Hello. i really like this mod. Get the boat to Far Harbor for the first time, make the boat pass those rocks and the character for a few seconds stay back and watch the boat to go away. After that the boat normal go to the island with the main character. You can fix it or leave it like this. That's all. Thanks.
Thanks for the answer. i see only 2 prefabs at wood category and there are also a red house and a another. its impossible to put something at those floors at the game, only put at a build prefab of yours. Also is very difficult to find the right ground spot to put those prefabs. Well that's all. We both Greek, but i prefer to use my not good English, so they don't get banned me, using the Greek language -and Romalight don't mean, the roma culture people or the roma football. it is something i think to combine. That's all.
to get this to work, we just load your mod, and there is suppose to be a ferry at coastal cottage to the left of the plant? I just dont see any of that nor do i find the map indication of the new site. not sure whats going on but it looks great! thanks
you sure you havent used any mods in that area before like a Conquest mod etc ? Settlers do come and it was tested over 50 times with different characters/saves...(as the mod progressed i had to go in game a couple of times a day and set up the settlements to test stuff)..... Also note there are 2 settlements hence needs 2 beacons one for each...(only first placed beacon gives you the message though due to proximity of the two beacons)... Also note you have 2 npc spawners as well ...Again one for each settlement. Have you tried moving settlers and establishing supply routes ? That is also an indicator that npcs have access to the location... In all my tests settlers arrived within the first game hour and moving settlers or provisioner arriving in about 3-6 game hours..
initialize the settlements properly with the beacons.... Also are you seeing settlement stats on the map markers (happiness etc. ) ? Now about the previous mod well if its data is in the save it will cause issues... Have you tried another save or even a fresh game just to test it ? I tested with saves from outside of the vault (not even been to sanctuary),mid game saves,save where my character was in far harbor and quests completed.. In all cases the settlements worked without any issue...
Unfortunately I have this problem too. The settlement is displayed in the workshop, but the settlers do not come. I have a lot of mods, probably one of them is causing a conflict. Still, it's very beautiful. It looks like the Nokano family will get everything, they will be the richest people in the Commonwealth
I haven't found the exact reason yet. Reinstalled the mod, saved in different locations. But as a result, the settlers began to appear after 24 hours of game time. I will enjoy the mod!
1 You have not started the beacon. 2 lighthouse on the roofs. 3 You can install a walkie-talkie mod to summon settlers. arb.esl. You can summon any settler you think of. (third-party mod). 4 The territory is large, divided into 3 parts, settlers wander around, install a bell (Rynda) for ringing. 5 Sometimes for this purpose it is necessary to remove and re-install beds and crops: watermelons, carrots, tomatoes and other crops and beds. If this is not done, the settlers will scatter, and we will have to wait. 6 Beds, if residents are not tied, should be disassembled and reinstalled.
beds and resources are tied to the settlement....via workshop (workshopitemkeyword). Each settlement has its own resources and its own sandbox but due to proximity you get a cool side effect... If you place a bar in the lighthouse sector...Npc's will visit from the other settlement and go home to sleep again and work...
Hmm, it looks like I've found that the conflict is. The settlers do arrive before the quest begins. But in this case, I can't complete the quest, because the safe with kasumi's disk disappears. When I install the mod after completing the quest, the ability to send a satellite or a settler there disappears
IThanks for the answer, everything works! installed for myself: a church near the Lighthouse, although part of the fence had to be demolished; a cinema. Your previous settlements are also beautiful! Thank you, the mod is wonderful, I admire your work, Thank you very much!
P.S. Concord Museum. I decided to duplicate new information on the issue! The Museum of Freedom - Reborn 29 July 2017 5:00PM Original upload 29 July 2017 10:34PM On this site, I will try this version. TheFinalRenderThis is 2 mods, it's working. The author deliberately removed the workshop. Removed the doors hiding the content. He erected a monument to Washington. There are still options, I can't get to them, maybe later. One option with textures like in the game and hidden content like yours that was hidden by the game developers. The developers got it, forbid everything and delete it. The copyright is fucked up.
Possible solution, use the NPC spawning mod, create your own NPC on site, love this mod, rarely do I use a settlement beacon, no waiting to assign settlers to duty!
First off, I want to say I'm glad to see you're back around, and I hope you are doing well. Second, I've been using your Somerville place settlement for awhile, and love it.
I only just discovered this mod - I had been using a different one to change the Nakano residence into a settlement - and its perfect. Everything I could possibly want from a 'Greekraged' settlement and more. My only (small) quibble would be my build menus, which have been inundated by you adds. They all look very beautiful, but I'm going to need to reorganize them in their own category, with sub-categories. I have added/shifted stuff from other mods around before, and have even managed to incorporate one mod's menus as sub-menus of another mod, but I've never attempted to whole-cloth create my own main build menu category - I'll likely need to take a look at Workshop Framework to make sure I don't bork something (use injection for the menus). One thing I did with your Somerset mod was make those nifty turret stands buildable (if I knew more about blender/Nifscope I'd try to add ground-snapping to them, but its fine). Anyhow, thanks for making this, and glad you are okay. Cheers
b) in my latest mod that im working on ive basically taken a different approach and have made many custom models for it (new 3d models) of which all will be workshop items...BUT im not going to make the same mistake as Nakano and flood the build menu with all of it.. For the new mod i will be making a menu system using SMM and after im done with that mod will do the same for this mod as well.... I will be also releasing a stand alone with all my custom stuff plus more.....but that a bit further down the road because we are talking 100s of items and its quite a chore ...
hi just wondered if you were planning to 'revisit' this mod and put all the worshop items into proper locations sometime?
bug #1 (happened at Vanilla Finch) If you place 1 of your sliding doors into an 'HZS Easy Home Builder & Working Double Beds' mod doorframes you will never be able to load any save that has your sliding door in an HZS doorframe again. Hozsa's HZS mod is pretty well the Epitomy of solid state building mods in the entire FO4 Universe and is a benchmark. Your sliding door does NOT cause problems in any other build sets i have tried so far.
bug #2 (happened at Vanilla Somerville) If you place more than "1" of your buildable Outhouses in another settlement in the same settlement at the same time, THOSE saves will never be able to be loaded again neither. However if you restrict it to only ONE outhouse in another settlement those saves load fine.
This is written by a compulsive saver so it is easy for me to zero in on the causes of a CTD right to 1 single workshop item.
Other than the above 2 bugs I encountered which I can work around it is hard to imagine removing Nakanos from my game(s).
along with a mod im making...im going to be making a build menu mod with all my assets that will include nakano at some point..and even the stuff from murkwater.. So be patient.. Also note: The door conflict is very weird since my doors all have unique form IDs and names . Form IDs are generated by the editor according to the mod ID list ... So unless i compare both mods which i cant do right now because it means having to install HZS which i dont want to do because im in the middle of making a mod that i have invested months in... I cant see the names and IDs of the door in question... Edit: checked nakano with FO4edit and both pocket doors have a unique ID and names end with " _nak " which would make it very hard to conflict unless his frames have something specific to his mod causing the issue...
one should say nakano light house... Also note that there are 2 parts of nakano residence and one is the settlement... Like i said in the description this is 2 settlements in one
Unfortunately I have no luck with this mod in FO4VR. Going by boat results in a CTD during the load screen, as does fast travel. When I approach the settlement I see the new buildings, but just before reaching a CTD.
I have a lot of mods but I can't find a conflict with xedit, Buffout finds culprits for Mesh (NIF) Crash and NPC Pathing Crash. None of my mods modify this area as far as I know.
62 comments
Settlers do come and it was tested over 50 times with different characters/saves...(as the mod progressed i had to go in game a couple of times a day and set up the settlements to test stuff).....
Also note there are 2 settlements hence needs 2 beacons one for each...(only first placed beacon gives you the message though due to proximity of the two beacons)...
Also note you have 2 npc spawners as well ...Again one for each settlement.
Have you tried moving settlers and establishing supply routes ? That is also an indicator that npcs have access to the location...
In all my tests settlers arrived within the first game hour and moving settlers or provisioner arriving in about 3-6 game hours..
Now about the previous mod well if its data is in the save it will cause issues...
Have you tried another save or even a fresh game just to test it ?
I tested with saves from outside of the vault (not even been to sanctuary),mid game saves,save where my character was in far harbor and quests completed.. In all cases the settlements worked without any issue...
1 You have not started the beacon.
2 lighthouse on the roofs.
3 You can install a walkie-talkie mod to summon settlers. arb.esl. You can summon any settler you think of. (third-party mod).
4 The territory is large, divided into 3 parts, settlers
wander around, install a bell (Rynda) for ringing.
5 Sometimes for this purpose it is necessary to remove and re-install beds and crops: watermelons, carrots, tomatoes and other crops and beds.
If this is not done, the settlers will scatter, and we will have to wait.
6 Beds, if residents are not tied, should be disassembled and reinstalled.
Each settlement has its own resources and its own sandbox but due to proximity you get a cool side effect... If you place a bar in the lighthouse sector...Npc's will visit from the other settlement and go home to sleep again and work...
installed for myself: a church near the Lighthouse, although part of the fence had to be demolished; a cinema.
Your previous settlements are also beautiful!
Thank you, the mod is wonderful, I admire your work, Thank you very much!
P.S. Concord Museum. I decided to duplicate new information on the issue!
The Museum of Freedom - Reborn 29 July 2017 5:00PM Original upload 29 July 2017 10:34PM On this site, I will try this version.
TheFinalRender This is 2 mods, it's working. The author deliberately removed the workshop. Removed the doors hiding the content.
He erected a monument to Washington.
There are still options, I can't get to them, maybe later.
One option with textures like in the game and hidden content like yours that was hidden by the game developers.
The developers got it, forbid everything and delete it. The copyright is fucked up.
look around the lighthouse
Second, I've been using your Somerville place settlement for awhile, and love it.
I only just discovered this mod - I had been using a different one to change the Nakano residence into a settlement - and its perfect. Everything I could possibly want from a 'Greekraged' settlement and more. My only (small) quibble would be my build menus, which have been inundated by you adds. They all look very beautiful, but I'm going to need to reorganize them in their own category, with sub-categories. I have added/shifted stuff from other mods around before, and have even managed to incorporate one mod's menus as sub-menus of another mod, but I've never attempted to whole-cloth create my own main build menu category - I'll likely need to take a look at Workshop Framework to make sure I don't bork something (use injection for the menus). One thing I did with your Somerset mod was make those nifty turret stands buildable (if I knew more about blender/Nifscope I'd try to add ground-snapping to them, but its fine).
Anyhow, thanks for making this, and glad you are okay. Cheers
b) in my latest mod that im working on ive basically taken a different approach and have made many custom models for it (new 3d models) of which all will be workshop items...BUT im not going to make the same mistake as Nakano and flood the build menu with all of it..
For the new mod i will be making a menu system using SMM and after im done with that mod will do the same for this mod as well....
I will be also releasing a stand alone with all my custom stuff plus more.....but that a bit further down the road because we are talking 100s of items and its quite a chore ...
Looking forward to whatever you do down the road.
one in the barn in the outer farm...
and the second was outside of the main nakano house...
bug #1 (happened at Vanilla Finch)
If you place 1 of your sliding doors into an 'HZS Easy Home Builder & Working Double Beds' mod doorframes you will never be able to load any save that has your sliding door in an HZS doorframe again. Hozsa's HZS mod is pretty well the Epitomy of solid state building mods in the entire FO4 Universe and is a benchmark. Your sliding door does NOT cause problems in any other build sets i have tried so far.
bug #2 (happened at Vanilla Somerville)
If you place more than "1" of your buildable Outhouses in another settlement in the same settlement at the same time, THOSE saves will never be able to be loaded again neither. However if you restrict it to only ONE outhouse in another settlement those saves load fine.
This is written by a compulsive saver so it is easy for me to zero in on the causes of a CTD right to 1 single workshop item.
Other than the above 2 bugs I encountered which I can work around it is hard to imagine removing Nakanos from my game(s).
Also note:
The door conflict is very weird since my doors all have unique form IDs and names . Form IDs are generated by the editor according to the mod ID list ... So unless i compare both mods which i cant do right now because it means having to install HZS which i dont want to do because im in the middle of making a mod that i have invested months in... I cant see the names and IDs of the door in question...
Edit: checked nakano with FO4edit and both pocket doors have a unique ID and names end with " _nak " which would make it very hard to conflict unless his frames have something specific to his mod causing the issue...
Thank You
Also note that there are 2 parts of nakano residence and one is the settlement... Like i said in the description this is 2 settlements in one
I have a lot of mods but I can't find a conflict with xedit, Buffout finds culprits for Mesh (NIF) Crash and NPC Pathing Crash. None of my mods modify this area as far as I know.