File information

Last updated

Original upload

Created by

WillCoupland97

Uploaded by

WillCoupland97

Virus scan

Safe to use

Tags for this mod

7 comments

  1. dferstat
    dferstat
    • premium
    • 23 kudos
    I think you have another problem. Your screenshots show a happiness of 20%. All newly-created or -acquired settlements should have a happiness of 50%. As your screenshots show no settlers, I presume they show your settlement as brand-new.

    I don't know enough about settlement to diagnose your problem, but the resources Glitchfinder aimed you at below will be able to advise.

    EDIT: If I might offer another suggestion, you might promote your mod better with some screenshots taken during the day. I find it very hard to actually see what's going on in your pics.
  2. Glitchfinder
    Glitchfinder
    • premium
    • 1,126 kudos
    Hello, and welcome to nexus! This is a fantastic first mod you've set up! Since you've invited constructive criticism, I do have a few things to note about this mod:

    • You have quite a few deleted navmeshes. This can cause CTDs (if another mod tries to edit or overwrite them) and pathfinding issues (if a navmesh that points at their replacements gets reverted to point at the originals.)
    • There are a variety of containers within the settlement build area, which should probably be linked to the workshop with the WorkshopItemKeyword keyword.
    • The location starts pre-cleared because it has the LocTypeClearable keyword, but no enemies with the Boss Location Reference Type.
    • The settlement guide you used is a fantastic guide, but it gets the quest priority the wrong way. Your current quest priority causes the settlement to attempt to initialize before WorkshopParent does on a new game. You want to set that to 0 instead.
    • Your settlement's navmesh lacks precuts for any scrappables, meaning that scrapping an object does not let settlers walk where the object used to be. TheRealJenn has a pair of fantastic video tutorials on settlement navmeshing and fixing/preventing deleted navmeshes.
    • You have a lot of deleted objects. This can cause errors and CTDs if other mods try to do anything with those deleted objects. These can be cleaned up safely with fo4edit's QuickAutoClean mode.
    • Your mod has a lot of extraneous cell coverage. Considering the navmesh edits, it should only need to cover eight of the eighteen cells it contains.
    • There are some issues with the previs in your cells, most clearly visible when looking at the house between Natick Banks and Roadside Pines Motel. If you want some good information on dealing with that, there's some fantastic help and tools available in the xedit discord, especially from Starhammer and PJM.

    Again, I've gotta say this is fantastic for a first mod. I'm not trying to be a downer or tear your mod to pieces, especially since I love seeing people putting in the effort you did. A lot of what I mentioned is more technical info that even advanced modders tend to miss or gloss over, and the only critically important things here are the navmeshes and deleted objects.
    1. WillCoupland97
      WillCoupland97
      • supporter
      • 4 kudos
      Thank you for the feedback, very appropriate username haha.
      - I noticed the navmesh error, no clue how it happened, I added new but knew not to delete any. Same with the deleted objects, I deleted them initially then fixed it with fo4 edit (Or should I say attempted to). And didn't notice a need for any precuts, though I was rushing a tad. 
      - the clearable bit was just an oversight, was supposed to rig the deathclaw as the boss, whoops.
      - the wild cell coverage has something to do with the method I used to generate the precoms, and I also noticed the house issue after publishing, need to work on this for my next one.

      But thanks again for the feedback, been a great help, onward and upward :)
  3. ragzor87
    ragzor87
    • member
    • 0 kudos
    how do you make the game look like this....
    1. WillCoupland97
      WillCoupland97
      • supporter
      • 4 kudos
      Boston natural surroundings (the green version), I custom added the autumn leaves from another mod, and a custom ENB present and LOD... In short, alot of work and a powerful rig haha.
  4. regularrigby64
    regularrigby64
    • member
    • 9 kudos
    gonna try out this mod seems interesting, by the way, is Roadside Pines Motel included in the settlement area?
    1. WillCoupland97
      WillCoupland97
      • supporter
      • 4 kudos
      Afraid not, I wanted it to be a controlled test more than anything, so it is only the main courtyard and area in and around the church.