this didn't worked for me, the settlement in the workshop tab was blank and weirdly enough when saving inside the mansion the save was labeled as "quick test cell"
It's probably caused by a conflicting mod. Editing cell data like that is not possible remotely so FO4Edit should reveal any incompatible Shroud Manor mods you may have. "quick test cell" is a common name of cells used by the developers to test various locations (the worldmap, including locations, is made of cells).
Todd (censored) us. After a fresh install, no mods added, I used FO4Edit to take a look at the smanor.esm. It seems it was attached to Fallout4.esm's 'Quick Test Cell' ever since the last update. It doesn't matter what you have in your load order, Todd Howard is the one who did this to us.
regularrigby64 posted the issue in 2023 so it's nothing to do with the new/next-gen update.
I have never had this problem, currently running 450+ mods, 45 are Creation Club. I'm pretty sure I've done at least 6 playthroughs since downloading this mod with various other mods and load orders, no problems with Shroud Manor. However, I am on 1.10.163 and will probably never play 'next-gen' without Simple Fallout 4 Downgrader. After finally giving in, next-gen backported will be the next playthrough so I'll return to this comment in a week or 3.
I hope you folks figure out the problem you're having, it sounds pretty irritating. Good luck.
Nicely done. As my favorite home settlement this is exactly what I needed as I wanted Codsworth and Dogmeat to be able to be located there. The only "bug" is there is a left over leaning idle marker from the triggerman patrol in the basement. Once you delete the metal crates npcs will continue to use the marker or causing them to wanting to stand near the workshop. I did have to use another mod for npcs to sand box the upstairs of the basement area but other than that great and simple mod.
Thanks for the feedback. I looked into it and it seems to be a vanilla bug (upon scrapping the metal crate behind it, it doesn't get disabled) but I think I can fix it. I'm planning to update my full settlement mod series in August.
Apologies on the late replay and also I wasn't aware that was a bug from the base game so I apologize on the misinformation. I did end up making a small patch for it. Honestly that was the only real thing wonky. I have used this mod for a solid couple months on my main play through and haven't had any issues.
I found my problem, with why my settlement can no longer get settlers or provisioners. I am missing a label. The settlement shows up on my map, shows as a settlement, but assigning anyone there / assigning a provisioner, Shroud Manor does not appear in the list on-screen. But if you go to the Data-Workshops section of the pip-boy I found out why. The settlement is listed with all the stats but the name is missing, just a blank space. Without that label no settlers can be assigned and no provisioners sent.
So the big question, using FO4Edit, where exactly do I go to slap a new label on this?
Anybody know why it won't let me make a supply line with shroud manor? It shows up under my list of settlement but can't find it when I try to send settlers there or make supply lines I have the same mod for noir penthouse and it works perfectly but I can't figure this one out
So there are two mods on the Nexus trying to do virtually the same thing with this settlement. I've just tested both out and wanted to leave my feedback for yours real quick. Other mod located here: https://www.nexusmods.com/fallout4/mods/45394?tab=description
1. Other mod allows for fast travel in/out of house - super convenient 2. Dogmeat could not be assigned to this location if he were in a different location - I tried sending him to it from inside (he just seems to stand still and chill out) and from the outside (he will not actually leave whatever settlement he is currently assigned to) - not sure how this works with other companions
Thanks for the feedback :) 1. Well, the author of the Shroud Manor placed the fast travel marker outside of the Manor. I didn’t wanted to change that because it was certainly intentional.
I uploaded an optional file (in ESP and ESL too) that allows you to fast travel directly from/to the Shroud Manor.
2. It sounds interesting because I can send him to the Shroud Manor without any problem.
I realize that the mod author may not be around for this anymore, but does anyone know how to make characters sent here actually sandbox around the place? Anyone who is here for me just stands in one place, they don't walk around or sit on couches or anything like that.
Sorry for the late reply.. I've forgotten about this post. They should be sandboxing in the area just like in any other settlement so I'm not sure why are they standing still. I made a Settler Debugger earlier that has a function to print NPCs' AI package to the Papyrus log. Knowing the actual AI that controls the NPC may help with identifying the cause of the issue. If they're not sandboxing then maybe another mod has taken control over their AI.
Anybody know why it won't let me make a supply line with shroud manor? It shows up under my list of settlement but can't find it when I try to send settlers there or make supply lines
Sorry for the late reply.. If you're still interested, these "full settlement" mods are very similar so it may be caused by another mod. Can you open your mods in Fo4Edit? It should be able to show any possible mod conflicts.
40 comments
I have never had this problem, currently running 450+ mods, 45 are Creation Club. I'm pretty sure I've done at least 6 playthroughs since downloading this mod with various other mods and load orders, no problems with Shroud Manor. However, I am on 1.10.163 and will probably never play 'next-gen' without Simple Fallout 4 Downgrader. After finally giving in, next-gen backported will be the next playthrough so I'll return to this comment in a week or 3.
I hope you folks figure out the problem you're having, it sounds pretty irritating. Good luck.
So the big question, using FO4Edit, where exactly do I go to slap a new label on this?
https://www.nexusmods.com/fallout4/mods/45394?tab=description
1. Other mod allows for fast travel in/out of house - super convenient
2. Dogmeat could not be assigned to this location if he were in a different location - I tried sending him to it from inside (he just seems to stand still and chill out) and from the outside (he will not actually leave whatever settlement he is currently assigned to) - not sure how this works with other companions
1. Well, the author of the Shroud Manor placed the fast travel marker outside of the Manor. I didn’t wanted to change that because it was certainly intentional.
I uploaded an optional file (in ESP and ESL too) that allows you to fast travel directly from/to the Shroud Manor.
2. It sounds interesting because I can send him to the Shroud Manor without any problem.
Please check the other companions too.