2x cooking stations which do not require perks to build: One is a base game one that I've unlocked for building. One is similar, with a battered enamel pot instead.
Note: This is not meant to be a replacement for the Settler system. It's designed to add enhancements and flavor, plus let you have an undeveloped settlement of your own where you can put your feet up and nobody will bother you - yet you can still eat and craft and suchlike.
Hi, i got a question, i can't figure out how to use the hydroponics wall, sounds stupid, but i don't know if i need to plant something there, but i don't have nothingt that fit there, so is there any other mod recommended that work together or how does this thing work? TIA
Given that I am running the mod just fine with a level 121 character, in a NextGen game, after completing Automatron/Far Harbour/Vault Tec/Nuka World DLC, and nearly 6 days of time on this particular playthrough - this seems unlikely.
Of course, you might have had trouble downloading it from Nexus. I have no control over that.
I have an interesting issue with Vortex and Wasteland Resources. The Vortex notifies about "Incompatible Archives", specifically: "- WastelandResources - Main.bat2 - is loaded by WastelandResources.esp, but is intended for use in an unknown game., - WastelandResources - Textures.bat2 - is loaded by WastelandResources.esp, but is intended for use in an unknown game.,
You can fix this problem yourself by removing any mods that are not intended to be used with Fallout 4. If you downloaded these mods from the correct game site at Nexus Mods, you should inform the mod author of this issue. Archives for this game must be BAT files (v1)."
I find the last statement weird because the Wasteland Resources has BAT2 files (v1). I was under the impression that Fallout 4 ignores most of the file formats otherwise, as listed in this article wiki.nexusmods.
Can I please ask for suggestions? Did anyone run into the same issue? I have a similar issue with the Unofficial Fallout 4 Patch (I will contact them as well).
Huge Thanks in advance! Even bigger THANKS to bionicyardiff for an awesome mod! As well as all the people in the credits..) Love you all! EmberofNova
Hey there, i downloaded your mod and i was hoping for you to clarify something for me; the fat rendering station and the compost heap, do they auto function? Ive built them and left for at least 2 days and nothing happened. Am i missing something?
Playing on Xbox One here, I was going to comment on Bethesda.net but I can't. The UI isn't showing up for me in the build menu. I tried going through and checking if any of the other mods I have are incompatible but I didn't find anything. I really want to use this mod but I cannot.
Do you have Settlement Menu Manager installed properly? That's the only reason that I can think for this to not show up in the menu system.
Another possibility is if you have something which does hard edits to the menu (Settlement Menu Objects, Workshop Rearranged, etc) - if you do, then they need to be loaded before this mod. A very simple illustration of why:
1/ Base game menu 2/ Wasteland Resources - adds to existing menu system 3/ Something else - overwrites entire menu system (including Wasteland Resources)
So you'll have to see what you're running, whether you're either missing the Settlement Menu Manager or if something else is overwriting things.
Ever resolve this? On Xbox One, uninstalled all mods except this and the Settlement Menu Manager mod. No luck unfortunately, it just doesn't appear in the workshop menu.
My apologies, I've never had an issue with it not appearing in the workshop list.
The only potential issue/s that I can imagine is you have some other workshop mod which does hard-edits to the workshop menu. Since you've removed all other mods, that cannot be the problem.
I will assume that you've tried the Settlement Menu Manager holotape and run the menu repair option. Stumped as to why it's doing this for you.
Yea I've played around with the holotape repair menu and the load order for a few hours, but no luck, unfortunately. Anyway, thanks for the response, I might try again at some point and post the solution if I figure it out.
I have no idea what I did differently but the mod appeared this morning in the workshop. My guess is it had to be some sort of caching issue that lingers on even after you disable some mods. For anyone struggling with it not appearing I'd suggest disabling SMM and this mod, disabling conflicting mods, do a full hard restart of your system, then load SMM and WR.
It's weird cause I've just done a clean install of FO4 and NMM.. Still having the issue. I have All Settlements Extended, but this mod just stopped working and I've had both for months. WSFW seems to be having issues too.. Will update
I can't seem to get the mod to work on Xbox, and Workshop Framework told me "Workshop Scripts Overwritten". I've tried much of the above and still haven't got it to work. Has anybody found a fix yet?
If WSFW is saying “Workshop Scripts Overwritten” then you have another mod in your loadorder which has a different set of workshop scripts included. That will break both WSFW and possibly this mod, depending upon where the other mod is loaded.
Major/minor update, the mods working now. I had to start a new character due to poor mod related choices and now I can't even remember what mod I deleted due to the fact that my memory rivals that of goldfish. Not the actual fish, I mean the goldfish cracker snacks. Thanks!
Yeah, and after some thinking I remember the mod that cause the conflict: I believe it was Flashy Joe's 76 Essentials, which added stuff from 76 to 4. I'm not too broken up about getting rid of it since it was somewhat useless to me anyways. I believe the conflict was because it also added an entire new category of workshop buildables like your mod does. So if this mod isn't working and you have a mod that adds a new element to the top workshop menu, that'll probably be an issue, right?
That’s unusual that Flashy’s stuff adds a copy of workshop scripts. If you’re sure that it’s their mod, perhaps bring it up politely to them? But please be absolutely certain - there’s nothing more upsetting to a mod author than someone making a bug report and not checking thoroughly first.
The CK uploads to BethNet can also sometimes grab stuff that they shouldn’t.
This mod looks amazing. Very intricate and detailed, while still having that classic "Fallout touch". Glad to see creative minds are still modding this game, endorsed :)
Heads up to DownPatchers. Well, on my game, the latest version gave me purple tv's. I downloaded the pre NextGen version of this mod and tv's looked normal. I'm guessing Bethesda changed things around for NextGen.
Nah, I heard Bethesda really jacked with things on that last update. Texture paths and everything. I knew it would work if I downloaded the version before the NextGen update. I downpatched my game cause some mod authors I like refuse to update their mods. One guy posted, "what's there to fix, i'm not the one who screwed things up." lol. But I'm assuming the version you made for NextGen is working for people cause I don't see anything in the bug section. And the purple textures I got, I wouldn't call it a bug from your mod cause it's more of a Bethesda situation. I wish they'd move on to better projects and just let us enjoy the game in peace. Modders pretty much fixed everything already and impoved the game exponentially that Bethesda's little updates don't make much of a difference other than piss people off.
To be clear, I got purple textures from the latest version of your mod cause I downgraded my game to pre-NextGen. I'm assuming everything is correct on your files for NextGen since you have 0 bugs reported. The fix for me was just downloading the version you made before NextGen.
133 comments
Dirty Water:
Rain Collector: produces 1 dirty water.
Pump: produces 3 dirty water and you can drink from it.
Pump - Industrial: produces 10 dirty water.
Refinery: produces 10 dirty water.
General:
Compost Heap: produces 1 fertilizer.
Rendering Station: produces 1 oil.
Oil Pump - Powered: produces 10 oil.
Distillery:
Vodka - 5 tato + 10 dirty water = 2 vodka
Moonshine - 5 corn + 10 dirty water = 2 bobrov's best moonshine
Bourbon - 3 corn + 2 razorgrain + 10 dirty water = 2 bourbon
Rum - 5 melons + 10 dirty water = 2 rum
Whiskey - 5 razorgrain + 10 dirty water = 2 whiskey
Brewing:
Beer - 5 razorgrain + 10 dirty water = 2 beer
Gwinnet - 3 corn + 2 razorgrain + 10 purified water = 2 ale/brew/lager/pale/pilsner/stout
Wine - 5 tarberry + 10 purified water = 2 wine
2x cooking stations which do not require perks to build:
One is a base game one that I've unlocked for building.
One is similar, with a battered enamel pot instead.
Of course, you might have had trouble downloading it from Nexus. I have no control over that.
I have an interesting issue with Vortex and Wasteland Resources. The Vortex notifies about "Incompatible Archives", specifically:
"- WastelandResources - Main.bat2 - is loaded by WastelandResources.esp, but is intended for use in an unknown game.,
- WastelandResources - Textures.bat2 - is loaded by WastelandResources.esp, but is intended for use in an unknown game.,
You can fix this problem yourself by removing any mods that are not intended to be used with Fallout 4. If you downloaded these mods from the correct game site at Nexus Mods, you should inform the mod author of this issue. Archives for this game must be BAT files (v1)."
I find the last statement weird because the Wasteland Resources has BAT2 files (v1). I was under the impression that Fallout 4 ignores most of the file formats otherwise, as listed in this article wiki.nexusmods.
Can I please ask for suggestions? Did anyone run into the same issue? I have a similar issue with the Unofficial Fallout 4 Patch (I will contact them as well).
Huge Thanks in advance! Even bigger THANKS to bionicyardiff for an awesome mod! As well as all the people in the credits..)
Love you all!
EmberofNova
Looking at the archive contents, these are .ba2 files. They are definitely not .bat2 files.
Another possibility is if you have something which does hard edits to the menu (Settlement Menu Objects, Workshop Rearranged, etc) - if you do, then they need to be loaded before this mod. A very simple illustration of why:
1/ Base game menu
2/ Wasteland Resources - adds to existing menu system
3/ Something else - overwrites entire menu system (including Wasteland Resources)
So you'll have to see what you're running, whether you're either missing the Settlement Menu Manager or if something else is overwriting things.
Have WSFW, SMM, Alternate Settlements, and corresponding patches.
The only potential issue/s that I can imagine is you have some other workshop mod which does hard-edits to the workshop menu. Since you've removed all other mods, that cannot be the problem.
I will assume that you've tried the Settlement Menu Manager holotape and run the menu repair option. Stumped as to why it's doing this for you.
Good luck finding it.
Never mind, I see that you got it going - even though you had to restart. At least things work properly now.
The CK uploads to BethNet can also sometimes grab stuff that they shouldn’t.