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GreekRage

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greekrage

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88 comments

  1. RequiredUsername
    RequiredUsername
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    For anyone using A Forest, I made a patch for this here. And I think they look pretty awesome together. Fantastic job on this one, greekrage, one of my favorites!
    1. greekrage
      greekrage
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      I saw the patch since i have you tracked... Great work Thanks...

      Made this a sticky ;)
  2. rallebolle
    rallebolle
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    A Beautiful Little Refuge.
    Kudos sent.
    Endorsed Obviously. :-)
  3. CorruptedPersona
    CorruptedPersona
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    for some reason, i cant get the pong to fill. The fish and boat are floating above it.
    1. greekrage
      greekrage
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      something you are using is resetting the water level of the cell.......Make sure this mod is loaded as last as possible...
  4. yin575069670
    yin575069670
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    NAC X   The damp effect disappears on rainy days
    1. yin575069670
      yin575069670
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      It's this patch that caused it     awayfromitall_Patch.esp  
    2. greekrage
      greekrage
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      thats not my file....Its from another mod...
  5. SummersetBanjo12
    SummersetBanjo12
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    could a patch be made to make this compatible with vault 1080?
    1. greekrage
      greekrage
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      A) looks like the author is no longer active  and his mod has a lot of conflicts and bugs left unanswered
      b) never heard of the mod till now and have no idea what the conflict is that needs patching...
  6. FreyjavonAsgard
    FreyjavonAsgard
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    Hi, is there a way to make a patch for Boston Natural Surroundings 3.0. I love both mods, but unfortunately trees and rocks disappear over a fairly large area when viewed from the main entrance on the left.
  7. saphirejinn
    saphirejinn
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    This is by far the best Settlement mod i have ever seen. The attention to detail and complex yet simple builds is amazing. Very nice Work.
    1. greekrage
      greekrage
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      THANK YOU...
      HAVE FUN
  8. PierreEmmanuelPrim
    PierreEmmanuelPrim
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    Bonjour


    Je pense qu'une palissade de bois semblable  au mod " Fort Abernathy Overhaul " de Undernier serait du meilleur effet pour ce mod.
    Cette palissade devrait être dotée d'un chemin de ronde en reprenant les postes de garde.


    cordialement
  9. whiskeyjack9105
    whiskeyjack9105
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    In case anyone is wondering, this is in no way, shape, or form, compatible with Vault 1080.
  10. iriemk
    iriemk
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    I am running this gem of a mod, and it's respective AForestTreeTrim patch and it's PRP patch; I though I had understood how those should be placed load order wise, but now I'm confused. I know the mistake is somewhere on my end, since if used right, PRP and it's individual mod patches work.
    I looked at my mods in xedit, realized that PRP and patches mods for ThePond (like the AForest patch) reset the water height back to 8750 vanilla levels, which lets the boat float and the fish swim just above the waterline; strangely enough, one of the bloodleaves was also adjusted in all those mods, while the tarberry and a second bloodleaf also float mid-air. Is it save to adjust those z-values in the PRP-patch to get the water and the one adjusted bloodleaf back to 8800 water height? Or rather the other way around, adjust bloodleaf, tarberry and fish to 8750? And what exactly is the refID for the damn fish, I seem unable to select those bloody things in the console view^^.

    Plugins look like this:
    Spoiler:  
    Show

    PFP.esm
    ...
    AForest
    AForestAtSummersEnd
    AForestTreeTrim base mod patch
    ...
    awayfromitall
    AForestAwayFromItAllPatch
    ...
    PRP
    PRP-AwayFromItAll
    What am I missing? Please help a semi-Luddite out here^^.
  11. campintense
    campintense
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    I cant seem to get this to work, it doesnt come up on the settlement lists and when settlers arrive they are non-assignable.  Is there any Mods that you know of that conflict or use scripts that might overwrite this?  I do have it on the bottom of my load order below PRP. 

    I have a few mods that edit settlers (better settlers, the new settlers)  I dont know if that would make a difference?

    I really like the look of it, have been trying everything to get it to work.
    1. greekrage
      greekrage
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      mods that edit NPC AI  are usually the culprits...
      Expansion mods also...

      Try a mod called workshop framework...
    2. campintense
      campintense
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      Hi, thanks for the info but as far as I can tell there is nothing that changes the AI.  I also use Workshop Framework.  I have been trying to figure it out and using SKK Workshop Utilities it tells me there is a mismatch in the world location:

      SKK_WUTestWorkshopKeywordsScript,[workshopscript < (F80419F7)>],[Cell <Wilderness (0000DE0A)>],ERROR Workshop Location [Location < (F80419F1)>] mismatch to World Location [Location < (00002CF0)>]

      Using the SKK utility I managed to get the settlers to assign resources, but still cant move to or from this settlement.  Strange.