Fallout 4

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LarannKiar

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LarannKiar

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  1. LarannKiar
    LarannKiar
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    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.
  2. Calabresa022
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    Would you recommend completing Open Season and killing the raiders before or after reclaiming the entire park for the gangs? Playing as good character that sided with the Minutemen?
  3. Michel889
    Michel889
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    Thanks for the mod
  4. sunnyodrive
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    Should I wait to finish Open Season before downloading this mod, or can I have it installed from the get-go of a new playthrough? 
    1. LarannKiar
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      It can be installed anytime, the mod acts as inactive until Open Season is completed.
    2. killemloud
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      Was curious if the opposite is possible? Can it be installed after completing open season? 
  5. MarrockV
    MarrockV
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    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.

    Some idea on how to fix this would be helpful.
  6. Felina407
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    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.
    1. Raxia
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      Getting this too. 
      The mods that I have that involves Nuka world is Nuka World Reborn and Viva Nuka World. 
    2. LarannKiar
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      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.
  7. sashapines110
    sashapines110
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    i like the idea being able to recruit faction npc , but it is possible to do this for vanilla game as well instead of just nuka world
  8. LEGION1995jd
    LEGION1995jd
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    Seems To Make Safari Adventure Quest Not Advance
  9. Ghip
    Ghip
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    With America Rising 2 released, do you plan to make a compatibility patch with that mod?

    Link to the mod: https://www.nexusmods.com/fallout4/mods/75767?tab=description
    1. LarannKiar
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      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?
    2. Ghip
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      What I meant is adding factions from America Rising 2 to Nuka-World! My apologies for the confusion.
    3. MrKrabsArgArgArg
      MrKrabsArgArgArg
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      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
  10. idrmorris
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    Greetings,

    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

  11. shappapalready
    shappapalready
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    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.
    1. LarannKiar
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      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.
    2. Hbcda
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      Considering that you can't send NPCs to Homebase or the Mechanists Lair... it might be a base game issue with sending NPCs across load screens...
    3. o3yahn
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      You can recruit Cora and her two friends, as well as Dixie just fine, and send them to the Commonwealth, so that isn't the issue.
    4. 363rdChemicalCompany
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      I never had success in sending NPC settlers between worldspaces.
    5. LarannKiar
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      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.