Nice to know your mod works perfectly fine.