Does this mod conflict with the "Starlight Drive-In And Diner - Lighting" mod? Unfortunately I get a CTD with this settlement mod installed (whenever I go anywhere near Drumlin or Starlight) so I'm guessing it's a conflict with the lighting mod. If anyone knows of a patch I'd be grateful as I always wanted to build at Drumlin Diner.
Just out of curiosity, how are you handling the vanilla NPCs there to prevent them from breaking? I ran into this issue with Annex the Commonwealth and the Drumlin Diner sub-division. When annexed the location change caused dialogue for Trudy and the others to break.
I didn't make any changes to the NPCs or the "order up" quest there, I would like to release a v2 where workshop access is dependent on either completion of quest or killing of all NPCs but I as of now don't know how. NPC behavior shouldn't be affected aside from a minor navmeshing bug inside the Diner itself (see details in description tab). Both factions behave as expected based on your choices, and are functional vendors afterward, however they do not count toward settlement population.
EDIT: Just speculating, but if annexing this area with Annex the Commonwealth edits the NPCs by attempting to make them settlers and incorporate them into the settlement population, that might be interfering with their scripted dialogue and trading functions.
It's not an edit to the NPCs but to the location/encounter zone that breaks them. They lose their quest related and vendor dialogue as the workshop quest overrides it. ATC does nothing to them specifically but when the location/encounter zone was altered it buggered them up.
In the case of ATC all it does is this (pseudo-code:) DrumlinLocation.SetParentLocation( AnnexingWorkshopLocation ) DrumlinEcounterZone.SetNeverResetable( True ) DrumlinEcounterZone.SetWorkshop( True )
This was enough to bugger them. I had to change ATC to not parent that location and not modify the encounter zone and create a patch script to revert those changes on existing games where it was already done.
Anyway, if you didn't encounter this issue then great, just thought I'd throw it out there as something to be aware of as a potential issue.
Final thought, ATC doesn't allow you to annex Drumlin until you resolve the quest there one way or another (or the "third option" - kill 'em all).
Oh ok I see what your saying. I didn't need to add a parent location since its a standalone settlement, I did make a new encounter zone for this area w/ never reset and workshop checked though with no issues. If you don't mind me asking, how did you make annexation dependent on quest resolution or clearing of area? That's what I'm trying to figure out but I'm not sure if it's done with workshop scripts, creating the right references to the workbench from the NPCs/factions, or something else altogether.
Definitely going to download ATC though, I've been looking for a way to give the appearance of growth and recovery over time to areas beyond settlement borders. Probably would have just used ATC for this location had I known about it before, but I'm still glad I made this since I plan on hopefully making other settlement mods soon :)
Hi! Two days late to this conversation, I just wanted to let you know I'm in the process of setting a proper load order for the first time and I've been looking for a Drumlin Diner settlement that I liked for AGES, so I'll download this one when I get to the "new settlements" part of the load order, and test this for you. It'll be part of a list of about 150 mods, but none that modify this area (outside of adding living trees), so it shouldn't have any conflicts.
So I didn't have the problems with quest breakage that Skojr reported. Settlers are showing up correctly, and Trudy is still a normal vendor. (I, uh. Don't save Wolfgang, so I can't help you there.) I haven't yet gotten as far in this file as establishing provisioners, but I'll get there.
The one problem I do have is with the tables in the diner. I can highlight them, but they turn blue instead of yellow and cannot be scrapped. I'd really like to be able to gut the building without using disable/markfordelete.
ninalyn "Hi! Two days late to this conversation, I just wanted to let you know I'm in the process of setting a proper load order for the first time and I've been looking for a Drumlin Diner settlement that I liked for AGES, so I'll download this one when I get to the "new settlements" part of the load order, and test this for you. It'll be part of a list of about 150 mods, but none that modify this area (outside of adding living trees), so it shouldn't have any conflicts."
Yeah, I have been looking for something like this for a long time as well. There is/was another settlement mod just down the road from this location, but unfortunately was way too buggy. This location always bothered me of why this was not a settlement, or the very least an outpost, and why no one legitimately made this into a settlement. I mean where does Trudy and her son sleep? Where do they go/do at the end of the day? Just makes too much sense to have this as a settlement. Just over a year ago I had actually started making a mod doing this very thing with Neeher's videos as a guide. Life just got in the way, and I am very happy to see this mod. Saves me the work ;). I do ask if this is usable with Sim Settlements, especially SS2? Do you plan on any updates to this mod?
Hey bwenter, sorry for the late reply. In case it is still at all relevant, for you or anyone else, I honestly couldn't say if sim settlements or SS2 would work with this 100%. It's been a while since I played and I'm not personally familiar with that mod, but I believe it should based on what I do know. I'd say make a save first then give it a try. Again, there is a navmesh issue inside the diner area, and that could cause issues if the mod attempts to address the affected mesh, and npc pathing around/in the diner interior will for sure be affected. As for future plans for this mod, maybe making workshop access dependent on quest resolution or npc death, possibly (but unlikely) making the quest npcs count toward settlement population, and then fixing the navmesh is a certainty for sure. I haven't had time or I would've done that one long ago lol. For now I have no idea when it will happen but it could possibly be sometime soon!
First thank for the mod NOW let get to it I have war of the commonwealth on and its a war zone out here I set it up like I do with other settlement and one of the turret mike hit her and now she no ally with me so what to do
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Cheers for the mod anyway!
EDIT: Just speculating, but if annexing this area with Annex the Commonwealth edits the NPCs by attempting to make them settlers and incorporate them into the settlement population, that might be interfering with their scripted dialogue and trading functions.
In the case of ATC all it does is this (pseudo-code:)
DrumlinLocation.SetParentLocation( AnnexingWorkshopLocation )
DrumlinEcounterZone.SetNeverResetable( True )
DrumlinEcounterZone.SetWorkshop( True )
This was enough to bugger them. I had to change ATC to not parent that location and not modify the encounter zone and create a patch script to revert those changes on existing games where it was already done.
Anyway, if you didn't encounter this issue then great, just thought I'd throw it out there as something to be aware of as a potential issue.
Final thought, ATC doesn't allow you to annex Drumlin until you resolve the quest there one way or another (or the "third option" - kill 'em all).
Definitely going to download ATC though, I've been looking for a way to give the appearance of growth and recovery over time to areas beyond settlement borders. Probably would have just used ATC for this location had I known about it before, but I'm still glad I made this since I plan on hopefully making other settlement mods soon :)
So I didn't have the problems with quest breakage that Skojr reported. Settlers are showing up correctly, and Trudy is still a normal vendor. (I, uh. Don't save Wolfgang, so I can't help you there.) I haven't yet gotten as far in this file as establishing provisioners, but I'll get there.
The one problem I do have is with the tables in the diner. I can highlight them, but they turn blue instead of yellow and cannot be scrapped. I'd really like to be able to gut the building without using disable/markfordelete.
"Hi! Two days late to this conversation, I just wanted to let you know I'm in the process of setting a proper load order for the first time and I've been looking for a Drumlin Diner settlement that I liked for AGES, so I'll download this one when I get to the "new settlements" part of the load order, and test this for you. It'll be part of a list of about 150 mods, but none that modify this area (outside of adding living trees), so it shouldn't have any conflicts."
Yeah, I have been looking for something like this for a long time as well. There is/was another settlement mod just down the road from this location, but unfortunately was way too buggy. This location always bothered me of why this was not a settlement, or the very least an outpost, and why no one legitimately made this into a settlement. I mean where does Trudy and her son sleep? Where do they go/do at the end of the day? Just makes too much sense to have this as a settlement.
Just over a year ago I had actually started making a mod doing this very thing with Neeher's videos as a guide. Life just got in the way, and I am very happy to see this mod. Saves me the work ;).
I do ask if this is usable with Sim Settlements, especially SS2? Do you plan on any updates to this mod?