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Tenhats

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  1. tenhats
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    Locked
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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. DK662
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    So, after a few  months real life, i have a little time window now and decided to go back playing fallout and literally the first quest i received (from preston) bugged me out.

    he sent me to fiddlers green,  i arrived, killed some ghouls but no one else was there. moved to another cell, slept a few hours, went back to FG and saw the settlers standing all in one spot. talked to everyone, but nothing happened. 

    checked the fandom page that said, i need to kill a glowing one located in a trailer.

    loaded a save, same procedure as before, saw the marker in the trailer...but no glowing one. i tlc'ed through the area but could't find one hidden/not triggered somewhere.

    checked the comments here, loaded the save before, went there, left again, slept for a while, but there is no radio message. went there again anyway, but the same as before....

    so, my problem is, there is no glowing one, settlers are not where they supposed to, can't move forward/start/finish the quest. 

    maybe i missed something important because of my abstinence for a while or it is really bugged out with my setup.
    And yes, the mod is literally at the end of my load order, just before workshop override script.
    1. tenhats
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      So there were settlers already there hanging with the ghouls? What was this quest? Is this with the hippies from the other mod?
    2. DK662
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      No just Cosmos, Starchild and the other hippies. The Quest was one of the random "help the settlement" Quests from Preston. The Questmarker was inside the first trailer, if you are standing in front of the building entrance, on the right side. The hippies where all standing in one spot just next to said trailer in this little garden part next to the fence. The Ghouls attacked anyway and i killed them all, waited an hour and and found cosmos doing his speech in front of the building entrance. He said then i can talk to everyone and i did, but this was it. The "help the settlement" marker was still there. but i could't do anything. I am not able to start the Quest to either save the child or the other hippies.

      Edit: Oh my god, as you mentioned it, yes this are the hippies from "tales from the commonwealth"!! I thought they where vanilla. Maybe i should try to finish the "totC quest first before taking the random from preston. Anyway...it worked fine in my last playthrough. I guess you pushed me in the right direction I'll see what i can do. get back later and give you an update. 
      Thanks!

      Offtopic: do you have an idea why i'm not getting notified from nexus about your answer? i just saw it cause the window was still open.
    3. tenhats
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      Oh okay so this is the hippies from the other mod. Yeah that mod disables most of the ghouls without removing the location as a random target. I need to adjust a few flags in the patch to remove the location as a random quest target so that doesn't happen. In the mean time, if you can get the exact quest name you can just force the quest to complete. This is the one I suspect it is, but the wiki has all the MM radiants: Ghoul Problem

      For the Tales quest you need to visit, leave, and then listen to the radio. That part is totally unaffected by this mod.

      No clue re: nexus notifs.
    4. DK662
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      Yes, it is the "Ghoul Problem" Quest, thanks for the link and as always, thanks for your response and your great support!
  3. asterlacnala
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    I'm guessing the hybrid PRP 69/T+YRR patched version doesn't work with PRP 74?
    1. tenhats
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      Oh no it wouldn't due to new PRP precombines. I'll need to update that sometime.
    2. asterlacnala
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      Thanks for letting me know. I enjoy your work and downloaded almost all of your other settlement mods, but I guess I'll have to wait on this one. I appreciate all the work you do, though!
    3. RawHail
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      Can confirm PRP 69/T+YRR patched version doesn't work with 74. Should I just stay away from the area or avoid building around there until you update?

      Edit to add: minor incompatibility, mostly seems to affect the small bar across the road from fort hagen and the red rocket. Makes me nervous to use to workshops but seems to leave most of the area alone.

      Love your mods btw. I don't comment often so try to say that when I can.
  4. BurgerKingBurger
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    Does this work with Proving Grounds Mod?
    1. tenhats
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      Yeah, just don't use that mod's version of this location.
  5. Julizzy
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    Hello, I'm trying out this pretty little settlement. I really like the idea of ​​a trailer park in an app. My setting: Next Gen, C-Cell, PRP 74, TftC with all the patches that can be found and now Fiddler's Green Settlement, PRP 74 version. The problem is that I can't activate the workbench and I haven't been able to get the TftC quest (save the girl or the settlers). It just keeps saying that I'm not allied with the settlement. The settlement is in dynamic patches and doesn't seem to have any other errors, at least none that are visible, and the bunker works too.

    Edit: I can't test whether I get the Minutemen quest because I haven't done any quests for them yet. This is purely a test game to see if anything "flickers" somewhere.
    1. tenhats
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      For tftc the hippies quest appears after having visited once and then leaving. A radio station will appear, listen to it.
    2. Julizzy
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      OK, now I've been able to get the quest, it needed a little nudge by jumping back and forth. Now everything works, thank you very much. Settlement works.
  6. RJG3263827
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    I'm working on a Transfer Settlement Blueprint for this awesome location:

    50+ beds so far, a full "mall" and Power Armor Armory. Dining hall.

    Required Mods for this, so far when done (besides this one):
    Transfer Settlements - Sharable Settlement Blueprints by CDante (Obviously)
    Homemaker - Expanded Settlements (1.76) by bombasticmori
    Settlement Objects Expansion Pack (SOE) by ccmads
    Graf's Security Fences by GrafPanzer
    S'more Workshop Stuff by Mike35 (Bethesda.net)
    Wireless Workshop Items by bionicyardiff
    Settlement Electricity Overhaul by sargeschultz11

    Highly recommended:
    Settlement Gardener Bot by Athelbras
    Settlement Medic Bot by Athelbras
    Settlement Police Bot by Athelbras
    Settlement Repair Bot by Athelbras
    Settlement Tidy Bot by Athelbras
    Functional Fridge by Hohmannson (craft ICE COLD variants of drinks, not "Buddy" like, but you get crafting XP)

    Optional (Only a few items that can be replaced with other vanilla ones):
    Tumbajamba's Minutemen Armor Collection by tumbajamba & shreddah4 (only one (1) object, but everyone should be using Tumba's armors!)
    We Are The Minutemen by TheFirstEnD (only three placements of one (1) object)
    Vault-Tec's AROD Water Purifier by GlassRebar (mine is altered to require 0 power)

    I will be adding these (I always have the NO POWER ones for my Settlement defense):
    Star Wars E-WEB Heavy Repeating Blaster Turrets by Ragnarr1313
    (I added the M56 Automated Combat Turret - Settlement and Portable mod by Ragnarr1313 to make them look MUCH BETTER)

  7. RichardJS69
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    1. tenhats
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      Very nice with this and the other one! Built it up very well. Would be a decent place to live, given the setting.
    2. RichardJS69
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      It's always bitter-sweet right? The Amphitheater you created is my 'home' due to it's location on the river. But...this has flatter work area to do 'more' with content.
  8. RichardJS69
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  9. RichardJS69
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    This is a great mod. Cleans up real well. Having only one issue and it's not the navmesh spoken of by others. Mines fine. Weird. Mine is the settlers will not sleep. The beds are not even claimed. Idk. Not having the issue at any other locale. Have other custom modded settlements. So just FYI, Thanks
    1. tenhats
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      Are you able to send supply lines to this location without issue?
    2. RichardJS69
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      So I will say yes to that, kinda. Funny how you mentioned that as I was coming back here to give an update on the first anomaly. So the first in regards to sleep. I assigned them 'their beds' as you would any assignment. It took a bit, aka, left the cell and roamed a bit. Returned and they were sleeping. So cool. In regards to the supply lines, I use the robots for that, always have. I actually sent them to Your Amphitheater Settlement, Lol. Anyway, made it there no problem but was just sitting on that little piece of island. Thought at first it was a nav problem but a few days went by and still there. I used the robot work station to 'pull'  them to me to try a reset so-to-speak. It seems to have worked. So lets just see.
      You do some great work and these are some ideal locations. Just want to give it some time to see if everything just meshes-out.
      I use True Storms and at first (because you can extend the time of day and such), I thought it could be that as an issue. But it hasn't effected anything in regards to custom content before so...
      One more thing in regards to supply lines. The settlements are connected and I have access to other settlements. That's really the goal just not seeing the animation of the return run.
    3. tenhats
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      Interesting, so supply lines work in that they show up on the pipboy and the inventory is shared. So it's not a registration issue. I'll crack the mod open and check if something happened with the navmesh.

      To cross one other possibility out -- have you previously uninstalled any settlements within this save without loading to a backup from before the uninstalled settlement was removed? That can cause corruption which can cause unpredictable results if so.
    4. RichardJS69
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      No I haven't. Learned my leason during my time with Skyrim. Speakng of which, and I could be wrong but sometimes it seems that the engine being a little wonky just needs a push to get things going. I know that in Skyrim there was 2 engines running, the game and the scripts and it can be a test of patience to let it do it's thing. So anyway, the settlement is doing just fine. The settlers are doing the assigned jobs and so on. I run about 20 mods and I usually wait til I'm at end-game before running any just to avoid mission conflicts etc. If I see anything I'll report to you. Keep up the great work. I appreciate your responses and time.
      Richard
  10. jwoods3054
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    Not posting as a bug as could be me - cannot get fast travel mat to work. I placed in middle of settlement but fast travel goes to the outside of settlement near Fiddler Green sign. I did use MS-Raze My Settlement but never had any issues anywhere else with it.  Not really a big deal but can't imagine what in my load order could cause this. I stuck your mod under Dynamic Patches in Vortex.

    Not sure if related but fast traveling puts me in the same area fgambler mentioned about navmesh couple posts down

    Regards
    1. tenhats
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      Interesting, are you able to send supply lines and recruit settlers at this location?
    2. jwoods3054
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      Yep zero other problems. I tried moving the FT Marker outside the settlement didn't work. Will try your shovel museum bit later see how that goes though I am using Breakheart Banks and that has no problem but I hand scrapped it. 

      Edit: Shovel Museum worked fine placing FT Marker using MS Raze My Settlement
    3. tenhats
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      How strange. Glad everything else is working though. I'll keep in mind to investigate this next time I update this mod. Do you know if the mat works without Raze My Settlement installed?
  11. fgambler
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    Sup, tenhats. I'd like to make a request for a future update: remove the pillar inside the house. It can't be selected with Place Everywhere. The image is self-explanatory hehe. I had to clip the bar a bit with the wall behind, but the pillar still gets in the way.

    1. tenhats
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      Oh yeah it’s part of precombines right now but whenever I do an update I can exclude it from precombines allowing you to disable it or use place everywhere on it, no problem.
    2. juice26us
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      Wow, nice!