******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ******************************************************************************************** How to ally with the scavvers to peacefully take ownership of their workshops:
Spoiler:
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Find the five unique scavver magazines, one at each workshop location. Dropping a normal scavver magazine on the ground pops a status message.
Installing this now. I will be interested in seeing if it has any conflicts with Sim Settlements 2, as that mod edits the Lexington Red Rocket with a hatch to an underground lair (part of a minor NPC sidequest), as well as initially neutral scavver NPCs wandering around outside.
EDIT: Seems to work ok, though I haven't progressed far enough to build up Sanctuary-Concord Red Rocket to initiate the quest. The hatch to Lexington Underground is there.
I love the mod! Its nice finding these folks just trying to live out in the Red Rockets...I like seeing them on my travels.
Unfortunately this was the culprit of my crashing whenever getting near to boston. The mod itself is probably not causing it, however I am suspecting that this mod is conflicting with the following mods that I try to use with it:
-Super Mutant Redux -Raider Overhaul -Ms Abominations -Bunker Hill Patrol -Goodneighbor Lookout -Diamond City Security
I have been uninstalling a ton of mods resulting in no successful solution to my CTD whenever getting close to Boston city area. I can travel the edges of the map, but whenever I got to a certain distance near the center of the map I kept CTD.
Unfortunately and fortunately it turned out after uninstalling this mod that I could roam the Commonwealth freely. This took about 4 days for me to figure out.
then that game is broken and one of the side effects is a broken game is the symptoms you described above. don't uninstall mods from a live play through. period.
Oh I see where you dont understand. I didn't reinstall this mod. My game has been fine since. Installing this mod causes it to crash. Unfortunate because its a great concept and would love to have kept it.
It's possible you're talking past each other. Script-heavy mods can mess up a saved game, if installed mid-playthrough. That goes double for any mods that have scripts, if uninstalled mid-playthrough. Likewise, conflicting mods can mess up any game. So (unfortunately) the answer is, sometimes, a new profile (or whatever the terminology your mod manager uses) with only the mods you need, plus those you want, and then starting a new game. Having played >5K hours of this game, with <400 mods, I've learned to let go when needed and start again. My personal record is level 112, but usually I get over level 70 before having to start again. That's not bad.
Having said that, I've never had an SKK mod cause an issue, he/she is awesome at scripting.
Desie, when you say "Diamond City Security", did you mean Diamond City Enhanced Security by Urtho? A few of the others you mentioned were also unclear/doesn't come up in search on Nexus.
Small heads up, was getting pink textures on things like magazines and posters.
Turns out, in the current (004) version, "SKKRedRocketWorkshopFaction - Textures.BA2" needs to be renamed to "SKKRedRocketWorkshopsFaction - Textures.BA2", so that the .esp can load it. Fixed it right up.
This is true however the way you implement it I think is different I’m playing in vr when I enter into a newly added non vanilla settlement it makes all the shadows disappear I believe it something to do with culling or pre-combines, your settlement mods don’t do that for some reason I can’t determine the exact cause , also really enjoy this mod I assume it would conflict if I tried to use a red rocket settlement mod along with this
(B) Any workshop will conflict with any other workshop if workshop tagged locations or build areas overlap. No, not just this mod but ANY workshop mod at all ever and there is no such thing as patching for those core platform mechanics. A cell can only belong to one location and a location can only be assigned to one workshop else you will corrupt the WorkshopParentScript arrays. Use Workshop Ownership Utilities to validate the integrity of your WorkshopParentScript arrays before and after installing new workshops.
Is this stating that the workshop ownership utility can enable a settlement/workshop to be added in the same location as the locations this mod uses? Or is it a general system to be used with this mod alone? Meaning once you instal this mod run workshop ownership utilities? Having read the description already before this discussion I can’t seem to find the specific answer as it doesn’t state that specifically but could be construed as such if read that way.
Okay , like I said , I already assumed it would conflict and therefore have not even attempted to add any mod in conjunction with this mod that would affect the same area I will continue to seek for a solution to the shadows breaking and use an alternative RR settlement mod to make all red rockets available for immersive fast travel which is what I was using it for and wanted more locations.
Hello. I love all your mods. You're an expert of scripting. But this mod is the only one can pour errors in my papyrus log. It's not your style:) Please take a loot at it.
I always wanted to just be a scavver in this game. I don't do the MM path. I liked the idea in the old Morrow Project's "Ruins Of Chicago" pen and paper module that downtown was a no-go area which only scavengers dared enter to hunt for valuable relics. Downtown was populated by competing raider clans, each claiming a district as its own. Much like having multiple Layton Towers in the game, full of legendary raiders. I have only played this mod for a few days and it's great. I just tackled Layton Towers solo using MAIM/SCOURGE/True Damage which are highly recommended. I am going to try Feral Nights next. Hopefully this will give me an incentive to create multiple bolt holes around the map - another thing that ROC had nearly 50 years ago.
Are the console commands persistent? I've put them in half a dozen times and I'm still running across empty Red Rockets even though they should be respawning on every game start.
Reason they may not be respawning is that the scavver faction may have left the Commonwealth. Drop a scavver mag on the ground or console [ cqf SKK_RRFactionQuest "SKK_RRFactionQuestScript.ScavverFactionInfo" ] to check status. Locations and Patrolling values will be zero.
not sure if I comment before but I picked this up again and wanted to say that it never gets old. :) thank you. Are you "done" with this one? It always leaves me thinking that your mod is somehow unfinished........ is that wishful thinking? :)
Great question and I continue to have many ideas for bolt ons, but most of them are one off situational or quest-y things that have no lasting replay value ... which is not worth the effort.
Always trying to find interesting procedural stuff that will add another 100 repeatable hours, not 1 hour which is why I dont really do quests (because done is done).
Might I suggest a 'Diablo'(1) solution? Have only one or two 'main quests' for the faction, but actually have at least 10, and upon first install (& start) your mod can randomly choose two to use. Thus, it will only 'get old' after many play-throughs (Diablo was perhaps the very first game to have procedural generation of levels and randomized set-quests - it was WAY ahead of its time).
84 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
How to ally with the scavvers to peacefully take ownership of their workshops:
Find the five unique scavver magazines, one at each workshop location.
Dropping a normal scavver magazine on the ground pops a status message.
********************************************************************************************
EDIT: Seems to work ok, though I haven't progressed far enough to build up Sanctuary-Concord Red Rocket to initiate the quest. The hatch to Lexington Underground is there.
Unfortunately this was the culprit of my crashing whenever getting near to boston. The mod itself is probably not causing it, however I am suspecting that this mod is conflicting with the following mods that I try to use with it:
-Super Mutant Redux
-Raider Overhaul
-Ms Abominations
-Bunker Hill Patrol
-Goodneighbor Lookout
-Diamond City Security
I have been uninstalling a ton of mods resulting in no successful solution to my CTD whenever getting close to Boston city area. I can travel the edges of the map, but whenever I got to a certain distance near the center of the map I kept CTD.
Unfortunately and fortunately it turned out after uninstalling this mod that I could roam the Commonwealth freely. This took about 4 days for me to figure out.
don't uninstall mods from a live play through. period.
your game is broken.
Having said that, I've never had an SKK mod cause an issue, he/she is awesome at scripting.
Turns out, in the current (004) version, "SKKRedRocketWorkshopFaction - Textures.BA2" needs to be renamed to "SKKRedRocketWorkshopsFaction - Textures.BA2", so that the .esp can load it. Fixed it right up.
Cheers for the mod, king.
(B) Any workshop will conflict with any other workshop if workshop tagged locations or build areas overlap. No, not just this mod but ANY workshop mod at all ever and there is no such thing as patching for those core platform mechanics. A cell can only belong to one location and a location can only be assigned to one workshop else you will corrupt the WorkshopParentScript arrays. Use Workshop Ownership Utilities to validate the integrity of your WorkshopParentScript arrays before and after installing new workshops.
But this mod is the only one can pour errors in my papyrus log. It's not your style:)
Please take a loot at it.
So, if I can't reproduce or see a perceived problem I can't fix a perceived problem.
I have only played this mod for a few days and it's great. I just tackled Layton Towers solo using MAIM/SCOURGE/True Damage which are highly recommended.
I am going to try Feral Nights next. Hopefully this will give me an incentive to create multiple bolt holes around the map - another thing that ROC had nearly 50 years ago.
Reason they may not be respawning is that the scavver faction may have left the Commonwealth. Drop a scavver mag on the ground or console [ cqf SKK_RRFactionQuest "SKK_RRFactionQuestScript.ScavverFactionInfo" ] to check status. Locations and Patrolling values will be zero.
thank you.
Are you "done" with this one? It always leaves me thinking that your mod is somehow unfinished........ is that wishful thinking? :)
Always trying to find interesting procedural stuff that will add another 100 repeatable hours, not 1 hour which is why I dont really do quests (because done is done).
Have only one or two 'main quests' for the faction, but actually have at least 10, and upon first install (& start) your mod can randomly choose two to use. Thus, it will only 'get old' after many play-throughs (Diablo was perhaps the very first game to have procedural generation of levels and randomized set-quests - it was WAY ahead of its time).