If you have version 1.02.2 or earlier loaded into a save you must upgrade that save to the Legacy version of 1.03, the ESL-flagged version is not compatible.
Being my first settlement I made the mistake of letting the quest, keywords, and workbench have non-ESL compatible IDs.
This works very well as a settlement, there's lots of room for buildings and crops, you can scrap nearly everything, I didn't have any trouble building up to and on the roofs of the car parks. The only issue I have, and I suspect there's not a lot you can do about this, is that the settlers tend to gather on the highest car park roof (where I put my helipad) rather than do their jobs. One might almost think they didn't like me and were desperate to get out of there like it was the Saigon embassy evacuation or sth. I know it's just lousy settler sandboxing ai, I've tried various fixes from the Nexus but nth seems to work particularly well. Eventually they will go and do what they're supposed to, but there's almost always a couple of them hanging around up there enjoying the view and chewing the cud. If slacking off work is a Beth ai package then it's one they've implemented well. The only members of my settlement who don't shirk their duties to sun themselves on the rooftop are the dog and the brahmin.
I suspect it may be due to the sandbox size. Vanilla Fallout has a bug where if a settlement sandbox is sufficiently large it can cause settlers to gather at the center of the sandbox. I'll return to this eventually and test some adjustments, but until then try Midnight Cult Fix which may fix the issue.
Yes that's what I thought too, I'd already tried Glitchfinder's Midnight Cult Fix, but unf it didn't seem to make much (if any) difference either way. I also separately tried Settler Sandbox Expansion which actually made things worse, they were all on the dratted roof! Not a biggie though, the mod works just great in all other respects, it's a perfect place to build that's out of the way of most of the main action and doesn't get interfered with.
Oh yeah the sandbox expansion mod would only exasperate the issue lol. I'll give this a look sometime and see if I can solve it. It may come down to me just shrinking the sandbox a bit.
It can also be script lag. So big settlements( not just size but amount of stuff) with a lot of things to do and settlers can just lag. The workers don't exist until you load into the cell. It usually pops them all into the center and then they go where they are supposed to. Usually they are where they need to be by the time you walk into the settlement or at least heading that way. But if you have a lot of stuff running in the background like other script heavy mods it can gum up the whole system and slow it down. So they just stand there. As you said they will mostly eventually go do their thing if you hang around long enough. But sometimes they just get hung up. The problem is worsened if you fast travel to your settlement vs somewhere near by but outside the cell and walk there. It's a problem the sim settlements guys have dealt with for years now. It's an engine limitation. I can't stand it either but it happens. Not sure there is anything that can be done other than keep your pop kinda low and don't have like 3 times as many intractable things as you have settlers.
Hello, I noticed in my plugins that it says the transit center needs cleaning. I don't want to sound like I'm complaining or demanding but having not cleaned up mods before I clicked a loot cleaning info link and the page I was sent to said to leave it to mod authors to handle the cleaning of their mods. I would like to use this mod in my next playthrough, so I was wondering if you believe this could be a problem that would affect my game.
If not, I'll take your word for it, if so, I'll probably just not play with it as I would hate to unnecessarily eat up your time or sound demanding. Thank you for any response in advance.
I’ll check on it but LOOT gets stuff like this wrong all the time, lack of bug reports leads to me to doubt LOOT’s accuracy here, since it already has a bad record.
I love a respectful request like this but you can tell you have been worn down by overbearing mod authors that can't believe someone might ask a question or have an issue with a mod. Tenhats AIN'T that dude.( or dudette but dude is non gender specific these days) Tenhats is one of the nicest modders I have ever interacted with. He is always willing to help or brainstorm on issues. Never has the attitude that the mod in question is infallible and as you saw in the response you got, is always willing to take a look at something.
Sorry TEN not trying to grovel at your feet but I just always want to show appreciation because there are some real jerks in the modding scene. I mean I put you up there with Kingath on communication and willingness to help. That guy is always busy and yet 9/10 times he will help you out. You give this game more life each time you put work into it and I am grateful.
If I could ask - are there any 'bundles' of your settlement mods? You update so often keeping track of everything is driving me up the wall, and your work is an auto-include as it stands - would be easier to just merge all of them into one mega-plugin for each relevant worldspace if you have one on hand.
At this time only the nuka-world settlement pack. There'll probably be a FH one eventually. That said, I haven't updated most of them in months, this one nearly a year. There will eventually be one more major update for this mod, but most of my settlements are in a completed state.
Currently Isles of New England Chapter 2 is in production. After that I intend on finishing my remaster of the Rebuild Series. Following that I'm going to do a sweep through all my old settlements to bring them up to date, fix small bugs, add repairs where reasonable. This and University Point are on the top of that list.
Great, that's even better Especially the news with the rebuild series. Boon Island is already in my load order and I'm looking forward to part 2. Good Luck with your good work and thanks for the replay.
Question: Would you know if this mod opens up the parking lot similar to Nuka World Transit Overhaul? (It opens up the ticket booth as well as other things)
I'm going to switch to your version, since the other one doesn't have PRP 74 Support and was just curious, since I hear the next version is also going to include some repair features.
I am very much looking forward to the v1.04 with repair! In the meantime, just installed this. I like having a safe "bridge" between game areas to go to.
Oh yeah I need to get around to that soon. Been working on my Atom Cats Garage - with Immersive Repair, but perhaps after I finish that I'll swing back to this one.
I second his statement. I have been strangely obsessed with having this location be a settlement for my NCR troopers to occupy before the invasion of Nuka-World. This location honestly seemed like it was meant to be a settlement in vanilla and would be a fantastic military base location. Do you plan to enable the modding of the interior section of the train station so that the settlement is fully rounded out?
Yeah I could probably do that too. Getting close to finished with the Atom Cats Garage settlement, so I should be able to jump over to the transit center soon. The interior would end up being a player home, unfortunately you can't have the same settlement be both interior and exterior.
I figured that it would be something like that considering pretty much every place does it as a separate settlement like the Castle tunnels or the basement in croup manor
Really looking forward to next release, especially support for PRP 74. This is the only settlement in my load order that keeps me from going full on 74.
The entire roof is a no build zone. Idk if this is intended or a bug, but it makes this settlement pretty much pointless since that's really the only good place to build on. Might also be a load order thing but it is near the bottom (just above scrap everything) and everything else seems to be working properly.
That's an indication of one of your mods breaking the precombines. Scrap Everything is the cause.
Having scrap everything loaded after a settlement mod both breaks precombines leading to the building issue and bungles registration leading to many other potential issues.
Always put settlement mods below scrap everything.
Load to a save from before you installed this and move this mod to the bottom of your load order. Also make sure you don't have the expanded scrapping option for scrap everything enabled. That adds an ini file which totally disables all precombines.
A new one would spawn for your to kill near the work bench, what error shows? I suspect there’s a conflict and this would need to be moved lower in your load order.
Hi There, I saw on the bug page that you're planning a major update for this mod, would that happen to be an "immersive repair" version by any chance? I'm just asking as I'd rather wait for that version (if it's going to happen) than download a version that may be incompatible with the current version. Cheers
It will be immersive repair but it’ll also be compatible with the older version, so you can upgrade safely. The repairs will be on the ticket building for the first update, and the garages for the 2nd one.
200 comments
It's a problem the sim settlements guys have dealt with for years now. It's an engine limitation. I can't stand it either but it happens. Not sure there is anything that can be done other than keep your pop kinda low and don't have like 3 times as many intractable things as you have settlers.
If not, I'll take your word for it, if so, I'll probably just not play with it as I would hate to unnecessarily eat up your time or sound demanding. Thank you for any response in advance.
Tenhats AIN'T that dude.( or dudette but dude is non gender specific these days) Tenhats is one of the nicest modders I have ever interacted with. He is always willing to help or brainstorm on issues. Never has the attitude that the mod in question is infallible and as you saw in the response you got, is always willing to take a look at something.
Sorry TEN not trying to grovel at your feet but I just always want to show appreciation because there are some real jerks in the modding scene. I mean I put you up there with Kingath on communication and willingness to help. That guy is always busy and yet 9/10 times he will help you out. You give this game more life each time you put work into it and I am grateful.
Good Luck with your good work and thanks for the replay.
I'm going to switch to your version, since the other one doesn't have PRP 74 Support and was just curious, since I hear the next version is also going to include some repair features.
Thanks again for the awesome mods.
Do you plan to enable the modding of the interior section of the train station so that the settlement is fully rounded out?
Having scrap everything loaded after a settlement mod both breaks precombines leading to the building issue and bungles registration leading to many other potential issues.
Always put settlement mods below scrap everything.
Load to a save from before you installed this and move this mod to the bottom of your load order.
Also make sure you don't have the expanded scrapping option for scrap everything enabled. That adds an ini file which totally disables all precombines.
I already killed the gunners before installing this mod how do I fix this?
Cheers