Version 3.0 uploaded.. Seems fo4edit re-enabled the disabled/removed old tato plants . This time i hunted them down (underground) and deleted each ones reference to the workshop (yes they were still part of the settlelment ) This may have been the cause of the CTDs because i tried with a vanilla character out of the vault and a vortex profile with only basic mods(no precomb fixes etc.)...and as soon as i tried to fast travel there..BOOM crash...YES it finally crashed for me. So along with the tato issue i also did a fresh set of precomb and previs data incase the sunken stuff was being counted. Just tried it with both the saved that crashed and another 2 (different characters) and all works great aside from the workbench thats outside and the water pump floating(these are persistent objects ) so you have to move them yourselves.
I love all your work, sir. But I've noticed some issues with this one. After visiting Oberland Station, I fast-traveled to the farthest settlement and exited the game. I've installed the mod and traveled back to Oberland Station on foot. Everything looked perfect until I got to the water tower. There's a missing terrain and steps leading into the settlement are off-placed. How do I fix this?
Love this mod, got a chance to check out what you built. It is on par with a lot of your other high-end settlements. I just wish I could use it. Whenever it is installed I get a huge precomb glitch where just about everything in the surrounding area phase shifts into the ethereal plane or something. Same issue with the latest version of the Sunshine Tidings. Doing some generally messing around, and reading the only bug report which seems to be similar, I did remove the ba2 file just to see and it the world was still shifting universes. Guess that means the issues is .esp related or maybe its me related. I didn't junk fill my .ini save for what was needed to run mods, am I supposed to put something in there special in order to get this to work? Either way, love your mods, been using Taffington forever and its great. S.S.
That single bug report was way before the latest updates... Precombined issues happen when we either have broken precombines(edited cell but not regenerated) ,disabled precombines by either a ini edit or mod that disables them like a scrapping mod for example and from conflicts from other mods that have precombined data for the same cells... take your pick... I cant possibly know what your issue could be since i dont have direct access to your setup... Some times people look at other users issues and identify those issues as their own...but that is far from the truth since almost every setup and load order is practically unique.
Well that was actually informative. My mod manager keeps wanting to put my scrap everything mod dead last in the load order, which is just after where your mods are all stacked up. I added a custom instruction telling your mods to load after the scrap everything core file and poof Oberland runs fine now. Oddly had no effect for the Sunshine Tidings though.
Small note/request... Not sure how much of the cell you actually altered, but is possible for you to clear out the bridge between Oberland and Grey Garden and bake the previs into this mod. Your Oberland is not friendly with the mod that does clear that bridge causing a section of it on the Grey Garden side to shift in and out.
Tried it with this mod... https://www.nexusmods.com/fallout4/mods/18150 loading it after your mod and using the .esp you posted. Most of the bridge over Graygarden is missing. I posted a picture, this probably just this mod messing with the same things as your and is hardly anyone's fault. I'll try a different one and will post the results. Edit: Tried this mod as well... https://www.nexusmods.com/fallout4/mods/17200?tab=files same issue. I uninstalled them running just yours to see if the issue was isolated and everything is fine without them. Something about how they clear that bridge or some other mod interaction is preventing these two from playing nice with yours. Also uploaded an additional image showing the bridge itself from Graygarden. Not sure if it helps but I'm trying to be thorough.
dude read the directions of that mod.... he wants you to edit the ini and turn off previs... which would seriously screw up any mods with generated precombined data.. If you already have that edit... you cant use my mod...or any mod like mine... Both of those mods break precombines.... You cant "clean up" ,move /remove stuff without repairing the precombined geometry and previs....
Ah yep that it, I don't have that .ini edit and haven't used either of those mods previously. Before installing your mod, I just disabled or modpos the offending junk into the abyss and dealt with the minor previs issue when crossing the bridge. Since moving this below the scrap anything I can't select either piece as they are non-ref and can no longer be disabled or moved. This is mostly just something I was bringing up but wasn't stressing too hard about. That bridge is more of a quality of life thing for non-fast travel through the region. To be honest though, I'd rather deal with the Bethesda pointlessly obstructing one of the best bridges in the game if I get to use this sweet Oberland so...
The area looks amazing, however when walking on the rack towards Greygarden the track turns invisible and parts of the world disappear. I noticed this was mentioned in another comment and you said it's a precombine conflict. It's my understanding that placing this lower in my load order should fix it but the mod is currently at the bottom of my list. Could the issue be caused by visiting Oberland before installing this?
when it comes to precombines its becoming quite a mystery lately... Even different game versions could cause issues depending on what has been touched..
Yeah, I'm seeing the same issue with Cambridge/College Square/Greentop area. Everything was a clean install from the ground up, adding in these overhauls once I went to Concord for Preston. If I disable this mod, everything goes back to working fine. Tried different places in the load order, but made no difference. The only mod I have that touches anything in the area is "Build High - Expanded Settlements 5.0", which states it is compatible with overhaul mods as long as it loads at the end. Disabling that doesnt change the problem, so I dont think it is related.
I'll just leave it disabled for now and hope you find some time to look it over, because your version is vastly superior to vanilla.
Absolutely loving these overhauls mate, you have been doing some great work while Ive been gone.
Sadly for me the plants persist. Before you say it I am using version 3.0 and, have never used prior versions. Nor have I used any other mods that touched that map location. I did have the zeta alien crash near by. I would assume this in and of itself is designed to create map changes in the game. The only mods below it in the load order are Satelite Map and Discrete female skeleton. The map because I have found some of your prior mods revert the map it to it's base form. The skeleton file as High Heels system tends to get really grouchy if this file does not sit pretty low in the load order.
I have endeavored to scrap or store the residual plants. Normaly I can do a couple before a CTD. So sadly for me at least no joy in Mudville. That said I love what you have done with the location. It's going to be a let down to revert it. But for now it seems the safest option. Either way thanks for your time and, effort. For now I'll probably uninstall it and see if later iterations help. Have a great day.
This is so beautiful, thank you! Along with "Just Another Pine Forest," the entire mod looks like a peaceful and rustic lakeside retreat/resort. I'm really looking forward to building there, now. Though, it won't be for a bit, because I had to reinstall the game, and I'm re-adding mods VERY slowly, thoroughly testing after each one.
Just a note for anyone else using Just Another Pine Forest: you do need to reposition some of the trees, but it's pretty easy, and doesn't take long. Also, as with any settlement mod, I have this installed in the bottom section of my load order (semi-manually, using Wrye Bash as my manager).
"Oberland Station Reborn" Install before, Go to Oberland Station. Go to After, Install NPC behavior will follow the original version, This a game/save issue. Even use the console disable enable Also useless, See in the air https://staticdelivery.nexusmods.com/images/1151/539741-1640618756.jpg
Recommends Install after, Go to Oberland Station. The NPC behaves normally. https://staticdelivery.nexusmods.com/images/1151/539741-1640618952.jpg
--------------------------------------------------------------- And, "Oberland Station Reborn" and "Croup Manor and more" will influence each other Obviously far away, I don't know how it will affect it?
If sorted this 1 "Croup Manor and more" "Oberland Station Reborn"
"Oberland Station Reborn" the workshop in vanilla location. "Croup Manor and more" the workshop in vanilla location. https://staticdelivery.nexusmods.com/images/1151/539741-1640619982.jpg
If sorted this 2 "Oberland Station Reborn" "Croup Manor and more"
"Oberland Station Reborn" the workshop in house. https://staticdelivery.nexusmods.com/images/1151/539741-1640619141.jpg "Croup Manor and more" the workshop in under the stairs in the house. https://staticdelivery.nexusmods.com/images/1151/539741-1640619378.jpg
But this should be the place arranged by greekrage, right?
It can be seen that they have mutual influence.
So is the sorting 2, right? "Oberland Station Reborn" "Croup Manor and more"
Oberland-If settler is farming mid air youre using the older version ... (latest version has old plants removed)
Issues with the workbench are VANILLA game and save game related. In all vanilla locations workbench is usually moved BUT like many objects in the game they have a "persistent" value attached to them that forces these objects into their original position mostly as a security measure when it involves the workbench so it cant be moved outside of the intended location cells and break the settlement. So when you see workbenches floating or in a weird spot dont blame the author.... Depending on your save (prior visits or preloaded objects etc.) the position could be the vanilla or where the author put it. In NON vanilla locations this never happens because simply put...The game or save has no prior data of the object position... Also note : many players DONT READ the instructions where i specifically recommend using a workbench mover mod to place it out of the way or a suggested spot depending on the mod.
try assigning him to something else and then see if anyone else goes there...If they do then you have old plants (especially if you swapped versions in the same playthrough)
As for whether there is no problem after assigning NPC work, it needs to be tested. I currently have no other residents. Also, I have no complaints. So the test is to let everyone try to avoid encountering errors. I like your work very much.
Lovely overhaul of what is otherwise an extremely boring location.
However, upon installation, I fast travelled to Graygarden from Red Rocket and proceeded to walk towards Oberland on the Railway bridge. That bridge was invisible mostly but I was still able to walk on it and didn't fall through. When I got to the other side of the bridge and looked towards Graygarden, that whole terrain ahead was missing/invisible, bridge, Graygarden, the flyover or Highway next to Graygarden (but all the cars were floating in the air), it was a massacre.
Needless to say I just uninstalled it since I have nothing else going on in that area at all to cause this, and may try it again once it's been fixed.
I took some shots of the area, if you think they will help please let me know and I will post them here.
Just download and works like a charm, no issues. However, a couple of things to note: 1. Floating tree right beside the green house going down the hill. 2. Workshop floats off the end of the foundation. 3. The grounds are totally barren, no grass or anything and it gives it a very fake feeling.
Overall though, beautifully done, and will stay in my load. You left plenty of room for expansion and customization. Except for the barren feeling, it looks like something that would be a natural part of the game, seamless and well done!
a) the workbench is a game/save issue you have to use a workbench m od to move it or console commands ( this isnt a mod bug) b) the tree depending on what green mod youre using is either up there or much lower.. ( simply console command ,click on it and type "modpos z -50" no quotes and enter... c) again this depends on your green mods and i would never put grass etc.. in a buildable area for obvious reasons...
Hello greekrage! Still not done with settlements at Nuka World via the Nuka Settlements Plus mod and I see you have 2 settlements that I want to be redone too. The Coup Manor and this. Question is I have Sluice of Heaven / working Forrest Grove Waterlock installed. Just want to know if the lower part will reach it? Hope it doesn't :)
I'll take this opportunity to thank you. I have 2 (for now) of your redone settlements. Starlight is Bright Again - chef's kiss* (is the recreation and entertainment center in the Commonwealth). Used indestructible sandbags and bollards and it's now rock solid. Curie loves it so much that even though she has Spectacle Island (Curie's Paradise Island), she prefers to stay in Starlight when I leave her to do my building spree. Maybe because of the poor framerate in the Island due to it's massive 132 population via rogue robot quests now down to 73. I have 3 peeps manning the booth section of the Starlight main restaurant and 2 at the kitchen part. Curie always has a slot at the counter. Jennie (K1-98) went to the same beauty salon referred to by the 3 lady companions and is now THE singer just below the large screen and behind the pool I placed there. Second is Nordhagen Haven. Ms. Nordhagen (separated but civil with ex is petite but so hot) has her own room (where the workshop is) loves it so much she lets me stay there whenever I'm around. Good that son, ex and all other settlers stay in a separate big apartment. Don't know if it's intentional but checked thru Settlement Management Software and 2 of the spawn points are indeed in the water. True enough when the usual raiders came with up to 2 in PAs, it's like shooting fishes in the river. Endorsed both!
Will try Coup Manor first then this Oberland if it doesn't conflict. Thanks again, GJ and keep em' coming bro!
91 comments
Seems fo4edit re-enabled the disabled/removed old tato plants .
This time i hunted them down (underground) and deleted each ones reference to the workshop (yes they were still part of the settlelment )
This may have been the cause of the CTDs because i tried with a vanilla character out of the vault and a vortex profile with only basic mods(no precomb fixes etc.)...and as soon as i tried to fast travel there..BOOM crash...YES it finally crashed for me.
So along with the tato issue i also did a fresh set of precomb and previs data incase the sunken stuff was being counted.
Just tried it with both the saved that crashed and another 2 (different characters) and all works great aside from the workbench thats outside and the water pump floating(these are persistent objects ) so you have to move them yourselves.
Make sure this mod loads last...
S.S.
Precombined issues happen when we either have broken precombines(edited cell but not regenerated) ,disabled precombines by either a ini edit or mod that disables them like a scrapping mod for example and from conflicts from other mods that have precombined data for the same cells...
take your pick...
I cant possibly know what your issue could be since i dont have direct access to your setup...
Some times people look at other users issues and identify those issues as their own...but that is far from the truth since almost every setup and load order is practically unique.
Small note/request... Not sure how much of the cell you actually altered, but is possible for you to clear out the bridge between Oberland and Grey Garden and bake the previs into this mod. Your Oberland is not friendly with the mod that does clear that bridge causing a section of it on the Grey Garden side to shift in and out.
https://www.nexusmods.com/fallout4/mods/18150
loading it after your mod and using the .esp you posted. Most of the bridge over Graygarden is missing. I posted a picture, this probably just this mod messing with the same things as your and is hardly anyone's fault. I'll try a different one and will post the results.
Edit: Tried this mod as well...
https://www.nexusmods.com/fallout4/mods/17200?tab=files
same issue. I uninstalled them running just yours to see if the issue was isolated and everything is fine without them. Something about how they clear that bridge or some other mod interaction is preventing these two from playing nice with yours. Also uploaded an additional image showing the bridge itself from Graygarden. Not sure if it helps but I'm trying to be thorough.
he wants you to edit the ini and turn off previs... which would seriously screw up any mods with generated precombined data..
If you already have that edit... you cant use my mod...or any mod like mine...
Both of those mods break precombines....
You cant "clean up" ,move /remove stuff without repairing the precombined geometry and previs....
This is mostly just something I was bringing up but wasn't stressing too hard about. That bridge is more of a quality of life thing for non-fast travel through the region. To be honest though, I'd rather deal with the Bethesda pointlessly obstructing one of the best bridges in the game if I get to use this sweet Oberland so...
Even different game versions could cause issues depending on what has been touched..
Ill look at when i get a chance...
Everything was a clean install from the ground up, adding in these overhauls once I went to Concord for Preston.
If I disable this mod, everything goes back to working fine.
Tried different places in the load order, but made no difference.
The only mod I have that touches anything in the area is "Build High - Expanded Settlements 5.0", which states it is compatible with overhaul mods as long as it loads at the end. Disabling that doesnt change the problem, so I dont think it is related.
I'll just leave it disabled for now and hope you find some time to look it over, because your version is vastly superior to vanilla.
Absolutely loving these overhauls mate, you have been doing some great work while Ive been gone.
I have endeavored to scrap or store the residual plants. Normaly I can do a couple before a CTD. So sadly for me at least no joy in Mudville. That said I love what you have done with the location. It's going to be a let down to revert it. But for now it seems the safest option. Either way thanks for your time and, effort. For now I'll probably uninstall it and see if later iterations help. Have a great day.
Along with "Just Another Pine Forest," the entire mod looks like a peaceful and rustic lakeside retreat/resort. I'm really looking forward to building there, now. Though, it won't be for a bit, because I had to reinstall the game, and I'm re-adding mods VERY slowly, thoroughly testing after each one.
Just a note for anyone else using Just Another Pine Forest: you do need to reposition some of the trees, but it's pretty easy, and doesn't take long. Also, as with any settlement mod, I have this installed in the bottom section of my load order (semi-manually, using Wrye Bash as my manager).
On v2 and v3.
Edit: fixed the CTD on boot.
I was renaming the ESP.
Which is USUALLY fine, I do it all the time.
But some mods DONT LIKE IT.
Cool.
Install before, Go to Oberland Station.
Go to After, Install
NPC behavior will follow the original version, This a game/save issue.
Even use the console
disable
enable
Also useless, See in the air
https://staticdelivery.nexusmods.com/images/1151/539741-1640618756.jpg
Recommends Install after, Go to Oberland Station.
The NPC behaves normally.
https://staticdelivery.nexusmods.com/images/1151/539741-1640618952.jpg
---------------------------------------------------------------
And, "Oberland Station Reborn" and "Croup Manor and more" will influence each other
Obviously far away, I don't know how it will affect it?
If sorted this 1
"Croup Manor and more"
"Oberland Station Reborn"
"Oberland Station Reborn" the workshop in vanilla location.
"Croup Manor and more" the workshop in vanilla location.
https://staticdelivery.nexusmods.com/images/1151/539741-1640619982.jpg
If sorted this 2
"Oberland Station Reborn"
"Croup Manor and more"
"Oberland Station Reborn" the workshop in house.
https://staticdelivery.nexusmods.com/images/1151/539741-1640619141.jpg
"Croup Manor and more" the workshop in under the stairs in the house.
https://staticdelivery.nexusmods.com/images/1151/539741-1640619378.jpg
But this should be the place arranged by greekrage, right?
It can be seen that they have mutual influence.
So is the sorting 2, right?
"Oberland Station Reborn"
"Croup Manor and more"
Issues with the workbench are VANILLA game and save game related. In all vanilla locations workbench is usually moved BUT like many objects in the game they have a "persistent" value attached to them that forces these objects into their original position mostly as a security measure when it involves the workbench so it cant be moved outside of the intended location cells and break the settlement.
So when you see workbenches floating or in a weird spot dont blame the author.... Depending on your save (prior visits or preloaded objects etc.) the position could be the vanilla or where the author put it.
In NON vanilla locations this never happens because simply put...The game or save has no prior data of the object position...
Also note : many players DONT READ the instructions where i specifically recommend using a workbench mover mod to place it out of the way or a suggested spot depending on the mod.
But, I use is "Oberland Reborn v3.0-53653-3-0".
Maybe Is it not a problem with old plants?
I currently have no other residents.
Also, I have no complaints.
So the test is to let everyone try to avoid encountering errors.
I like your work very much.
However, upon installation, I fast travelled to Graygarden from Red Rocket and proceeded to walk towards Oberland on the Railway bridge. That bridge was invisible mostly but I was still able to walk on it and didn't fall through. When I got to the other side of the bridge and looked towards Graygarden, that whole terrain ahead was missing/invisible, bridge, Graygarden, the flyover or Highway next to Graygarden (but all the cars were floating in the air), it was a massacre.
Needless to say I just uninstalled it since I have nothing else going on in that area at all to cause this, and may try it again once it's been fixed.
I took some shots of the area, if you think they will help please let me know and I will post them here.
Thanks.
1. Floating tree right beside the green house going down the hill.
2. Workshop floats off the end of the foundation.
3. The grounds are totally barren, no grass or anything and it gives it a very fake feeling.
Overall though, beautifully done, and will stay in my load. You left plenty of room for expansion and customization. Except for the barren feeling, it looks like something that would be a natural part of the game, seamless and well done!
b) the tree depending on what green mod youre using is either up there or much lower.. ( simply console command ,click on it and type "modpos z -50" no quotes and enter...
c) again this depends on your green mods and i would never put grass etc.. in a buildable area for obvious reasons...
I'll take this opportunity to thank you. I have 2 (for now) of your redone settlements. Starlight is Bright Again - chef's kiss* (is the recreation and entertainment center in the Commonwealth). Used indestructible sandbags and bollards and it's now rock solid. Curie loves it so much that even though she has Spectacle Island (Curie's Paradise Island), she prefers to stay in Starlight when I leave her to do my building spree. Maybe because of the poor framerate in the Island due to it's massive 132 population via rogue robot quests now down to 73. I have 3 peeps manning the booth section of the Starlight main restaurant and 2 at the kitchen part. Curie always has a slot at the counter. Jennie (K1-98) went to the same beauty salon referred to by the 3 lady companions and is now THE singer just below the large screen and behind the pool I placed there. Second is Nordhagen Haven. Ms. Nordhagen (separated but civil with ex is petite but so hot) has her own room (where the workshop is) loves it so much she lets me stay there whenever I'm around. Good that son, ex and all other settlers stay in a separate big apartment. Don't know if it's intentional but checked thru Settlement Management Software and 2 of the spawn points are indeed in the water. True enough when the usual raiders came with up to 2 in PAs, it's like shooting fishes in the river. Endorsed both!
Will try Coup Manor first then this Oberland if it doesn't conflict. Thanks again, GJ and keep em' coming bro!