I would like to take this opportunity to answer all compatibilty questions. This mod does not overwrite a single vanilla object. This means I couldn't see any mod conflict in FO4Edit because this mod uses its very own records. So basically, this mod should be compatible with any other mods.
About invisible / unforeseeable conflicts:
I've placed some markers for the guard NPCs. Guards always stay at their markers (one marker for one guard). There are two, three or four guards in each Nuka World Park. If one places an object with a "settlement" mod on one of these markers, then the guard will bump into that object. However, unlike markers, the guards are visible so no one can accidentally place an object where a guard stands. Also, I can't tell if an other mod places something exactly where these markers are unless I check every marker and every mod one by one ingame. Please understand that this is nearly impossible.
If anyone still have questions about this mod or unanswered questions about mod conflicts, I'll gladly help if I can.
I use some of the raider children and other similar mods that made kids... shall we say, less than immortal... and the children added by this mod don't take any damage... I mean, at all, no knock down, no bleed out, nothing.
I've tried load order changes and various other things but it persists.
So whenever I load this mod in a save running Sim Settlements 2, I get an error message pop-up saying that important SS2 data was corrupted. I'm actually pretty much done with the SS2 quests but I'm curious what could cause this kind of interaction, seeing as your mod doesn't conflict with anything.
Sorry for the late reply. Something was up with the notification system.. this mod doesn't affect the settlement system, the two shouldn't conflict at all. Unfortunately I don't know what could be the cause of this but this is the first time I receive this report and both mods have been released for a while now.
I'm not familiar with that mod so I'm not sure what did you mean. Did you notice any incompatibilities that need to be patched? America Rising 2 is standalone and doesn't require or continue the lore of Nuka-World, based to its descrption. Or do mean adding new content to this mod like adding factions from America Rising 2 to Nuka-World?
America Rising 2 adds the Enclave as a playable faction. If added into this mod, the intended effect would be to allow Enclave soldiers to garrison Nuka World
Considering this mod and/or others to continue NW after open season. I like your idea of repopulating with settlements, haven't seen any questions in regards to how that is implemented. Are there work benches placed in each park (to scrap the trash, build beds etc) or are the "supposed" settlers just going to be roaming aimlessly around in the trash in their assigned parks?
Thank you in advance for your time and consideration. Live long and prosper Cheers
I really like this mod. I assigned synths to one area and even after I was banned from the institute they weren't hostile so that''s nice.
The only issue that I'm having is if you try to send a settler to a location outside of Nuka World they just stand around and never move even after leaving for several days. It could be a general game issue as I've repeatedly had trouble getting NPCs to move from Nuka World to another location. If I go to the new settlement and use "moveto player" that works but on their own there doesn't seem to be a good path from Nuka World back to the commonwealth.
That's interesting.. they should walk to the settlement even if you assign them "settlements" like the Noir Penthouse. I made some AI improvements in v2.0, maybe it'll help. If not, then it might be caused by a conflicting mod that overrides and breaks their AI somehow.
I've never had problems with sending them to other worldspaces either. AI targets the "gate" of the worldspace if the NPC is supposed to go to another so they should be able to find it just like any AI target (endpoint). However, if they stand around in one place even after days that's probably caused by a conflict (e.g., remotely overwritten AI by another mod) or something else because technically, in the background, the game would silently move the NPC toward the target even if the AI can't see any valid route.
I didn't see a list of the bug fixes so I figured I would ask. Was one of the bugs fixed where if you repolulate Nuka Town the Traders in Nuka Town got bumped from their store counters by new and different traders? The old traders had to stand behind them with maybe 20 caps each.
Great mod. Unfortunately cannot use on current playthrough as there are texture landscape issues - there are pink broken road/walk-ways in places - outside the town. Probably a conflict with FSD or Nuka world Reborn/Via Nuka world, as they're the only mods I have that alter NW - tex issues disappear when disabling NW OS E II. Will try out in a new playthrough minus FSD/NWR/VNW. By the way, is completing Open Season still a requirement for this mod to work, as I don't want to do that quest in my next playthrough?
This mod should be compatible with any other Nuka-World mods but you can try placing this mod above your other mods in your load order if you encounter mod conflicts. By doing so, your other mods will be the "mod conflict winner" (so the landscape you have will continue to work), but since this mod can work even without being the conflict winner, it's not a problem if it's overriden by other mods at all.
Thanks for the reply. Since my comment I'm currently on a new game minus other mods affecting NW, aside from yours, with several NW settlers to pick up when I get there. I can see that the Description page mentions Open Season is a requirement. However, you did mention elsewhere in the comments, like a year or more ago, that you were considering changing this so that it wasn't a hard requirement. I'd appreciate if you could clarify this.
This mod expands the lore after Open Season and I named it "Open Season Extend" so probably Open Season will remain a requirement (I always avoid "rebranding" mods). I was rather thinking of making another mod that works similarly with population control and such, but in addition to Settlers and Traders, it would also feature recruitable Raiders.
OK, only 1 way of me finding out whether this works without Open Season left uncompleted - by putting it in my load order and adding factions to the parks etc. May need to set ally with the raiders in the console to avoid war.
You can try the command "SetStage DLC04RaiderKickout 255". As far as I remember, this stage doesn't make raiders hostile, it's just the completion stage of Open Season. If Open Season is running, this stage stops it and flags it as completed.
If you wouldn't like to clear out the raiders, keeping it in your Pip-Boy's quest list isn't necessary anyway. Create a hard save before trying it though. By the way, the command "TDetect" can come in handy.. it turns on/off AI Detection for all NPCs.
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About invisible / unforeseeable conflicts:
I've placed some markers for the guard NPCs. Guards always stay at their markers (one marker for one guard). There are two, three or four guards in each Nuka World Park.
If one places an object with a "settlement" mod on one of these markers, then the guard will bump into that object. However, unlike markers, the guards are visible so no one can accidentally place an object where a guard stands.
Also, I can't tell if an other mod places something exactly where these markers are unless I check every marker and every mod one by one ingame. Please understand that this is nearly impossible.
If anyone still have questions about this mod or unanswered questions about mod conflicts, I'll gladly help if I can.
I've tried load order changes and various other things but it persists.
Some idea on how to fix this would be helpful.
The mods that I have that involves Nuka world is Nuka World Reborn and Viva Nuka World.
Link to the mod: https://www.nexusmods.com/fallout4/mods/75767?tab=description
Considering this mod and/or others to continue NW after open season.
I like your idea of repopulating with settlements, haven't seen any questions in regards to how that is implemented.
Are there work benches placed in each park (to scrap the trash, build beds etc) or are the "supposed" settlers just going to be roaming aimlessly around in the trash in their assigned parks?
Thank you in advance for your time and consideration.
Live long and prosper
Cheers
The only issue that I'm having is if you try to send a settler to a location outside of Nuka World they just stand around and never move even after leaving for several days. It could be a general game issue as I've repeatedly had trouble getting NPCs to move from Nuka World to another location. If I go to the new settlement and use "moveto player" that works but on their own there doesn't seem to be a good path from Nuka World back to the commonwealth.
Will try out in a new playthrough minus FSD/NWR/VNW.
By the way, is completing Open Season still a requirement for this mod to work, as I don't want to do that quest in my next playthrough?
I can see that the Description page mentions Open Season is a requirement. However, you did mention elsewhere in the comments, like a year or more ago, that you were considering changing this so that it wasn't a hard requirement. I'd appreciate if you could clarify this.
If you wouldn't like to clear out the raiders, keeping it in your Pip-Boy's quest list isn't necessary anyway. Create a hard save before trying it though. By the way, the command "TDetect" can come in handy.. it turns on/off AI Detection for all NPCs.