just an idea but the store area and the castle lake will not allow you to move settlers there from anywhere. might want to fix that , Church shows up in the list just fine, but the other two dont (yes i have used to correct load order)
i dont have any mods for that area installed besides yours. i am using sim settlements 2 tho which shouldnt conflict with that at all. as well as workshop framework
I know this is a reasonably old mod, but I do have a couple observations now that I'm using them:
The Castle Lake is quite difficult to figure out how best to build on, since settlers don't like water, and most of it is water. And, you can't place things even with Place Everywhere, properly on the area right next to the workshop - it's where npcs often show up to rest I suppose, with the mattresses. You can remove those but not the campfire's metal components (without disabling those and they cannot be disabled, as they're baked into the area?).
Ivan's area ironically cannot have a bar. Of all the spots I'd love to build a proper restaurant (and was hoping to, got the diner flooring and such built around the mostly-removed other crap) and... can't put a bar in. I have 'drink stands' from Nuka and other non-vanilla type things but only those work and they are noooot right for this locale. I've tried moving closer to the workbench and testing but it didn't work there either. (With the Nuka Shopper's Paradise mod, the easiest way to tell if a place can hold a bar is whether the Meat Stand works - it did not, I was sad.) I've seen that some people have some kind of workarounds for that but I've never managed to get any of them to work.
The Church is great, I love that area. Nice a large and with not a lot needing to be actively pulled out for my purposes. I made a Party Church. Pews and a gym (because what church is complete without gym equipment) on the floor and added a 2nd floor above with my nightclub :)
Anyway, love the mods, though I sure do wish I could put in a nice bar vendor in Ivan's.
A question, there is a mod called 'BIGGER MINUTEMAN CASTLE' that all it do is expand the invisible gree wall (basically the build limit zone) of the castle.
It expands to Ivan Store so I want to ask what type of risk there will be if I install both mods?
Well, one, or even both MOD's might not work properly. However, there is also a chance that all works fine, about.
Most likely you need to make a decision which of the two places you keep, as you can also take into use only the other 2 settlements from my publishing, in case you prefer the Minutemen expansion.
Hi, I had a question about using Sim Settlements 2 /with your mod? I am very interested in the aspect of a Minutemen/Institute city around the castle. Are SS2 and or mods that effect the Minutemen compatible? Thanks for your time.
Hmm, I always thought that people understood that TESTED meant just those basic things. Plus you can see Supply Lines and Settlement happiness on my PipBoy picture. And you can see Buildings on other pictures. Which leaves only Beacon and Transferring Settlers unmentioned by me when I say TESTED. However those are tested also, I will think on this if I need to add some text to Main Description. Will not in short version, as that is lacking text space.
Thank you for pointing out to me that I shouldn't take things too granted!
1. It is preferable to always finish all Quests in MOD's area. - you may succeed doing it in other order, but why risk it?
2. My Settlement MOD's don't have any quest needing to complete to get access to them - I do suggest highly that you first activate Workbench and only then start building
3. You need to explain to me what you mean by SEWING, please?
Does this change the way the area is laid out? Like will this interfere with mods that add stuff like comics to said area? Also would using this on a already started game screw up?
Only Church settlement area was terraformed somewhat, so I'd be careful in that area. It is naturally always best to use new MOD's on pristine gameplay run, but yes, these should work on existing game also, they did for me at least. Be on lookout for Load Order though, it can affect the Settler's recruiting and such. I found out that placing Church first, and then the other two works.
I wish all best the Summer to you and everyone! :)
I am hearing about this TOD thing and I was wondering should that crash to desktop thing not happen with a beefy 6k pc that has almost everything updated to the recent piece of tech? Also do settlement attacks happen at these settlements?
Well, I myself use almost beefy 3.5k€ PC myself and I get no more TOD's than with fully vanilla Fallout 4. Now, occasionally I do meet MOD that changes things to worse, but I then make sure not to use such MOD too long once I know the culprit.
Yes, I have this habit of adding settlement attacks on settlements I make.
Thank you im looking forward to playing it once my pcs out of the shop. Im upgrading the cpu and motherboard along with cooling upgrades. I been looking up mods on my phone for something to do..
38 comments
https://www.nexusmods.com/fallout4/mods/65883/
The Castle Lake is quite difficult to figure out how best to build on, since settlers don't like water, and most of it is water. And, you can't place things even with Place Everywhere, properly on the area right next to the workshop - it's where npcs often show up to rest I suppose, with the mattresses. You can remove those but not the campfire's metal components (without disabling those and they cannot be disabled, as they're baked into the area?).
Ivan's area ironically cannot have a bar. Of all the spots I'd love to build a proper restaurant (and was hoping to, got the diner flooring and such built around the mostly-removed other crap) and... can't put a bar in. I have 'drink stands' from Nuka and other non-vanilla type things but only those work and they are noooot right for this locale. I've tried moving closer to the workbench and testing but it didn't work there either. (With the Nuka Shopper's Paradise mod, the easiest way to tell if a place can hold a bar is whether the Meat Stand works - it did not, I was sad.) I've seen that some people have some kind of workarounds for that but I've never managed to get any of them to work.
The Church is great, I love that area. Nice a large and with not a lot needing to be actively pulled out for my purposes. I made a Party Church. Pews and a gym (because what church is complete without gym equipment) on the floor and added a 2nd floor above with my nightclub :)
Anyway, love the mods, though I sure do wish I could put in a nice bar vendor in Ivan's.
Thank you for observations, and have fun gaming!
ps. Nice pictures Zakiran! I especially like the Church.
It expands to Ivan Store so I want to ask what type of risk there will be if I install both mods?
Most likely you need to make a decision which of the two places you keep, as you can also take into use only the other 2 settlements from my publishing, in case you prefer the Minutemen expansion.
You may get some very unpredictable results in game.
- SIM SETTLEMETS work on most, but not on all
What I mean is that unless someone knows behavior of this particular place, you need to test it yourself.
Castle Lake WB is at Parking Place next to sea and lake.
If you still don't see them, please check that you have no other MOD's affecting said areas!
Also, BIG thanks for making it three separate esp files.
That way, I can just put in the one I want.
(I have an extended area around the castle, so just going to use the church).
Just a note: it says these are tested in the description - but a bit more info might help people thinking about using the mod;
1 - building there.
2 - beacon summoning settlers.
3 - transferring settlers from other locations.
4 - successfully connected supplies in caravan network.
anyway, just a suggestion.
thanks again for your hard work on all your settlements.
Thank you for pointing out to me that I shouldn't take things too granted!
Good Gaming!
But then again, people not reading descriptions is sadly all too common...
I can say that I have a high degree of faith in your mods - as I so far use several of your settlement mods.
thanks for your support in the community.
- you may succeed doing it in other order, but why risk it?
2. My Settlement MOD's don't have any quest needing to complete to get access to them
- I do suggest highly that you first activate Workbench and only then start building
3. You need to explain to me what you mean by SEWING, please?
Also would using this on a already started game screw up?
I wish all best the Summer to you and everyone! :)
Yes, I have this habit of adding settlement attacks on settlements I make.