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.
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.
but i don-t seem to be able to put the mister to auto collect vanilla crops, actually i tested and only creative clutter dlc potted crops work... any advice?
The misters don't auto-collect, they just cause the crops to crop. You will still need to pick manually - or maybe find a mod which allows auto-picking of crops in an area, I remember vaguely that there was one of those.
Is it okay to make and publish a mod that allows the plants from "Wild Plants Farming" (I'd ask the author, but I have no idea how to get in contact) to grow with the hydroponics from this mod?
EDIT: found a different mod with pretty much all the plants (I didn't actually count) as the "Wild Plants Farming" one. Gonna make a patch for that instead.
In case you are wondering, you can use this with Fallout Who Regenerated - Build Anything to make a working garden in the depths of the TARDIS it edits, without the need for any settlers to manage the food.
Hello, i am playing on xbox and the settlement menu items for your mod won't show. I have WSFW and SMM installed. I have tried re-installing both and there is no change. I am playing on the latest BethNet version. The only weapon mod i have is "SilencerCo Maxium 9" If you want it i can provide a list of installed mods
Great mod, adds a lot of features that really add to the survival experience, however i'm having problems with the Xbox version.
The Brewing tab always crashes at the forth item, the one after Gwinnet Brew Brewery. Tested 5 time and twice on a new save. Also Tried disabling Workshop framework to see if that was the issue. oh and i also tested if it would work if my a settlement had all the required items for the brewing, set up a surplus of every farm type and 999 water and dirty water. No luck, it might just be the model of the item. Or maybe a script is set up wrong. It might be best to just remove the item after Gwinnet Brew Brewery as a quick fix. That is if you still plan on supporting the xbox version, i totally understand if you don't.
I haven't tested the other items functionality as of yet, but they at least don't crash in the menu.
Hello, just tried your mod on Xbox and sadly it still crashes in the brewing menu. The other options I tried have worked so far. Great mod! Thanks for this :)
hi to see i have a question .... does your mod or the Workshop Framework need the F4SE to work ??????? Let's see, I'll tell you because in none of the requirements of the Workshop Framework from your mod they do not speak of the F4SE but when I open the LOOT it gives me a message in red saying that the F4SE is required and I would be worried that this could generate errors in the game (ask on the Workshop Framework page but unfortunately no one answers this question) thanks for your time
Hey, absolutely love your work here ! Its one of those mods that make the game richer and it feels like its always supposed to be there!
I just got a question about the hyrdo misters: I am trying to use them alongside Sim Settlement (not the city builder, just with some plots) and currently am fiddeling around with your system in Sanctuary. I have added a couple of planters insde the empty buildings and used the wall mounted misters to make them grow - but so far they havent grown. Are you aware of any kinks or mods that might conflict with that system?
So far as I know only Invisible Marker Pack causes issues. Though I’m fairly sure that a custom weapon mod (plasma caster?) will also be a problem, because the mod author added their own custom Workshop script to the mod.
By default the game starts up with everything un-grown and it takes about 24h for things to grow. I myself use it alongside Sim Settlements without problems so it seems unlikely that mod is the issue.
Thanks for your reply ! Hrm, weird then. I´ve also come to realize that "dirty water" is not produced whatsoever. Yet oddly enough, "oil" does work. Ima try to tweak a few things and see if I can figure something out.
Since you mentioned that there was an issue with a workshop mod, I´ve checked again and I think I found the issue: I have used "Crafting basic components gears screws springs nuclear material corks" and after i´ve uninstalled it, my planters started growing and dirty water appeard in the settlement inventory.
98 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.
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.
but i don-t seem to be able to put the mister to auto collect vanilla crops, actually i tested and only creative clutter dlc potted crops work...
any advice?
actually glowing fungus just goes directly to the workshop i have them in red rocket does not matter they just go, no mister e no setllers nearby
Yeah my current run is an Lone Wanderer, Institute playthrough. Settlements are just for crafting/food/sleep.
EDIT: found a different mod with pretty much all the plants (I didn't actually count) as the "Wild Plants Farming" one. Gonna make a patch for that instead.
I have WSFW and SMM installed. I have tried re-installing both and there is no change.
I am playing on the latest BethNet version.
The only weapon mod i have is "SilencerCo Maxium 9"
If you want it i can provide a list of installed mods
Thanks!
Roadkill
The Brewing tab always crashes at the forth item, the one after Gwinnet Brew Brewery. Tested 5 time and twice on a new save. Also Tried disabling Workshop framework to see if that was the issue. oh and i also tested if it would work if my a settlement had all the required items for the brewing, set up a surplus of every farm type and 999 water and dirty water. No luck, it might just be the model of the item. Or maybe a script is set up wrong. It might be best to just remove the item after Gwinnet Brew Brewery as a quick fix. That is if you still plan on supporting the xbox version, i totally understand if you don't.
I haven't tested the other items functionality as of yet, but they at least don't crash in the menu.
Yes, it sounds like the model has issues for you XBox users. I’ll have a look at sorting it out over the next two-three days.
The other options I tried have worked so far.
Great mod! Thanks for this :)
Is there anything else in there that's causing crashes, or all good?
WSFW is optional for this mod, yet recommended.
I just got a question about the hyrdo misters: I am trying to use them alongside Sim Settlement (not the city builder, just with some plots) and currently am fiddeling around with your system in Sanctuary. I have added a couple of planters insde the empty buildings and used the wall mounted misters to make them grow - but so far they havent grown. Are you aware of any kinks or mods that might conflict with that system?
Thanks again for your work!
So far as I know only Invisible Marker Pack causes issues. Though I’m fairly sure that a custom weapon mod (plasma caster?) will also be a problem, because the mod author added their own custom Workshop script to the mod.
By default the game starts up with everything un-grown and it takes about 24h for things to grow. I myself use it alongside Sim Settlements without problems so it seems unlikely that mod is the issue.
Hrm, weird then. I´ve also come to realize that "dirty water" is not produced whatsoever. Yet oddly enough, "oil" does work.
Ima try to tweak a few things and see if I can figure something out.
Cheers !
I have used "Crafting basic components gears screws springs nuclear material corks" and after i´ve uninstalled it, my planters started growing and dirty water appeard in the settlement inventory.
Thanks again for the tech support !