Fallout 4

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Tenhats

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  1. tenhats
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    Make sure this mod is near the bottom of your load order
    And always save before installing a new settlement mod.

    "I am experiencing flickering, SS2 not working, or inability to send Provisioners/Settlers"
    Solution: Load a save from before you installed this mod and move this mod lower in your load order.

    "Settler count went up but I can't find the settler"
    Solution: Sleep for an hour or fast travel back and fourth.
  2. ffnbbq
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    Would Scavver Red Rocket Faction cause conflicts with this? It makes the Fort Hagen Red Rocket a friendly Scavver base that can potentially become a settlement.
    1. tenhats
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      Oh it might, conflicts, if there are any, would manifest as objects flickering in and out of visibility inappropriately. Make sure you load my mod after that one and if you experience this flickering report it to me and I can make a compatible version.
    2. ffnbbq
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      I loaded your mod at the bottom and I am happy to report that there's no flickering at either location (at least as far as I can tell in 30 minutes of floating in and out of the trailer park) and I can build normally. Thank you for your help and your mod.
    3. tenhats
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      Glad to hear it!
  3. HautdenLukas
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    My settlement has a strange problem with happiness (or lack of). It's stuck at 77, despite having all amenities.



    Most of my settlements have 9 settlers + 1 robot provisioner. That makes:

    • 1x robot provisioner
    • 2x farmer
    • 1x cook
    • 1x doc
    • 1x general merchant
    • 1x clothing merchant
    • 1x scavenger
    • 1x barber
    • 1x soda fountain operator

    All shops are of the best quality. On top of that come other things that increase happiness:

    • 1x slot machine
    • some showers from Build Your Own Pool
    • 1x house cat
    • 1x weight bench
    • 1x pommel horse

    As you can see in the screenshot, all similar settlements are in the 90+ range with happiness, only Fiddler's Green is low and stays there. Do you have an idea why this can happen? Btw. I'm using Workshop Framework with "Shelter Mechanic" set to "on". This is supposed to fix the "roof over beds" code that simply doesn't work in the vanilla game.
    1. tenhats
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      My only guess here is that the shelter mechanic isn't working for some reason despite WSFW. The settlement's registration is clearly working since it's at 77 -- you'd get the 0 happiness bug if registration had been bungled somehow.
    2. HautdenLukas
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      Yep, that was it. The description of the WSFW parameter "Shelter Mechanic" is very misleading. Turning it "on", doesn't activate the fix, it activates the vanilla broken mechanic and that's the default value. As the game doesn't count any of the trailers as a "roof over your head", none of the beds were sheltered, leading to unhappiness. I turned the parameter off and now the happiness target is ~94 percent.
    3. tenhats
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      I wonder what the game even fishes for in order to determine shelter. I might look into it and see if I can get it to recognize the trailers, glad toggling that worked though.
  4. axio922
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    could you update for desperado newest branch ? :D if not its ok :)
    1. tenhats
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      I might, am currently working on updates for University Point and Nuka-Transit, but will wrap back around to this eventually.
    2. axio922
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      cheers <3 love your work :)
  5. manueltransmission
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    The best custom settlement I could ever hope for. PRP-compatible, performance friendly, bushes and trash piles are scrappable, lots of nearly flat space to build on, and one hell of a view!
    1. tenhats
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      Glad you like it!
  6. HautdenLukas
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    Is there a way to access objects from this mod in other mods?

    I'm currently trying to incorporate this settlement into "Immersive Fast Travel". I can add it as a master to IFT, but when I try to select the Fiddler's Green workshop as a reference in FO4Edit (ID FE00B006 in my load order), it reverts to "TempleMarker [STAT:00000006]".

    As nice as your settlements are, this problem makes them kind of useless to me, as IFT is the only means of fast travel for me.
    1. tenhats
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      Yup you can use objects from this in other mods. My Charlesview, Atom Cats, and Sunken Garage settlements all have sub mods which reference their workbenches. I don’t know why that’s reverting on your end, but it not a limitation of this mod.
    2. HautdenLukas
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      I just figured it out. IFT is an older mod and it has an older header version 0.95. This version does not support IDs less than 0x800.
      "FE00B006" will be stripped down to "00000006", which caused it to revert to this "TempleMarker" in FO4Edit.

      I have changed the version to 1.0 and now I can use the workshop properly. Time to update IFT for all your settlements! :)

      Cheers
    3. tenhats
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      Oh nice, glad you were able to fix that.
    4. HautdenLukas
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      Now I'm scratching my head over the next issue. Teleport to Fiddler's Green doesn't work, because the workshop does not have the "workshopscript" assigned. What? How can a settlement even work properly without the "workshopscript" on the workshop?

      I doublechecked some of your other settlement mods:
      [x] Hubologist's Camp has a workshop with "workshopscript"
      [x] Isle of Refreshment has a workshop with "workshopscript"
      [x] Old Pond House has a workshop with "workshopscript"

      Why does Fiddler's Green have no script? Is that intentional or an oversight?
    5. tenhats
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      Oh it's applied by default by its parent, WorkshopWorkbench, and is not actually needed on the in-world item. The reason you'd have it on the in-world item is because you're doing something special to it, and for this you'd use the Inherited rather than Local type because it's inheriting the script that's already there from its parent.

      That said I might go back and add a high ceiling for placed objects, which would require I add that quality to the in-world object. Presently it just uses the default.
    6. HautdenLukas
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      That's strange. I just tested teleporting to all your other settlements that I mentioned above and it works fine for them.

      Basically, this is what IFT does when selecting the target location:

      workshopscript selected = WorkshopList.GetAt(ButtonPressed) as workshopscript
      ObjectReference teleportLocation = selected.myMapMarker.GetLinkedRef(None)
      Self.Travel(teleportLocation)


      There is a form list "WorkshopList" with all the workshop references. In my game Fiddler's Green is button 13. In the form list position 13 is reference "FiddlersGreenWorkbench [REFR:FE029006]". For that workshop the code is supposed to get the map marker and that is the problem here. This workshop has no map marker. The "myMapMarker" property of this workshop is "None". I checked that in the game console.
      This might be because location "FiddlersGreenLocation" is missing a map marker definition in your mod.

      I don't think that there is any way to fix this in a running game, as the map marker for a workshop is only set on game start by the workshop parent function "InitializeLocation". This may also run when adding a new workshop mid game, but in my game Fiddler's Green was there from the start. I guess I'll have to add a special condition for this workshop to the IFT teleport script.
    7. HautdenLukas
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      Haha, there IS a way to fix it in a running game. In SKK Workshop Ownership Utilities there is an optional download that allows to fix incorrectly assigned map markers. I just ran the script for the Fiddler's Green workshop and now "myMapMarker" is set to "78C76" as it should be and I can travel there using Immersive Fast Travel.

      "Fan...Fucking...Tastic!" as Heather would say.
    8. tenhats
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      Huh, the map marker definitely works, as in it displays stats, so that’s interesting. I think the map marker inherits it at run time from the cell it’s in due to lacking any other location information natively. Generally not an issue but I can see why it could cause problems with things that specifically need to hook into that.

      I intend on doing an update for this mod in the near term, so I’ll include that in the things to add. Currently I’m working on a 2.0 for my University Point settlement though. Glad you found a solution in the meantime.
    9. HautdenLukas
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      If you plan an update, you might also take a look at the trailers. I found that my companions and settlers have big problems to enter/leave some of them, because they have no/insufficient stairs. That makes the NPCs stand around, unable to get to their bed, job assignment or sandbox target.

      I fixed most of the problems by placing trailer stairs from Snap'n Build.
    10. tenhats
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      Oh sure, I can give that a look too, thanks for letting me know.
  7. Zeal81
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    This mod was working perfectly in the past but i'm unable to repair the building with the new version, no way to make it work no matter what i do...

    Edit: Sorry for the bug post, i've edited it too, so i've finally fixed the problem, should have been a mistake i made or some conflict, i've used a close past save, reinstalled the mod then made a couple of long jumps before going to fiddler's again, now it's working perfectly.
  8. Voyager23
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    First off, thanks and kudos for all these up-to-date awesome and functional new settlement locations!
    Being .esl flagged makes them rather impossible to resist on an allready heavily modded game and the neatest implementation
    of a repair script I've seen makes things even more versatile and immersive *endorsed*.

    I didn't notice the shared cells untill later when precombines went bust in Fort Hagen around the Red Rocket, but if possible
    I would like to request a patch for Greekrage's Fort Hagen Alive... My obvious first solution would've been to uninstall Fort Hagen
    but it seems to have injected items to the workshop menus making that prospect rather scary w/o a clean uninstall method.
    1. tenhats
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      I’ll keep that in mind as a mod to make a compatibility patch for, if anyone else wants to make such a patch as well they have my permission in the meantime.
  9. Drivinghard
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    sorry to digress with a location/settlement suggestion .. but this one would sew a giant loose end(ing) FO4 has too :)

    and this Far Harbor DLC and all the pertinent convoluted questing etc.. just to one one hand 'get a poor lost girl' back home to her parents safely and after all is said and done what ? Kasumi sits eternally in a Warehouse on a Pier.. while her parents sit in a house and they are forever and ever after all alone and forgotten about and neglected... ?

    amazing there is not many OPTIONS to at least put the Nakanos and Kasumi into a happy Nakano settlement afterwards :( .. sor of defeats the purpose of going to FH to find her in the first place.. :(
    1. tenhats
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      Oh yes turning the location into a settlement is definitely on my list of potential spots, with the family as settlers.
  10. dferstat
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    Gotta say, the ability to restore the office building makes this a delight, and I expect much fun building a settlement here.

    However, I was surprised at just how much there was for me to scrap after scrapping the toolbox on the workbench. I still had vehicles, metal barrels and a seemingly never-ending amount of tires to dispose of. I also had cinder-blocks to scrap, but as some cinder blocks are supporting trailers (a testament to BethSoft's quest for authenticity ) I can understand why these might not be included.

    If you revisit this, would you consider expanding the remit of the toolbox?
    1. tenhats
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      The aim for the trash cleanup box is to remove all the worthless stuff; things with scrap value, even if just a bit of steel or concrete, are typically left unconnected and can be scrapped separately at the discretion of the player.
    2. dferstat
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      No furries.
    3. streetyson
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      Better that way anyway - the semi-repaired untidy post-war look is a bit more realistic. Plus you can always scrap later if you want the space/resource - again a more realistic immersive way of improving the site over time. Frankly I leave half of it at all my sites.
  11. notarandomcombine
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    I cant seem to claim the settlement for raiders shank just keeps saying its off limits
    1. tenhats
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      Is everything else about it working correctly?
    2. notarandomcombine
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      yeah the settlement works, havent tried the repairing yet, settlers sandbox around and arrive correctly. As for shank when I try raiding a different settlement the raiding system works for that settlement just not this one
    3. tenhats
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      Interesting. I'll look into what's going on there, maybe a flag got toggled the wrong way by mistake. Thanks for the report.