Fallout 4

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GreekRage

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greekrage

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  1. greekrage
    greekrage
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    Uploaded a "test" version  with a fix for the water issue...(cant test myself because i dont have the issue ).
    Ive sunk the cell water used in the pond originally and added a placed water plane instead.
    So if its a issue with the cell itself for some now its just another placed object..that should load.
    Version 1.1 in the optional files.
    You can also just swap the esp. file since the Ba2 archive is untouched.
    SAVE AWAY BEFORE CHANGING !!!

    Please post results so i can move it to the main file slot...
  2. greekrage
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    Anyone else missing the water in the pond please post it..... so that we can figure out the reason.
    Today i  tried with another 3 save games prior to this mod (various characters)  and didnt experience the issue once  in a total of over 10 tests ...

    So im pretty sure this is either a conflict resetting the water level of the cell or a mod that replaced or changed the water texture form ID.

    If any of you have this issue please try noclip mode and look directly under the pond to see if the water is there but much lower.
  3. willief23
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    for anyone that has crashes as soon as they enter RobCo Sales and Service Center (near Boston Airport) , RobCo is the area that leads to Mechanist Lair and you also use Greek Rage County Crossing then here is the solution.  I have around 700+ mods in my game with many of GreekRages settlement mods this is obviously caused by having too many mods not the fault of GreekRage at all.  But I found a solution.  Make sure to download Fo4 Edit  https://www.nexusmods.com/fallout4/mods/2737  . once installed open up the folder and look for the file called FO4EditQuickAutoClean.exe once its open select DLCRobot.esm then hit OK.  it will take anywhere from 1 to 3 mins to finish cleaning the file.  at the bottom right it will say finished now just exit out and the file will be automatically saved.   if you need a visual on how to clean DLCRobots.esm then here is a video https://www.youtube.com/watch?v=YpRinGULJGw  skip to 4:30 mark.  ONLY clean DLC Robots.esm I didnt clean any other file. 
     ~Next Step is to download my esp fixes for County Crossing Corrected.   you still need to download GR County Crossing v1.0 since this is only the esp with the fixes.

    link for County Crossing Corrected fixes to allow you to enter RobCo Sales and Service Center to continue playing the Robot DLC to finish the Mechanist:
    https://mega.nz/file/xigymL7Y#J0D8EeTVxsE5h6E1hP6Fgqpcos3hwqR9u9DQh-TLplE 

    MAKE SURE to fast travel to Sanctuary Hills FIRST save your game.  Then replace the esp file.  Always save your game at a location half way across the map from where the location is that you are adding or updating its files.
  4. geraltoftrivia13
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    Any solutions for the double beds at the barn? I can't assign any settlers to sleep there, neither can i disable or delete the beds as it states "picked non ref av objects'" on the console. Amazing mod btw
    1. greekrage
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      use console and disable them ...and then use your own...
      They worked for me though
  5. lartza85
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    This is really awesome settlement, you have done really good job. But i just want to give little head up for others at least for me this and greekrage versio of finch farm dont work together well, not nothing that big but settlement that is higher on load order while have some kinda problems, on this it's area where brahmin fench is where you can see objects missing and coming back and on when finch farm is higher on load order (these was two last mods on my loadorder) then that road section and area near that is flickering and disapering and coming back and as well those satelite dishes where super mutants are can sometimes disappear
    1. greekrage
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      Load order matters when settlements are too close to each other....
      Ive seen people using this ...my Finch and my Slog mods all together without issues...
  6. FarlionLunkwitz
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    I had the missing water bug and installed the "test version". Works good for me. :)

    1. FarlionLunkwitz
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      btw: I found another problem.
      Could you please remove the old "hoe" markers in a future version? That would be nice. ;)

    2. sariq12
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      yeah have had to remove mod,i keep losing settlers under the terrain cos of this,drives my aspie nuts.

      apart from that all seems ok,just a bit too big an area for me.
    3. greekrage
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      Those crops are not there and have been disabled by the mod(inactive and not detected by npc's).... so you have something re-enabling them...
    4. greekrage
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      ...
    5. Ironwings13
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      Mine seems to be doing the same thing but nothing has activated them, I have also checked under the ground to check nothing has spawned there but there is nothing. I'm not amazing at modding but my partner even checked and said none of my other mods would cause that. Still using the mod though
    6. greekrage
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      This is a bit of a mystery...
      I ALWAYS remove old crops and markers...at vanilla settlements....so they shouldnt be going there...
      I tested with over 20 settlers (clean save)... and not one went there to "hoe".. )
      Can you check to see if those are settlers going or the original farmers ?
      Also try assigning  the ones going there to another job  to see if they go back again...
      Markers like HOE  are usually taken up by idle NPC's (unassigned )...
    7. good0593
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      I have the same problem.

      If the County Crossing was visited prior to installation, the original farmers in original old markers will remain in their original positions.

      If haven't been to County Crossing before installation, you won't have this problem.

      This a game/save issue?
    8. greekrage
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      yes its a save issue that holds "persistent " data....
    9. good0593
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      Found the real cause of this problem.

      Regardless of whether you have been to County Crossing before, the old crops have always existed.
      The difference is that if you haven't been here, NPC won't work where the original old crop plants are.

      Even if you don't see the crop plants, they still exist, in their original positions. and you can see them in the workshop.
      https://staticdelivery.nexusmods.com/images/1151/539741-1680960521.jpg

      You can also Recycle the crop plants back to the workshop. (But, crop plants are invisible, so they are hard to find.)
      This should stop NPCs from working here.

      Edit:

      There is an easier way, open the workshop in County Crossing first.

      Then Recycle all the crop plants from County Crossing back to the workshop.
      https://staticdelivery.nexusmods.com/images/1151/539741-1680964902.jpg

      Then install County Crossing Corrected.
      Then assign NPCs to work, and that's it.

      PS:
      i tried the Original version 1.0 and I have water no problems.
    10. good0593
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      found another bug, regardless of whether you have been to County crossing before installation.
      After installation, the original peasants will not go to bed to sleep, even if the bed is designated.

      And assigning jobs seems to be only useful for greenhouse farming.
      then assigned to the cornfield, or assigned to the bed to sleep, also stayed in the greenhouse to work.

      Only install the County crossing corrected test alone, no other mods, clean SAVE.

      Including the BUG left over from the original crops, I hope that greekrage can update and correct it if it has time, thank you.
  7. regularrigby64
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    awesome settlement renovation!, wonder what the next location might be, i would love to see any of the following locations turned into a settlement: Hyde Park, West Everett States, Nattick Banks incluiding the Roadside Pines Motel, Revere Beach or Forest Grove Marsh 
    1. greekrage
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      Anyone that wants to know what im working on etc... can join this group where i post progress reports on a regular basis... 
        Facebook group where i reside
    2. good0593
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      I joined and found your username "John Zarafonitis".
    3. greekrage
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      yep thats me
  8. G3RWANT
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    the range of this mod is too long, which causes npc to bugs in the ground
    1. greekrage
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      what youre saying is wrong in so many ways...

      You obviously have a conflict with another mod resetting terrain or something related to the terrain collision...
  9. nosuchfile
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    Just had the water bug, everything was fine and then it just disappeared, fishes are flying and the bubbles are still coming up at the surface of the now unexisting water. With the tcl command I confirmed that the water is indeed under the pond, I can also confirm that the patch solves the issue.
  10. whithebunny
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    por alguna razón, este mod a veces hace que ctd cerca de bunker hill en dirección al convenio.
    1. greekrage
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      english...

      I dont use translators...
  11. misterllama
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    Thank you for your amazing settlement mods. Unfortunately, I can't disable or markfordelete the bedframes and some furniture. Is there a fix?
    1. greekrage
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      make sure this mod is last in the load order...
      The stuff you cant disable isnt really there because the mod has removed them... Something is trying to re-enable those objects . In other words a conflict...
  12. BlazeStryker
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    I'm gonna try the water update. I saw the missing cell water in the venerable Starlight Drive-in fix so I can tell you it may be an issue of viewing angle; I can tell you for a fact the water's there as far as NPCs are concerned, the chickens continue to "drown" in midair in the Starlight Puddle.

    Oh, as A Forest works on the old ground level it may need patching with CCC as otherwise, you get Floating trees, including over the County Crossing pond and ditch.