Does anyone know why all my settlers just randomly migrated all the way to Bunker Hill for no reason? It might not be a problem with this mod specifically but I want to know if anyone else is having this issue.
aspects of the settlement are vanilla....Nothing has been changed aside from expanding the build area and sandbox...So yes you have an issue with another mod...Maybe a quest related mod if they are going to a specific location...
For some reason, my settlers do not go to bed, Exactly at midnight they just freeze in their places, and in the morning they come to life, It happens only in this location, And in this location, before installing the mod, they went to bed without problems
some people have this issue but its not because of this mod since that aspect is very well tested. Its usually a conflict with an AI mod or expansion mods...
I noticed that this problem occurs with settlers who were in the settlement before installing the mod, When starting a new game and recruiting after installing the mod, the settlers go to bed normally, Now I want to try to evict all the settlers and invite new ones.
its on your end 100% When testing 10s of times...i sent people from the vanilla side to the new part to test job assignments and it worked fine... I also have 3-4 followers when i test and walk around the whole area 10s of times while testing...zero issues... You must have something resetting the navmesh... Or...a mod that is interfering with the sandbox.
I didnt have to prove it since npcs in the pics all come from the vanilla side but i checked just now to show you again. This is a navmesh test from old base to the new... Also note that the NPC spawner that i used to populate and test jobs and beds is at the ls part as well and they never had any issue going to their jobs or beds.The red and brown shading is the navmesh btw...
Best settlement replacer you can find for this location, i wish i knew how to generate LOD so you can see the satellite tower from afar (i'll give it a try eventually). PS I saw you mention "precombined data" but i can't find anything related to previs in main ba2 (only two scol meshes).
True... Not there ... Thats really weird because i had generated data for this location... Maybe forgot to add it to the archive i was really busy back then hopping back and forth from different mods.. I have to regenerate it because ive cleared those folders many times (folders are cleared of all data before generating other data)... Sorry but it will be a while since im in the middle of another mod......will put in on my to do list...
Amazing mod I love it already. Only one small problem, it appears that some of the textures on the birdge next to the outpost are botched, blury. at one point there's a hole in the highway and if ell through it cuz some bothed road texture was covering it. Any idea why is ir doing that?
This area is f*#@ing fantastic, I'm slowly making my way through all your overhauls and am up to 4 (about to be 5) installed on my current playthrough. The quality of structure work is a great compliment for the vanilla aesthetics of the map. I feel like you have a great eye for blending modern builds with the Fallout look to keep them looking structurally sound, useful, and beautiful without the 'sticks out like a sore thumb' look that some modded designs suffer from. The little elevator to the hidden armory in the corner of the bunker structure is just so... it's the little details of functionality that make your overhauls go the extra mile for me. So far no issues working great alongside my Galac-Tac/M&M playthrough, using the Revived Settlements series by Femshepping, RRTV's full player home & courier station roster, and another 10-20 or so misc settlement/player home mods I use. 10 out of 10
Beautiful job, especially love that it uses Zimonja one of the under-utilized sites. I have one issue, the dish at the north east is floating in the air for me. Mods at the bottom of my load order with the rest of your mods so not sure what the issue is. Not a major one for me I just ignore it
Yeah I have the same problem. The base garage gate also has missing parts left and right of the gate. This is a great mod, I hope you post a fix in the future.
Hollywood... How am i going to post a fix for your conflict issue....? Its on your end... Missing parts etc?...means conflict and its probably either another mod that edits the same cell/s or a precombined data conflict (like from mods that repair previs... )
Judging from mods youve endorsed... i already see one possible culprit and that being the unofficial patch...that has plenty of previs and other patches for various locations
Hi greek! I love your mods. I'm a newbie, I use Previsibines Repair Pack (PRP) and Mod organizer 2. Should I put your mods at the bottom or at the top? I know you already said bottom, but not sure if it is the same with mod organizer 2.
the reason we put stuff at the bottom is so that they are loaded last....Hence are not overwritten by other mods...It has nothing to do with the mod manager unless the manager simply lists the mod differently but still has it last to load...(which i doubt is the case)...
Had this issue with the dish and gate as well. Looking at it it's probably just fallout being fallout rather than the mod itself. Wondering if it could also be related to PRP in some way but this mod is below that one in my load order and as such ought to be taking priority.
Happened when I ran to the settlement rather than using fast travel to either marker. Noticed some odd LOD stuff that doesn't normally happen as I approached too. Came from Tenpines bluff. Fast traveling to Zimonja once it had happened didn't fix it. Restarting the game (courtesy of a random crash) did. No idea if it's related to the crash which could have been any number of things but it did take place in the courtyard of Zimonja's glorious new military facility.
Side note: Have an idea for a future update. Add a second "workshop NPC" spawner intercom that only spawns minutemen as settlers. Keep up the stellar work! Your settlement mods are amazing!
Same problem, missing the structure between the dish and base as well as the concrete frame around the garage door. Everything else works as in the photos... Installed as directed and using your Bridged Sanctuary, Murkwater, and Nordhagen mods with no issues (far as I can tell). Homemaker remedies both with the proper build items using Place Everywhere and scaling them to the right size... not perfect but close enough. You can also disable the dish with ##0090BC in console if you want to just get rid of it.
I use no PRP, no precombine fixes aside from specific location patches via their respective mods over vanilla, and all of my settlement revival mods are low enough in my load order (I have Femsheppings entire revival set plus 3 more of Greek's mods and this is the only one with a problem). All my original settlements/player homes work fine as well. Will post again if I find the culprit...
Edit - Found it on the first try... My problem was Obedient Concord Group, ended up removing it entirely cause it conflicted with Greek's Sanctuary rebuild as well. Everything else in my load order I was able to leave alone, I have Zimonja below Sanctuary and everything in-between (along that north edge of the map) is still functional. OCG was causing issues for both ends somehow.
Where is the Recruitment radio beacon? I can't find it, I have removed all power that i had activated before, lowed all the antennas, but new settlers continue to arrive because is always active.
Out of all your works this may be my most fav place to live ^^ got everything I always go for base. Good location. good amount of space. flat main zone and good walls. Plus feels good overall
61 comments
Exactly at midnight they just freeze in their places, and in the morning they come to life, It happens only in this location,
And in this location, before installing the mod, they went to bed without problems
Its usually a conflict with an AI mod or expansion mods...
Settlers will not cross over the small bridge on the pond, and the companions instead run around the settlement's borders to get to me.
This mod is at the bottom of my load order.
When testing 10s of times...i sent people from the vanilla side to the new part to test job assignments and it worked fine...
I also have 3-4 followers when i test and walk around the whole area 10s of times while testing...zero issues...
You must have something resetting the navmesh...
Or...a mod that is interfering with the sandbox.
This is a navmesh test from old base to the new...
Also note that the NPC spawner that i used to populate and test jobs and beds is at the ls part as well and they never had any issue going to their jobs or beds.The red and brown shading is the navmesh btw...
PS
I saw you mention "precombined data" but i can't find anything related to previs in main ba2 (only two scol meshes).
Not there ...
Thats really weird because i had generated data for this location...
Maybe forgot to add it to the archive i was really busy back then hopping back and forth from different mods..
I have to regenerate it because ive cleared those folders many times (folders are cleared of all data before generating other data)...
Sorry but it will be a while since im in the middle of another mod......will put in on my to do list...
Something is overwriting my precombined data... could be a ten pines mod or a mod that fixes previs...
load this mod last as possible.
So far no issues working great alongside my Galac-Tac/M&M playthrough, using the Revived Settlements series by Femshepping, RRTV's full player home & courier station roster, and another 10-20 or so misc settlement/player home mods I use. 10 out of 10
How am i going to post a fix for your conflict issue....?
Its on your end...
Missing parts etc?...means conflict and its probably either another mod that edits the same cell/s or a precombined data conflict (like from mods that repair previs... )
Judging from mods youve endorsed... i already see one possible culprit and that being the unofficial patch...that has plenty of previs and other patches for various locations
Thank you <3
Happened when I ran to the settlement rather than using fast travel to either marker. Noticed some odd LOD stuff that doesn't normally happen as I approached too. Came from Tenpines bluff. Fast traveling to Zimonja once it had happened didn't fix it. Restarting the game (courtesy of a random crash) did. No idea if it's related to the crash which could have been any number of things but it did take place in the courtyard of Zimonja's glorious new military facility.
Side note: Have an idea for a future update. Add a second "workshop NPC" spawner intercom that only spawns minutemen as settlers. Keep up the stellar work! Your settlement mods are amazing!
I use no PRP, no precombine fixes aside from specific location patches via their respective mods over vanilla, and all of my settlement revival mods are low enough in my load order (I have Femsheppings entire revival set plus 3 more of Greek's mods and this is the only one with a problem). All my original settlements/player homes work fine as well. Will post again if I find the culprit...
Edit - Found it on the first try... My problem was Obedient Concord Group, ended up removing it entirely cause it conflicted with Greek's Sanctuary rebuild as well. Everything else in my load order I was able to leave alone, I have Zimonja below Sanctuary and everything in-between (along that north edge of the map) is still functional. OCG was causing issues for both ends somehow.