Fallout 4

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GreekRage

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greekrage

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62 comments

  1. guckguck1
    guckguck1
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    Absolutely awesome, really cool... Thanks for that... Runs absolutely great... The Kasumi Quest and the journey to Far Habor also work flawlessly...
  2. romalight
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    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.
    1. greekrage
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      cant fix something i have never experienced  after 10s of tests...
    2. romalight
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      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.
  3. mshelley1000
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    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
    1. greekrage
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      do you have the far harbor dlc ?
    2. mshelley1000
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      yes i have far harbor
  4. oblinkoff
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    As expected, great work! But the settlers don't come.
    1. greekrage
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      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..
    2. oblinkoff
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      Previously, there was a mod for the settlement. I did not use beacons, I tried to move the settlers. Do not go.
    3. greekrage
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      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...
    4. alru888
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      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
    5. greekrage
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      use the npc spawners...its the same thing
    6. oblinkoff
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      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!
    7. 60Petr60
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      My method of summoning residents!

      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.
    8. greekrage
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      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...
    9. alru888
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      Do you manage to install supply lines?
    10. greekrage
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      look at the pics
    11. alru888
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      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
    12. greekrage
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      safe is right above the original position next to the bed....
    13. alru888
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      Looks like the problem is solved. Thank you so much!)
    14. 60Petr60
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      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.
      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.
    15. thor6000
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      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!
    16. greekrage
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      there is an npc spawner  on this location.
      look around the lighthouse
  5. MarkusTay
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    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
    1. greekrage
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      a) thanks for the kind words...

      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 ...
    2. MarkusTay
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      Yeah, SMM is probably the better choice - it just does the one thing and does it well.
      Looking forward to whatever you do down the road.
  6. romalight
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    Hello. Great mod. i can't find the workshop at Nakano residence settlement. i search everywhere. That's all. Thanks.
    1. greekrage
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      there are 2...
      one in the  barn in the outer farm...

      and the second  was outside of the main nakano house...
    2. romalight
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      Thanks. Nakano house looks great now.
  7. realsocials
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    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).
    1. greekrage
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      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...
  8. diverswims
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    Outstanding work!

    Thank You 
  9. chceviker
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    Hi. Did you by chance changed location where far Harbour boat used to arrive? There are two locations named Nakano Residence on the map. 
    1. greekrage
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      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
  10. formamid
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    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.