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GreekRage

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greekrage

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  1. greekrage
    greekrage
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    Version 1.1 uploaded
    NO physical changes ...
    Added keyword to allow placement on amphitheater.
    Thanks to niston it also has a working landing pad...
    Update:
    Just tested the vertibird(finally got "personal vertibird "to work)..
    Rode from  Hagen to sanctuary landed..lifted off went back and landed  and then went to croup manor and landed...(had to go to croup cause the buggy vertibird wouldnt let me get off :P )..
    Any one have a better vertibird  mod to suggest PLEASE DO SO !!!  :P
  2. greekrage
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    Forgot to mention in the description..
    NO it will not work with my Hagen fortress mod for obvious reasons...
  3. pechocho1
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    hola tenia este exelente mod descargado hace tiempo luego elimine el juego y volvi a jugar obvio descargue este mod pero veo todo lo que es vidrios en color verde como sucios o musgo sabe alguien alguna solucion????? gracias
  4. rjrc64
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    A must have for me, thank you Greekrage !
  5. soupkitchen303
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    Bro is single-handedly rebuilding the commonwealth, and i must say i love your work
  6. reyq41
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    Is this mod still compatible with Next gen/latest version? I have sim settlements 2 mod i hope there are no conflict between both them
  7. PappaChazz
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    Hey, GR
    First: Love what you've done with the place.  I always wondered why absolute trashed seemed to be the go to, and your interpretation of what should be after about 200 years (what, has no one learned carpentry at all?) is, to me, perfect. Reading Kings "The Stand" is really what I'd expect: survivors gather dead bodies and dispose of them, since they don't like dysentery or typhoid and then try to get the lights on...and then someone says something like "if you don't patch that roof, get out and I'll find someone who can!"  Beautiful place IMHO.  
    I have to admit, I'm a twit and waaay too prone to TLDR. So, I spent a while with the getting frustrated thing, then went back and glanced over the description again and...oh....that's where that is....uhh...yep.  And, then got food, water and all the promised pretties for you on the tin.  Called the BoS idiots horrid names as they pass by telling me that if I'm "no' Bruddahud y'ain't shirts" and such and then stuck up a Minuteman flag and, figuring those idiots would be back if I don't have settlers, fired up the pre-installed beacon. And waited.  And waited.  And watched while the BS guys got hammered by gunners and Children of Atom and a Queen Mirelurk with her boyfriend (yep, a king and a queen...never seen that before) and then cleaned up the stragglers (Queenie and Rex were pretty fine, actually and one CoA fella was hiding beneath the spiral staircase inside) and gathered the loot. And waited. And got one settler and ran to find him/her/them/they/whatever and....nope.  Then fired up a Vault-Tec Settlement Manager console and...nope...nuthin.
    So, I went to Sunshine Trading since they've got 20 settlers and I figured I'd send a provisioner and then a couple of settlers. Went through the motions of sending the provisioner, but he is still wandering around Sunshine after 3 game days (yep, I fast travelled to Red Rocket and back, but he's still there). Sent four settlers from Sunshine, but the population of Sunshine is the same.  Tried to send each of those settlers again, and they still wouldn't go.
    Went back to Ft Hagen and there were 3 Minutemen there, so I turned them into Settlers with Amazing Follower Tweaks, but...no go.  I mean, they're walking back and forth over by that place where bad things spawn, and I sparked up the turrets you had already placed there and added a few more, just to be certain any invaders are properly welcomed, but, bottom line:
    Everything works except no settlers will come.  Happiness was stuck at 0 forever, but I moded it with modav to 50, so now it says 50 with an up-arrow.  But no settlers.  xEdit says no conflict with any other mod.
    Any help gratefully accepted.
    1. greekrage
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      Thats weird because first thing we do when testing location mods is test the settlement aspect of the mod. Since this mod was HUGE i had to test well over 100 times with various saved games mine and virgin saves i downloaded from others. I never had an issue with moving settlers back and forth or followers and supply routes worked just fine as well.
      Have tried moving this mod as last as possible in the load order?
      Even though it may not show as a direct  conflict with another mod.....certain aspects can still be overwritten by another mod.
    2. greekrage
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      Just tested again after quite along while of even having it installed...
      Installed on a dirty save(mid game save)....
      Went to workshop activated it...(50% happiness)...ran over to the water and food gen activated it and finally went to the beacon and activated it.
      One settler showed up instantly.
      Then fast traveled to sanctuary and sent over 4  and went back to Hagen and slept for 12 hours...
      When i woke everyone i sent was there and easily assigned to a job.
      Sorry friend but the mod is working as intended...
    3. PappaChazz
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      Hey, again and thank you for answering.  Yes, it's as low down as I can get it (the only two mods beneath are Scrap Everything-Ultimate Edition and Amazing Follower Tweaks). I *did* just find that I can assign followers to have it as their home, so (hopefully) if I take them all there, set their home to be Ft. Hagen and then dismiss them, they will at least wander around making the place seem lived in...I hope...
      This is also a dirty install, as it wasn't added until just after Act II started.  I hate the idea of starting a new game, as I'm already at level 98 (yes, building a lot of settlements will do that lol).  The only thing I can think of that might be causing an issue, although I'm not sure how, is that I have tried to use a few "make X-place a settlement" mods (Ft. Strong-Minuteman ver, Breakheart Banks, and Fairline Estates, specifically). Ft. Strong worked fine, but isn't really a settlement: no workbench, no settlers, Minutemen only. Fairline Estates was a lesson in humility, as every single item I made in build mode would exceed the limits of the place and then get pushed back due to a mod to increase budgets, so it was 1) make something 2) get kicked out of buildmode 3) get the alert that buildmode has been reassessed 4) all set to build the next thing. Breakheart Banks tried to do the same thing, but I didn't have the patience and removed the mod.  I like this one, though, even if it's just for looks.  At worst, I'll build a lot of robots and try to figure how to paint them as minutemen.  Too bad there's no way I know of to make a protectron or assaultron wear a minuteman hat...station Garvey there and let him figure it out :)

      When you activated it, was it at 0 and rising, or already at 50?  Mine was at 0 and I used modav on the workbench to add 50.
    4. greekrage
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      https://snipboard.io/Zzq9k0.jpg
      dont forget you also have a NPC spawner outside of the garage to add more settlers...
    5. greekrage
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    6. greekrage
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    7. greekrage
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      As i said above 0 happiness means the settlement is broken. This can happen for 2 reasons a) the settlement was broken from the start by the mod author (some new modders make mistakes and this is the result)..
      b) you have data in your save or another settlement mod  that is also claiming the same area.
      ANY mod that occupies or occupied the same area in the same save will conflict.
      Example if you used  a console command or a mod that allows you to place a workbench in this area prior to installing this mod will contaminate the location and render the settlement as unusable .Even if you removed that other mod or workbench the data is still in the save.
      As you can see i started with 50 happiness and settlers are moving as intended . Also you are the only one out of over 2000 unique downloads that started at 0 happiness. This obviously means that you have either a bad save or a mod that is interfering .
    8. PappaChazz
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      I'm guessing you're right, and that I must have a bad save running.  It's running fine, other than the issue with this mod (again, issue seems very much to be my side, although I wish I could fix it or something other than a complete start over).  Since I have Amazing Follower Tweaks I can make just about anyone that's not hostile a follower and set their hometown to wherever I want. That's the work-around I'll try. Make a settler a follower, give them a name, move them to Ft Hagen and drop 'em off.  Oh, and some of the stations (such as cash registers and desks) are giving a bizarre title when I hover over them them:  "Lookup Failed".  Anyway, thank you, so much, for trying to toss in an answer. As I said before, this is an amazing and beautiful mod.
    9. PappaChazz
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      IT WORKS!!  
      THREE CHEERS AND WHOOP-DE-FRIBBINASTY DOO, IT WORKS!!

      In all honesty, I had to go back 12 levels and get rid of the Ft Strong thingy and found YOUR Fort Strong mod (Fort Strong is Stronger) instead and installed that (fan-freakin'-TAS-tic creation, btw) and I get kicked out of build-mode temporarily every time I put in so much as a tea cup, but I can deal with that.  The workshop seems to be stuck on a budget of $0.00, but I have an extender, so it keeps overriding the boot. Hey, it's working and beautiful.  The haunted workshop I'm sure is somewhere on my end (or, well, you know military budgets, so yeah, having a zero budget means it's Thursday) so, meh, I'll deal. Thank you so much for this wonderful mod, and your exhibition of patience in dealing with my rather long diatribe. ZOOT Alorz and all that :)
  8. TrueIdiotYT
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    where is the workshop key
    1. greekrage
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      i shouldnt tell....

      But

      Look at the register counter
  9. TrueIdiotYT
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    deleted
  10. Grettelis
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    You have an amazing mods but sadly literally half of them have one common issue with rendering, when some objects become invisible 
    1. greekrage
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      no thats on your end...
      Disabling precombined objects by using mods that do that or  editing the ini file... causes the issue of certain objects NOT to be loaded...
      The objects not loaded are precombined objects...
      Also note...Mods like PRP also cause problems...
  11. Jordo24
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    Where is the npc spawner?
    1. greekrage
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      outside of the garage
  12. vamp663
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    Hello friend. this mod is one of the best yet you've done but need some fixing on a few buildings. if you have the time please look at the police station and a few things and would love to see this mod updated thanks and hope all is well.