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Roy - djomac

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djomac

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39 comments

  1. MarkusTay
    MarkusTay
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    I'm going to try this mod for the first time today. I used to just use the CAMP mod and then turn that into a permanent (full) settlement using SKK's workshop tools, but the latest version of his mod no longer allows you to add an 'upgraded' version of temporary settlement to the Workshop interface (so it will no longer show-up in your Pipboy, or allow you to send people there).
    So, now all the great spots I used to turn into settlements I have to find mods. for.

    BTW, the reason why they didn't need the fog-condensers at Arcadia is because they are ABOVE the fog-line. But oh well.
  2. Danyul1917
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    I absolutely adore this mod, I’ve been using it in conjunction with “Recruit Institute Scientists & Synths” by LarannKiar & “Rescued Synths go to Mercer Safehouse” by adb3nj to turn Acadia into a huge, thriving synth city, it’s so wonderful, thank you so much for making this!! 

    I haven’t encountered any bugs or problems so far, but I just noticed a slight issue with the condensers down quest, that being the fact that the synth refugees on the outside of Acadia aren’t marked as essential so they can die in these settlement attacks, which I’d really rather not have happen personally! I don’t know if you know a way through console commands to make these npcs essential or if there’s a way it could potentially be added to the mod? Perhaps some people want it that way for realism or if they want to like conquer Acadia and replace its original inhabitants, but if it’s a feature that could easily be added and potentially toggled on or off I think that would be perfect. 

    I really enjoy having these npcs in my synth city since they’re it’s original inhabitants and it’s so fun how they seem to still sandbox and interact with slot machines or crafting benches I place and such, but as of late I’ve found myself avoiding Acadia for fear that an attack or something else will result in their death lol, but thanks so much either way! 
  3. boxerbeast1
    boxerbeast1
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    thanks for uploading
  4. chowlin
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    Nice mod. I got 20% bug because i overly excited to build acadia and just hold "V" without approaching the settlement workshop first. After disable mod, save, enable it, and approach workshop 1st everything works just fine. but the functional items placed before  must store to workshop and place it again for settlers to work on those. ( settler beacon, bed, food, water etc.)
    1. djomac
      djomac
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      Sorry, haven't been on in a while.  Yea it's such a PITA when that happens!
  5. MT360
    MT360
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    Thanks for the update. Glad to build up there on Acadia!
  6. waynefox3
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    I can not use both your mod and the one for the inside together.
    Your mod works alone, the inside mod works alone but both together the walls, ceilings and floors are missing textures inside.
    https://www.nexusmods.com/fallout4/mods/47533

    Load order is with your mod lower or below the inside mod so your mod loads after the inside one.
  7. FallOutDork
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    Its bugged for me comes up as 20 and cant assign anyone and i havent pulled any mods out so not sure why it isnt working also the quest (assumin there is one doesn't show up either) COuld use the help
    1. FallOutDork
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      uhhhhh scratch that apparently on the test file i was just so far down the quest lines that it no longer would pick it up apparently as ive been to acadia mutiple times at that point but testing it on other files that hdnt been there yet apparently had far better luck so rip me on that file i guess,.
    2. djomac
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      No quest, just walk up to the workbench.  The 20% bug is pretty annoying, sometimes loading your previous save and moving somewhere else, then making a new save before enabling the mod might fix the 20% bug.
  8. deleted107929183
    deleted107929183
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    Hello, I am using currently both Acadia interior and exterior settlement. I added both mods before completing the far harbor main quests. The settlers in the both settlements refuse to sleep at night, they just simply stand still, menacingly. However during the day the AI sandboxing is working fine. Vanilla companions like Hancock or Piper also does not sleep. Any idea what could cause this bug ? Thank you for the lovely mod btw, you're the reason I'm back to FO4.
    1. deleted107929183
      deleted107929183
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      Also, I am using Place Everywhere with extra object selection enabled, and even though I can scrap most things, they came back after I reload a save and then I cannot scrap it anymore (e.g the wooden house on top of acadia). I don't use scrap everything since I experience fps drop at some settlements.
    2. djomac
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      For the scrapping, my mod needs to be second - the interior mod will overwrite some of the stuff with the exterior cells that I had to change.  Try putting mine last and see if that fixes it.

      The things with the sleeping is weird, I get that too sometimes.  Sometimes I can fix it if I mess with the pathing to the beds.  The AI definitely has a weird way it wants to go.  For instance, I built a settlement at the Mass Fusion containment building.  I built a couple of different ramps up to the roof, but instead of going up there, they'd go to near this one door and just stand there.  I had to see follow them, disable a tile in the roof and build a ladder there, then they finally went up top to the beds.

      My understanding too is that if the settlers get confused by either pathing or their are a lot of scripts in area (think stuff like interactable objects etc), they sometimes just stand around.  For some reason in Longfellow's cabin, no one will go to the bar.  It's really annoying me.  

      Oh another thing can be height.  By default, settlers only will look up a certain height when sandboxing.  This mod might help:  Multiple Floors Sandboxing at Fallout 4 Nexus - Mods and community (nexusmods.com).  Maybe the load order thing might help too.  

      As an experiment try putting beds in open to see if they will go to them.  I'll have to see what my settlers are doing, I haven't hung out or built that location up to far yet.

      Also, thanks for the nice compliment!
  9. AndreChau
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    I see very old posts on Nexus begging someone to please please make a mod for acadia. So this looks exciting and I hope to try it when I can get to far harbor. Thank you, fingers are crossed! 
    1. djomac
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      Cool, I don't think it will affect the quests but just in case, I would probably complete the main quest for Far Harbor before enabling just to be safe.  At the minimum, finish the part where a guide brings you to Acadia and you head inside.  After that, there's nothing that really happens there unless you do one of the ending variations that leads to a confrontation outside.  If you do a different ending then won't matter.  (Trying to keep this vague to avoid spoilers.)
    2. AndreChau
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      Thank you for the warning. I will give that a try.
  10. exlandia
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    I just finished building a huge settlement with your 'Acadia Township mod', works perfectly, even Carla and Cricket and her guards showed up. 

    Then I went to the interior of Acadia with the 'Acadia Observatory Interior Settlement mod' installed, (which is loaded before your mod as recommended).  Cleared all the debris, set up beds and the soda fountain, then used the Cheat Terminal to spawn a settler.  She couldn't be assigned to the soda fountain.  I tried to build a bar, but only the cart-bar shows up in the build menu, none of the other bar options.  I built some crops in the basement and a cooking stove, but the settler couldn't be assigned to anything.  I also built a recruitment beacon, waited 24 hours, but no settlers showed up.  I've used  KahvozeinsFang's  mod before and it worked fine, so I'm wondering if there might be some conflict with yours.

    I always wanted to have both the exterior and interior of Acadia as settlements...
    1. djomac
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      Not sure, I'll take a look at his mod again and see if I can figure it out.  It works OK for me as far as I know but I also had his already going before I did my mod.

      Nice pictures BTW!
    2. djomac
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      I figured out the issue. Settlements mod often contain a vanilla version of the location - not sure why xedit leaves those in, even after cleaning. Anyway, the vanilla version of the Acadia record overrides the one with the workshop keywords, causing some stuff to stop working. I removed that record in version 1.1 so now there's no conflict.  So just install version 1.1 and you should be good. Don't forget to assign the settlers you command spawned to the settlement.
    3. exlandia
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      Oh thank you for your swift reply and fix!  I will download right now, cheers :)

      edit:  Sorry, I just tried the new version, all the bar options are now available, but settlers can't be assigned.  I click on assign, but nothing happens.  
    4. djomac
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      I think you need to use the "Send to" option on your settlers first.  If you spawn a settler, its just considered wandering at large and not belonging to a settlement.  You have to enter workshop mode and then send them to the internal settlement.  If that isn't an option, try sending them to a different settlement, then enter workshop mode and assign them back to the internal settlement before they leave.  

      If that still doesn't work right, go into the command line and type this:
      getstage AIS_Workshopquest
      It should say 20 if the workshop quest initialized and completed correctly.
    5. exlandia
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      Thank you, I will try out your suggestions.
    6. djomac
      djomac
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      Cool, let me know how it goes.
    7. exlandia
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      I typed:getstage AIS_Workshopquest in the console and got: GetStage 0.00 for the internal settlement.  I tried sending a settler from another settlement, but was ignored.  Also the recruit beacon isn't working either, after many in game days no settler has arrived.  It's as though the Acadia Internal Settlement isn't a full settlement.  Maybe I need to finish all the quests there first?
    8. djomac
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      So a couple ways that might fix this.

      First Option:

      If you are using Workshop Framework, there is a "Claim this Settlement" option under Tools in the menu.  I think that may fix it.  You can access it from both the mod MCM menu, or using the holotape in your inventory.  You have to be standing in the settlement.

      Second Option:
      CompleteQuest AIS_Workshopquest

      Test the settlers and see if that works.  If it it didn't work don't save your game, reload the save you had just loaded before using the command.

      Third option, 99% this will work:

      1) Go to another area, make a save.
      2) Disable the interior settlement 
      3) Load the save, ignore the error the mod is missing
      4) Make a new save with the mod missing
      5) Now enable the mod load the second save.  Go to the settlement, it should hopefully execute the quest script correctly as it will treat it like a new mod.  You might want to put it after my mod to be safe until the workshop is working, then switch the order back later. PLEASE NOTE:  All your buildings will still be there and be fine, but things like crops, water, beds and turrets won't be linked to the workshop.  Just open workshop mode and store them, then place them again and they will work.  Then last assign the settlers to that settlement (do settlers last so they don't get upset about missing beds, etc).  If this doesn't work you can go back to using the save from step 1.

      I have one more idea if the above doesn't work, were I can copy some stuff into my mod from the internal settlement mod.
    9. exlandia
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      Hi djomac, I don't use Workshop Framework  or MCM, and 'CompleteQuest AIS_Workshopquest' didn't work, but your third option did the trick, NPC's can now be assigned, the recruit beacon is working and happiness is 100%.  Thank you so much for your help in sorting this out.  
    10. djomac
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      No problem!!!