Fallout 4

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fftfan

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  1. fftfan
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    I am working on a new Sim Settlements 2 addon pack, now released!
    https://www.nexusmods.com/fallout4/mods/47848

    Previews:
    About Precombined Geometry
    Spoiler:  
    Show
    Here is the technical explanation behind Precombineds/Previs:

    TLDR: It is a significant optimization feature used by the game.


    Disabling it allows you to scrap more but may severely reduce performance depending on your hardware.
    Settlement Modding Information:
    Spoiler:  
    Show
    There are some fantastic tutorials available for learning settlement modding:
     


    There is also a City Plan available Here by rdaneri! My interest in custom settlements is renewed by 
     Sim Settlements 2 & Sim Settlements Conqueror!
  2. jtzeal
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    About 'Scrap everything'..?? i know some do Not like it but ..Why?    also by your screen shots it seems like you already cleared the space. (only using comments here but intending to use that beautiful 'new Beginning ' mod) so if i do, do it or Should i wait to build this until AFTER i've save the little brat??
    i ask this because i have used 'Conquest' and built a settlement much like the new beginning and it broke the quest. 
    i am itching to get this going it looks So good. oh and on reqs ... are the top 3 mods Barst -> Fav, hard reqs? i have already pushed past my 'limit' and am afraid to add more mods.
    lastly... THANK YOU for your mods,. 

    EDIT;   
    thanks for response.. sorry i mistakenly thought the mod was yours, because of the video and the link in reqs.    https://www.nexusmods.com/fallout4/mods/53421
    1. JohnnyGunn
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      my thoughts exactly. Ans is SS required? I don't use nor like SS and am seeking to build a transfer settlement here. I take it I don't need SS, right?
    2. fftfan
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      Does not require Sim Settlements, or anything besides base game Fallout 4. This mod is simply a settlement location. Transfer Settlements will work. Perhaps at some point I might do a TS blueprint for this. I could do 1 build and have it be exported with TS + WSFW, to be used as a TS Blueprint, WSFW Layout, SS2 City Plan to give maximum choice. But my builds don't tend to be as fancy as those by others like people in the SS2 City Plan contest. If you give it a go, feel free to upload screenshots. It's always fun to see what others can build.

      For the installer options, "Default Precombines" will have it use them from the base game and basically you won't be able to scrap anything besides lootable objects. But there's fewer cell edits, so if you have other mods using nearby areas especially if they have regenerated precombines/previs, then both having regenerated precombines/previs can result in a mod conflict. Default option may potentially allow you to use the settlement alongside their mod. Regenerated Precombines will allow you to scrap most things there but if you have a large/complicated load order or know of mods you're using that are in a nearby area/potentially the same area then it's probably a good idea to check for conflicts using xEdit.

      About 'Scrap everything'.

      It breaks precombines/disables previs in either some areas or everywhere gamewide depending on the choices made on the installer, so you're likely to see performance loss maybe minor or maybe severe. I think this video by GamerPoets explains it well and pretty quickly

      intending to use that beautiful 'new Beginning ' mod

      I can try to find time to take a look at it, if you link it. I try to check for compatibility with large quest mods like The Bleachers: A Diamond City Story, The Machine & Her, Flashy(joer)'s Gun 4 Hire, Thuggyverse quests which players may be likely to be using.
    3. Abbakab
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      I'm late to the conversation here, but just want to report that the version with regenerated precombines/previs is incompatible with Previsbines Repair Pack (PRP). Perhaps this should have been obvious, but I often learn things the hard way. The small diner by the lake and the adjacent buildings flicker in and out of existence as you move by them. Switching to the default version fixed the problem.
  3. bhuttsman
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    got an issue if someone can help. the workshop loads perfectly settlers are also assignable but the issue  that i am facing is that the provisioners lines do not seem to work from this settlement to another.
  4. FireGiv3r
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    does anyone having disappearing textures in the place 
  5. toronagashi
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    This is excellent thank you. Are there any other stand alone settlement mods that you recommend? I downloaded your other ones
  6. sportled
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    got it semi working. added 2 settles however they are not counted... result= desk is not assignable
  7. EmiLB59
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    The images you posted don't show any trees etc around the place, is that intended, are they removed by your mod? Also, does the default version keep the buildings precombines as they're built without changing anything, but clean the trees and stuff like that? It's not totally clear. I really like the place though and the idea of getting access to this settlement after the quests inside the vault! 
  8. Krendellmax
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    Good day, dear author. Will your mod appear again https://www.nexusmods.com/fallout4/mods/30338 ?
    1. fftfan
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      The version I have there doesn't reliably work, oftentimes the initialization quest does not start. I have a fix on my own game to get it to work but not totally happy with it. I guess this is a fair time to ask an opinion about this fix.

      It's a scripted chem that manually tries to fix it. There is one that is on the workbench, it looks like a stimpak. It's a little bit annoying to have to do it rather than automatically just working. I could update & unhide it maybe.
    2. Krendellmax
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      It will be great if you show a new version of this mod!
  9. fftfan
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    I have a few ideas for updates, what do people think about these?

    • Possible optional patch to make it be unlockable via quest completion for players who prefer that. Maybe making it require completing any one of the vanilla V81 quest Hole in the Wall? or SS2's quests to obtain the Vit-o-Matic? or {insert mod-added quest here that logically makes sense}? I'll see if that's something that can be done, or if it has issues then just tying to Hole in the Wall.
    • A friend of mine is working on a scripting mod that will try to fix all the vanilla/DLC workshops on every game load. I'd like to add support for my settlements if it turns out to be possible.
    We'll see how things go, but would be nice. Hoping to have an update with either these if things go well.
    1. 1000101
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      Lore wise, completing the Hole in the Wall makes sense as after that quest they give you your own room in the vault itself.
    2. jtzeal
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      i tend it get ansy about settlement building but i think that linking it to the 'hole in the wall' quest is a very good idea.
    3. fftfan
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      Scripting tends to be a big pain, but yeah this is feeling like something worthwhile to do. Difficult to say when this might happen, but I might first update with the easier thing first.
    4. danasue04
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      Maybe with a patch for Depravity, where the follow the white rabbit quest comes from? So you couldn't build the settlement until after that quest? Scripting is way out of my wheelhouse, so not sure it would be worth the extra work? Love the Superstructures Add on and intrigued by the settlement additions.
    5. BlazeStryker
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      Hole In The Wall's a bit much. I should think you're trusted enough for settlement outside the Vault after giving blood to Dr. Jacob Forsythe and/or "Hauling Ashes" as I have always privately called Here Kitty, Kitty. (Especially as that means you're there as a filter for trusted traders going forward. The Overseer's no dummy.)
  10. romiedbg
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    Do you think you can create a mod where you turn the "Secret Vault 81"interior cell into a Settlement? so that after the quest the player can just run it as a Sub-Level Vault alongside Vault 81, I think it will be amazing.
    1. fftfan
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      Waiting till I have a good chunk of time, to mess around with scripted unlocking mechanisms for Vault 81 Entrance settlement. If I can get it reliably working I'll consider doing the secret V81 interior too. This will mean an additional further experiment is needed. I will need to have it so that even with cheat methods it's impossible to get the settlement early otherwise it's almost certain that Hole in the Wall and any mod added quests will break, which would make Curie permanently unrecruitable. Same thing if any bugs/mistakes on the script sadly. Getting something to work is probably not too hard, but it's a different matter to try to make it very reliable and accounting for "what if mods with quests taking place there get added after the start / after installing this".

      If the user installs V81 settlement or begins a new game with it and builds stuff there, then later installs a quest mod that takes place there, then how would things work? And which quests, those would have to be identified. There is a "Follow the white rabbit" quest that takes place in Vault 81, although I'm not sure which mod it's from off hand?