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!
A) looks like the author is no longer active and his mod has a lot of conflicts and bugs left unanswered b) never heard of the mod till now and have no idea what the conflict is that needs patching...
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.
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.
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^^.
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.
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.
88 comments
Made this a sticky ;)
Kudos sent.
Endorsed Obviously. :-)
b) never heard of the mod till now and have no idea what the conflict is that needs patching...
HAVE FUN
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
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:
PFP.esm
...
AForest
AForestAtSummersEnd
AForestTreeTrim base mod patch
...
awayfromitall
AForestAwayFromItAllPatch
...
PRP
PRP-AwayFromItAll
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.
Expansion mods also...
Try a mod called workshop framework...
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.