Fallout 4
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  1. free8082002
    free8082002
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    If you have MS Abominations the farm is guarded by Comunistroms bots :D
    There is a abandoned house far NE, Morton, that deserve attention, as a underground access and look good, sadly is a endgame location too and there are no mods (that are not broken).
  2. love7732851
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    It's a good work, but sometimes I get CTD when i open workshop,Then I try to keep the mod sequence as low as possible?Basically solved this problem
  3. maxblind20
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    The first time playing Nuka World I always assumed that this place would be a endgame settlement. Flat land with pre-designed farm plots, the windmill, the furnaces, and geographically it's so well located (right next to the Hubologist Camp and in close-promixity to the Nuka Park). Thanks for implementing this into the game. Was wondering though if you could look into the pathfinding/navmesh for dogs in this settlement. I sent a FEV hound to the settlement from Erickson at Far Harbor and given that there's a pre-built doghouse north-east of the settlement (behind the house) the FEV hound naturally stayed around that doghouse. I moved the doghouse to other side of the settlement but the hound won't go there for some reason. The same thing seems to be happening with dogmeat. They'll just roam around the initial area where the doghouse was and won't move even if it is moved or replaced with another one. thanks in advance.
    1. pra
      pra
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      The sandbox area might be too small. I have suspected that before. I'll look into it when I find the time.
  4. Smoerebroed1978
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    This mod worked perfect at my game, but the Problem is that it uses the same Location the "Nuka Park Settlements Plus" Mod also uses for a Settlement. And without the "Nuka Park Settlement Plus" Super Mod the rest of Nuka World is completly dead after killing the raiders. I hate it allready before, wehn just 5-6 Raiders hang around at the entrance of the themeparks.

    So i installed the Settlement Plus Mod, but i had forgotten (is it correct?) to deinstall this Mod here before install the new one. And then i had the Problem that i had invisible fences because i had scraped it with your mod, but with the other Mod ther were still there. So i had to deinstall your mod sadly, because your Mod is the better solution for this location. If you would put this mod in the Nuka Park Settlement Plus instead the riverside farm there, it would be the best solution i think.
    1. pra
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      Congradulations, you have permanently destroyed your save.

      You can not, ever, ever, ever, EVER remove a settlement mod from an existing playthrough and expect the save to work. Not possible. Ever. No.

      If you have a save before you installed either of the mods (or both), you should load it. Then pick either my mod, or nuka park settlement plus, or neither. But not both. Nothing I can do. Sorry.

      I guess I will put a bigger warning on the main description. In case someone actually reads this.
    2. Smoerebroed1978
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      Then i had luck i think, because it was still working as good (or bad) as before, but a little bit later Cait was lost and i cannot find her still with the console, so i have to load an old safe and the problem was history. The invisible fences where the only problem i found when i had both mods active.

      But i had installed and deinstalled some more settlement mods without any problems before, nearly all big problems or things they suck i had allready with Fallout 4 Maingame before i had installed any mods or DLC´s. Actually i am nearly finished with Fallout 4 and the 6 Bethesda DLC´s and play the 7. DLC here from Nexus and with some tricks i fixed nearly all bugs yet. An Example: when i want to start the Automatron DLC it chrashed everytime directly after the first fight when i talk with the robot. I found a lot of people in the internet with the same problems but no one has an answer. It was realy easy, i traveled first to sanctuary and left Cait there, without a follower with you Automatron started and worked fine until the end. Sometimes the solution is so easy, but i have an instuction how to fix broken quests too.
    3. pra
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      More like: without any OBVIOUS problems. Removing a settlement leaves a hole in the WorkshopParent array, which the settlement-related scripts cannot work around. It probably won't break things like the main quest, but you cannot expect your settlements to properly function anymore.
    4. dmki
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      Yes, you can remove settlement mods and still play OK. I did it with at least two mods. Didn't break anything - supply paths, stats, whatever. I think it depends on what mods you have and what changes were done by both mod author and player.
      But at least it's good to know that it's not possible with your settlement.
    5. pra
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      Please do not spread such misinformation.

      Removing a settlement creates a null reference in the workshop array. The workshop scripts aren't made to handle this, even less to clean it up. It will probably mostly work, if the workshop used to be at the very end. But no guarantee for anything after such a gap. Not to forget any object/NPC/Quest which might have stored the removed workshop's ID, which now points to a null.

      To reiterate: it is NOT safe to remove a settlement mid-playthrough. If you do it, any and all issues from that point are entirely on you, don't expect any support from anyone.
  5. WilsonBall
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    Game crashed (CTD) three times on me, so I think I'm uninstalling this one. Sorry. No sale. (I used the optimized version, 1.1.2)

    A bit of detail: I use scrap everything and once I control the settlement I go about scrapping stuff. I do everything by hand; scrap just about everything except for stone walls, plots, water pump. I doubt it is significant but all three times it crashed scrapping stuff along the southern edge.

    I hope you'll keep working on this. I'll watch for new versions.
    1. pra
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      do you have anything which might modify a cell south of the farm? SE shouldn't.

      edit: if you use SE anyway, you can just grab the non-optimized version. SE is breaking precombines of vanilla settlements anyway.
  6. flaminjapaleno
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    Thanks for the settlement, had great fun building here, gonna upload some screens.
    1. pra
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      Approved.
      Hah, I can barely recognize the place :D
  7. Gourmetrix
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    One more minor nitpick: The southern-most water pump isn't connected to the workbench by default, so you only get 3 water when you first take control of the settlement.
    1. pra
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      Ah damn. I'll fix it when I get back from holidays.
  8. jorgemelo
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    I tried everything even using the game console setpapyrusvar ownedbyplayer 1 setpv ownedbyplayer true setav 33c 1 but I still get the message to clean the enemies out of the location.
    Some help solving the problem ?
    Thanks
    1. pra
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      Have you actually killed the bugs near the brahmin next to the workbench?

      Edit: you can try the "killall" command. However, be careful, in my experience, the game sometimes crashes if you console-kill some NukaWorld critters.

      Edit2: instead of setpv and such, you should use "cf SetOwnedByPlayer true". That's not only setting the variables, but also does some housekeeping on the workbench.
  9. Gourmetrix
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    The update with regenerated previs/precombines allows me to scrap objects but the collision of some objects doesn't go away. I can see the big silos disappear when I scrap them but I still have to walk around them. Same with the tractor, crates, and picnic table. However the big water pump behind the workbench doesn't have this problem, same with the fences and barrels. I'm not using any scrap mods but Place Everywhere, but I have extra object selection disabled. Also I started with a clean save, just out of the vault, then coc'd to the cell with the workbench.
    1. pra
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      Damn. I'll look into it
    2. pra
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      Found the error, fixed. Thank you for reporting!
    3. Gourmetrix
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      Tested the new version, works great! A scrapper's dream settlement. (edit: typo)
  10. centralbox
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    is this mod compatible with mod "NUKA WORLD SETTLEMENTS"?
    1. pra
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      No, I think it isn't
    2. niston
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      Nope, because NW Park Settlements already places a workshop for that farm. Albeit with slightly different borders.

      It's called "Riverside Farm" there.