Must be the new generation of fallout 4 because, even though things look nice, the button don't work. the warehouses are still there. lights don't work (yes i installed another generator). things are floating in the air in the cafe. The ground is messed up. Not you, but why do modders always seem to mess with the terrain elevation. I would love to use your mod. Bethesda always seems to mess things up every time they try to improve things.
Just some pointers... a) youve cleaned quite a lot and obviously broke MANY precombined meshes but havent re-generated anything . b) in your clean up did you maybe remove markers etc.. by accident ?(hence abernathy npc,s broken ) c) also not a good idea to do multiple settlements at the same time...many issues could arise and you may accidentally link one to the other making loading the cells an issue... d) possible sandbox broken on abernathy... ( try this... Delete link reference from workshop to the sandbox trigger,Place a xmarker in the center cell and link the workshop to that again using the " workshoplinksandbox" keyword.. This has helped me many times when sandbox isnt working or NPC's not sleeping etc...
Also note ...scripts are part of the game files and you dont need to add them separately unless they are custom. I use many scripts in my mods for animations,elevators,switches etc... I never add them to the packlist when creating the archive and everything works just fine... There is a trick to certain things to work though and that is you may have to fast travel away and back for them to load properly.
A: Working on regenerating precombines and visibillity as we speak :-) was still running into issues with those, hope i can fix them properly and release those files. It seems to sometimes work and sometimes not work without those regenerated files!?
Regenerating them is a royal PIA i have to say, i'm getting some weird results but getting there :-)
B/C. Did not remove any markers, that's one of the things i have zero issues with, just leave it a couple of ingame days before visiting and then the NPC's get to work. The robots swarm out to work on the crops and so do the Abernathy's. I see them walking, working and relaxing and sleeping on the 1st floor of the main building as well as new settlers is send there.,I can also reassign all 3 original NPC's without issue.
Most scripts are custom named, I re-downloaded the file after a fresh install and nothing worked untill i put in the backup folder i had with the scripts, that's why i put them up.
Easy method to generate ... a) do precombined geometry for each cell you have edited (Current Cell...not loaded area)... when done save ...
b) precombined visibility again for each cell (current cell) and save...
Edit:... To properly Test clean the precombines and vis folders of any YOU generated ( dont delete the folders...Just the content ) Example: for Vis... Go to Data/Vis/Fallout4esm/ delete everything in there For precombines... go to Data/Meshes/Precombined and again clear it... NOw you mod depends on the Ba2 and not loose files that could be causing issues depending on your save... Also USE A SAVE PRIOR TO YOUR MOD BEING INSTALLED. ALSO NOTE: If youre using PrP in your game make sure your mod loads AFTER IT !!
c) Create archive... Here is where your scripts also become attached to the mod properly ( any scripts youve used should be in this list. IF not add them from the folder you have them.) Once youre done adding OR removing any unwanted files ...Hit Pack files and name the Ba2 accordingly " espname<space>-<space>Main". In your case the end result should look like this :... SunshineandAbernathy - Main .Ba2 (dont add the .Ba2 when naming because the save will do it for you. Note if by any chance it asks to create a Texture file as well ...simply swap "Main" for "Textures"... d) close your editor... and go to the Fallout4/Data and grab the newly created files/ Create a "Data" folder in a directory NOT in the game files and drop the your files into it... Now all you do is use your zip application and compress the files into the file youre going to upload... Example: SunshineandAbernathy.zip
Thats it...
As for Npc's needing days etc...to get to work ..Thats still not right... I suggest downloading and using SKK Workshop Utilities that has a diagnostic menu to help you find issues..
Not really days, but i have added a dozen Mr handy's to do farmwork, so it's more for them to find their way out of the barn and to the crops. Depending on script load, with just this mod and it's requirements loaded they fly out as soon as you arrive. With more script heavy loads it might take a bit longer so it's more of an advice.
I'm not sure what's going on, i'm following those steps, identified all the cells i edited and do it cell by cell, load a no mod vanilla save in vault 111, exit, run to Sunshine and it's one huge preculling fest or there is a huge transparant wall lol
Without doing all that it's just fine lol but when trying to do it right the problems start hahahaha, I love Fallout LOL
You cleared the folders before testing with the Ba2 alone ? Also with a save prior to the mod...? and ofc this mod LAST to ensure that its data isnt being overwritten...
I had an issue once with a gigantic plane etc... which was at thicket but when i cleaned all generated data folders and tried a new save it was fine...
Note: when you say cells one by one.... I hope you did ALL the precombines for each cell and THEN did the previs again for the same cells...If you did One precombine and the its previs and then went to the next cell and did the same etc etc... Do it all over... Previs needs for all cells with precombined geometry to be present/generated because previs doesnt only look at its own cell but generates a grid of cells 3x3 etc..
World > Pre Combine Geometry for current cell for each cell i edited around Sunshine and Abernathy and save
then for each cell i edited Visibillity > Generate Pre combined visibillity for current cell.
The only mods active are the requirements, this one loaded last and testing with Ms vault 111 vanilla save and a save still inside the vault just before exit.
Checked all the folders both Steam and MO2 overwrite for Vis and precombine files Deleted what i could find and trying again
Make sure you make a clean save after disabling Clean and Simple, go to Abernathy before you activate my mod and see if it still causes a CTD, if not Save at Abernathy.
1. Activate my mod and load the save game while you are at Abernathy
2. Activate my mod and load a savegame while you are in a cell well away from Abernathy adn try fast traveling there or walking and see if it still CTD's did you install it midgame and already build something at Abernathy?
Make sure you have all the requirements installed?
Tried loading later, didn't seem to help. I went to abernathy without the mod loaded, didn't crash, reloaded mod, loaded game, crashed after loading screen. Traveled away, walked back, crashed, traveled away, fast traveled back, crashed. I started a new game after installing this mod and all it's requirements.
Had to do a full fresh install of my FO4 and instead of using the file i had from the CK when i build the mod i dl'd the file from here. Only way i could get it to CTD on approaching Abernathy concistently was leaving out one of the requirements.
There are probably a few mods out there that will conflict and cause CTD and you will have to go through the trial and error method by turning on and off mods one by one to find the conflicting one and then make a choice which one you want to use.
Do let me know which one it is that conflict and perhaps i can provide a patch
Added some WIP pictures for v2, placing lights with lightboxes, switches, correctly linking the guns and vendor stands so they can be assigned, decorated, medical facility, sleepingquarters, showers, kitchen and dinning area a bar, guard stands some practical and eastethic decorations to the exterior and surroundings.
Also creating Satic collections which should help with performance and reduce the amount of items loaded if you add more decorations.
This looks absolutely amazing. Can't wait to take it for a ride. I love these types of settlements for BoS or Gunner play-throughs and this is even better, being able to start the game with it. I like these rare moments when the lockdown actually leads to something good :) Thank you!
31 comments
I would love to use your mod.
Bethesda always seems to mess things up every time they try to improve things.
https://www.nexusmods.com/fallout4/mods/61364
a) youve cleaned quite a lot and obviously broke MANY precombined meshes but havent re-generated anything .
b) in your clean up did you maybe remove markers etc.. by accident ?(hence abernathy npc,s broken )
c) also not a good idea to do multiple settlements at the same time...many issues could arise and you may accidentally link one to the other making loading the cells an issue...
d) possible sandbox broken on abernathy... ( try this... Delete link reference from workshop to the sandbox trigger,Place a xmarker in the center cell and link the workshop to that again using the " workshoplinksandbox" keyword.. This has helped me many times when sandbox isnt working or NPC's not sleeping etc...
Also note ...scripts are part of the game files and you dont need to add them separately unless they are custom. I use many scripts in my mods for animations,elevators,switches etc... I never add them to the packlist when creating the archive and everything works just fine...
There is a trick to certain things to work though and that is you may have to fast travel away and back for them to load properly.
A: Working on regenerating precombines and visibillity as we speak :-) was still running into issues with those, hope i can fix them properly and release those files. It seems to sometimes work and sometimes not work without those regenerated files!?
Regenerating them is a royal PIA i have to say, i'm getting some weird results but getting there :-)
B/C. Did not remove any markers, that's one of the things i have zero issues with, just leave it a couple of ingame days before visiting and then the NPC's get to work. The robots swarm out to work on the crops and so do the Abernathy's. I see them walking, working and relaxing and sleeping on the 1st floor of the main building as well as new settlers is send there.,I can also reassign all 3 original NPC's without issue.
Most scripts are custom named, I re-downloaded the file after a fresh install and nothing worked untill i put in the backup folder i had with the scripts, that's why i put them up.
a) do precombined geometry for each cell you have edited (Current Cell...not loaded area)... when done save ...
b) precombined visibility again for each cell (current cell) and save...
Edit:... To properly Test clean the precombines and vis folders of any YOU generated ( dont delete the folders...Just the content )
Example: for Vis... Go to Data/Vis/Fallout4esm/ delete everything in there
For precombines... go to Data/Meshes/Precombined and again clear it...
NOw you mod depends on the Ba2 and not loose files that could be causing issues depending on your save...
Also USE A SAVE PRIOR TO YOUR MOD BEING INSTALLED.
ALSO NOTE: If youre using PrP in your game make sure your mod loads AFTER IT !!
c) Create archive... Here is where your scripts also become attached to the mod properly ( any scripts youve used should be in this list. IF not add them from the folder you have them.)
Once youre done adding OR removing any unwanted files ...Hit Pack files and name the Ba2 accordingly " espname<space>-<space>Main".
In your case the end result should look like this :... SunshineandAbernathy - Main .Ba2 (dont add the .Ba2 when naming because the save will do it for you. Note if by any chance it asks to create a Texture file as well ...simply swap "Main" for "Textures"...
d) close your editor... and go to the Fallout4/Data and grab the newly created files/ Create a "Data" folder in a directory NOT in the game files and drop the your files into it... Now all you do is use your zip application and compress the files into the file youre going to upload... Example: SunshineandAbernathy.zip
Thats it...
As for Npc's needing days etc...to get to work ..Thats still not right... I suggest downloading and using SKK Workshop Utilities that has a diagnostic menu to help you find issues..
I'm not sure what's going on, i'm following those steps, identified all the cells i edited and do it cell by cell, load a no mod vanilla save in vault 111, exit, run to Sunshine and it's one huge preculling fest or there is a huge transparant wall lol
Without doing all that it's just fine lol but when trying to do it right the problems start hahahaha, I love Fallout LOL
?Any suggestions? i checked bUseprecombine is set to 1 in the ini's did all the cells 1 by 1 and did not touch the PC while it was generating!?
Also with a save prior to the mod...?
and ofc this mod LAST to ensure that its data isnt being overwritten...
I had an issue once with a gigantic plane etc... which was at thicket but when i cleaned all generated data folders and tried a new save it was fine...
Note: when you say cells one by one.... I hope you did ALL the precombines for each cell and THEN did the previs again for the same cells...If you did One precombine and the its previs and then went to the next cell and did the same etc etc... Do it all over... Previs needs for all cells with precombined geometry to be present/generated because previs doesnt only look at its own cell but generates a grid of cells 3x3 etc..
World > Pre Combine Geometry for current cell for each cell i edited around Sunshine and Abernathy and save
then for each cell i edited Visibillity > Generate Pre combined visibillity for current cell.
The only mods active are the requirements, this one loaded last and testing with Ms vault 111 vanilla save and a save still inside the vault just before exit.
Checked all the folders both Steam and MO2 overwrite for Vis and precombine files Deleted what i could find and trying again
Do you get CTD's around Sunshine to?
Make sure you make a clean save after disabling Clean and Simple, go to Abernathy before you activate my mod and see if it still causes a CTD, if not Save at Abernathy.
1. Activate my mod and load the save game while you are at Abernathy
2. Activate my mod and load a savegame while you are in a cell well away from Abernathy adn try fast traveling there or walking and see if it still CTD's
did you install it midgame and already build something at Abernathy?
Make sure you have all the requirements installed?
There are probably a few mods out there that will conflict and cause CTD and you will have to go through the trial and error method by turning on and off mods one by one to find the conflicting one and then make a choice which one you want to use.
Do let me know which one it is that conflict and perhaps i can provide a patch
Also creating Satic collections which should help with performance and reduce the amount of items loaded if you add more decorations.
ETA in a week or so :-)
Found under: Worldobjects > Activator > SetDressing > Doors > SwitchDoors