Please read at least the 2nd half of the description page for details on the versions. Workshop Workbench is the toolbox next to Power Armor station in the church.
I haven't had a chance to really test Sim Settlements, but I know for sure you will want to turn off "Respect Build Limits" for this settlement in the holotape or MCM. It should work great after that, please let me know how it goes.
Installed Quincy Settlement Expansion-BROKEN PRECOMBINED MESHES. After 3 days of playing in which I discard and build with ScrapEverything and PlaceAnywhere I have not found any problems (of course, using the two mods you have to be careful what you discard and not in all areas you can discard). I noticed that you can leave the green border with the workshop open for a few meters. I closed the open areas with Homemaker stone walls. Happiness rises, settlers recruited, no enemy respawns, the cemetery to plant food is not needed just put the planters. The other quincy mod in 3 attempts in 3 new games never worked. What can I say, great job.
Endorsing Quincy Ruins Expansion - Broken Precombined Meshes ( I don't use any Scrap mods). Installed this after Project Valkyrie / Outcasts and Remnants and The Fens Sheriff's Department Quincy quests. Initialized at once! Installing always far away from the location (RR this time) and got my Uncapped Settlement Surplus message that another settlement has been added. This is almost a 100% indicative that a settlement has initialized properly. Almost cause it is hard to know for some mods which covers multiple settlements. I had a hard time getting another mod to initialize so a check on that. The settlement - started at 50% Happiness and everything functions workshop wise. Building - Even if this is a broken precomb version, some world objects including lamp posts and furnitures like TVs are still included in the precombines. So I tried my best to place a working one over them manually. Can't highlight and use Place Everywhere to copy paste :) I try to clean all my settlements up like irl but here I left some which acts as pathways. Which leads me now to one of this settlement's strength. Pathing is immaculate! (navmesh is great) I even built a walkway going up the 2 broken highways for myself but it turns out, npcs - my settlers and companions use it too. Depends where they want to go cause I didn't touch the pathways all over the place. I just enhanced some making it wider, etc by placing half or one fourth wooden floors about .1 notch under them. Placed a Caravan Outpost so it's starting to become a trading hub again. I didn't wall it up cause I see Caravan folks arrive and pass through here. I just beefed up defenses. Currently have 20 guards manning a 6 point marker each weapons drawn post. The Fens Sheriff's Dept has left some men stationed here. Shared a pic of one in PA. Now I can relieve Gunners trying to take the place again by running the Rematch at Quincy bat file :) Thanks so much for this settlement mod. I've been using your Goodneighbor Expanded too. Never left my LO. Regards, Anthony
How did you remove the NPC spawns? I want to remove the annoying gunner right by graveyard outside the church building but I have no clue how to work with Creation Kit.
Is this safe to install midsave? Because I tried testing if the area will reset after waiting 30 days and surely enough all placed furniture were erased and gunners were respawning.
NVM. It was just my load order. Putting this at the bottom fixed it.
43 comments
I haven't had a chance to really test Sim Settlements, but I know for sure you will want to turn off "Respect Build Limits" for this settlement in the holotape or MCM. It should work great after that, please let me know how it goes.
After 3 days of playing in which I discard and build with ScrapEverything and PlaceAnywhere I have not found any problems (of course, using the two mods you have to be careful what you discard and not in all areas you can discard). I noticed that you can leave the green border with the workshop open for a few meters. I closed the open areas with Homemaker stone walls. Happiness rises, settlers recruited, no enemy respawns, the cemetery to plant food is not needed just put the planters. The other quincy mod in 3 attempts in 3 new games never worked. What can I say, great job.
Installed but no settlement show up, still empty. I use this mod after clear out Quincy. Help?
Nevermind.Is this safe to install midsave? Because I tried testing if the area will reset after waiting 30 days and surely enough all placed furniture were erased and gunners were respawning.
NVM. It was just my load order. Putting this at the bottom fixed it.