South West Harbor Expanded Valley Cove Alley Island Haddock Cove Rock Point Shrine Northwood Ridge
Other settlements I am thinking of:
Commonwealth:
Capsized Factory - in progress Decayed Reactor Site - in progress Big Johns Salvage - in progress Hub City Auto Wreckers Fort Strong - WIP version under Optional Files College Square - in progress
Thank you for making this mod, it looks awesome. But I will not be downloading. You can't just "close" a bunch of bug reports without resolution and expect them not to count. As far as I am concerned this is a buggy mod. Great concept tho. Hopefully one day it will get fixed. But I'm sure you have a life outside of fallout 4, but thank you for sharing, I'm sure many will love this mod. Cheers.
mikvat, Help! Can't recruit or assign settlers at Southwest Harbor! I love the idea of your mod. Was excited to build a settlement at Southwest Harbor because I play survivor and wanted a base to eat, drink, sleep, and de-rad while exploring that part of Far Harbor. But after many hours of rebuilding the boss lair I found out I can't recruit or assign settlers. Can you fix this?
I am making a selection of settlements from the Mikvat. I am very interested in the question: what can be safely removed and how this action affects precombinates - does “flicker” appear. For example, I need Southwest Harbor - a large complex location. but it is all built up with ruined buildings and piles of garbage. What will the Mikvat mod allow me to do?
Dear mikvat, Let me ask you one question: did you figured out why Nuka World settlements do not work? I usually have problems with new settlements there, most do not work at all. Very nice mod btw!
I had a very long response here, but I hit 'cancel' instead of submit and I ain't retyping it all. Suffice it to say that NW was made lazily, and the cells are unnamed (except for Nukatown... and maybe inside the separate theme parks, but I've never checked that). Building settlements in unnamed cells doesn't work because it confuses the game engine - it tries to find the named cell, and in the case of NW, they are all just named 'Nuka World', so the game has no idea what to do. This rarely happens in the CW - its called the 'Commonwealth bug', and if it happens to your settlement system the whole thing gets borked. Fortunately, very few wilderness cells are not named in the main game.
Until mikvat actually is able to fix them i would recommend Tenhats nuka world settlements until then he has a few good ones. Also Larankiarr has onee in the form of the "recruit Evan" mod as it allows him to bee made into a settler AND makes his place a small settlement areea too as a bonusl.
Looks very cool. I already use a couple of 'settlement collection' mods, so some of these will conflict. However, there are at least five I am interested in and I am fully capable of using FO4Edit and can just delete the unwanted cell data (I assume this will work, so long as there are no pesky scripts mucking about).
If I may, could I make a suggestion? I have found the ideal spot for a small settlement in FH that no-one else has ever made a mod for; there is a small gas station that is NOT a Red Rocket (the only one in the game, I believe). It isn't named (and unfortunately isn't in a named cell), but it has a small bunker under it with stuff that indicate there was a spy(?) IIRC in FH (can't remember if it was a commie spy or a Nuka-Cola one LOL). Anyhow, when I use the Red Rocket settlement mod it gives me the perfect amount & spread of settlements in FH to build caravans between them... except in the SW corner, which is where this nice little gas station exists (its also not far from the abandoned church the CoA lady was using).
I have used C.A.M.P. to turn it into a settlement, which works great, and coupled with SKK's Workshop ownership Utilities I usually have great success turning such temp. settlements into real ones that I can even have settlers working at! (the beacons don't work, but SKK gives you a 'summon settler' button). Unfortunately, as mentioned above, this is an unnamed cell, and you get the 'Commonwealth settlement bug' when trying this method on an unnamed cell, which glitches the entire settlement system (it gets even quirkier when its the Far Harbor version of said bug). Since I think you have built some of these in unnamed cells, I am hoping you can do what my poor skill set cannot. Cheers
I'm using a mod on West Everett Estates from another author. But, there is a problem - can't remove the roofs. I can remove everything, but I can't remove the roofs. This is important to me. Therefore, I intend to abandon this mod in favor of your variant. In your version everything can be removed and cleaned up? (I have Scrap Everything)
Where? Cause I cant find it either I've been looking for ages.
Now I've found it, for anyone having issues finding this, its in an odd place and hard to find. If you go being the actual station entrance and head south you come across a garage with a damaged door, head around the back and climb up a tree leaning on the building and drop down through the collapsed roof, its inside there. Hope that makes sense.
236 comments
Commonwealth:
Malden
Roxbury
Salem
Concord
Far Harbor:
South West Harbor Expanded
Valley Cove
Alley Island
Haddock Cove
Rock Point
Shrine
Northwood Ridge
Other settlements I am thinking of:
Commonwealth:
Capsized Factory - in progress
Decayed Reactor Site - in progress
Big Johns Salvage - in progress
Hub City Auto Wreckers
Fort Strong - WIP version under Optional Files
College Square - in progress
Feedback on this? Please comment.
They are still downloadable but I put them in parenteses ( ).
For example, I need Southwest Harbor - a large complex location. but it is all built up with ruined buildings and piles of garbage. What will the Mikvat mod allow me to do?
Let me ask you one question: did you figured out why Nuka World settlements do not work? I usually have problems with new settlements there, most do not work at all. Very nice mod btw!
Suffice it to say that NW was made lazily, and the cells are unnamed (except for Nukatown... and maybe inside the separate theme parks, but I've never checked that). Building settlements in unnamed cells doesn't work because it confuses the game engine - it tries to find the named cell, and in the case of NW, they are all just named 'Nuka World', so the game has no idea what to do.
This rarely happens in the CW - its called the 'Commonwealth bug', and if it happens to your settlement system the whole thing gets borked. Fortunately, very few wilderness cells are not named in the main game.
If I may, could I make a suggestion? I have found the ideal spot for a small settlement in FH that no-one else has ever made a mod for; there is a small gas station that is NOT a Red Rocket (the only one in the game, I believe). It isn't named (and unfortunately isn't in a named cell), but it has a small bunker under it with stuff that indicate there was a spy(?) IIRC in FH (can't remember if it was a commie spy or a Nuka-Cola one LOL). Anyhow, when I use the Red Rocket settlement mod it gives me the perfect amount & spread of settlements in FH to build caravans between them... except in the SW corner, which is where this nice little gas station exists (its also not far from the abandoned church the CoA lady was using).
I have used C.A.M.P. to turn it into a settlement, which works great, and coupled with SKK's Workshop ownership Utilities I usually have great success turning such temp. settlements into real ones that I can even have settlers working at! (the beacons don't work, but SKK gives you a 'summon settler' button). Unfortunately, as mentioned above, this is an unnamed cell, and you get the 'Commonwealth settlement bug' when trying this method on an unnamed cell, which glitches the entire settlement system (it gets even quirkier when its the Far Harbor version of said bug). Since I think you have built some of these in unnamed cells, I am hoping you can do what my poor skill set cannot. Cheers
This is important to me.
Therefore, I intend to abandon this mod in favor of your variant. In your version everything can be removed and cleaned up?
(I have Scrap Everything)
translator www.deepl.com
Searching the comments didn't find anything about it, just not finding it at all.
So far all the other locations have been found.
EDIT: NVM - I found it, I forgot to look behind one of the building next to the shoreline ;)
(Nvm Found it)
Now I've found it, for anyone having issues finding this, its in an odd place and hard to find. If you go being the actual station entrance and head south you come across a garage with a damaged door, head around the back and climb up a tree leaning on the building and drop down through the collapsed roof, its inside there. Hope that makes sense.