Hey Zed. I'm looking at a number of your "living" settlements and I really like them. However I wanted to ask if they disable any of the quests around clearing a settlement out? Like do I have to go to Zimonja and still clear it from raiders to set up the settlers? And can I download these mid save game?
Normally that not disable any quest. When you are near zimonja you hear weapons shot, you have to help the settlement because original raiders attempt to kill the settlers. They are untouched vanilla settlers, they are not armored or equipped with good weapon while the original raiders use nuclear rocket, armors and power armors. If you don't go fast to help all settlers will be killed, in this case you have to recruit new ones after you take the workshop.
Normally be far and installing in mid game before discovering the settlement that must work but the engine is a bit outdated. Never forget to create a full save before installing a mod in mid game.
Nothing big or incompatible, see log tab. I removed a fountain in front of to the power armor station and added main file as master to the others plugins
Found a "hole in the ground" in the building with the trading emporium. It's the floor behind the entry (in front of the shop) and the floor right from the shop.
Thank, updated main file to v1.1 It's seem it's the engine take long time to understand items has been added to settlements I can't do nothing about that. In all case I remove the collision calls in v1.1
These Mods you have made are PERFECT!!! OMG thank you soooo much! Please keep going. "Vanilla friendly" YES!
I think a lot of us out there get tired of building up settltments all the time. What we really want is to tell Preston to eat a big one, my kid is more important, and I hate you.
I do have a quick question, I know there are vanilla but would this series of mods not work well with Tales from the commonwealth? Again, Thank You
Thank. I never used Tales, I can't reply exactly. What to understand is this mod don't touch quests, scripts or anything except adding houses, furniture's and settlers to vanilla settlements. If your mod don't change settlements data normally it's good.
Thats what I am wondering because Tales and Settlers of the commonwealth work together or separately. I am using both, should have told you that... Random settlers roam around and can be recruited to work on your settlements or sometimes you will find them already in one of your settlements waiting to talk and may have a quest. Sooo because I forgot to ask this one may be the problem? Your thoughts
When you come to this settlement, you to ear weapons fire, it's the settlers that are attacked by a group of raiders. Help them and take the settlement for you.
21 comments
Normally be far and installing in mid game before discovering the settlement that must work but the engine is a bit outdated. Never forget to create a full save before installing a mod in mid game.
What was the update?
It's seem it's the engine take long time to understand items has been added to settlements I can't do nothing about that. In all case I remove the collision calls in v1.1
Edit :
Updated a123 Living Outpost Zimonja - CWSS Redux to v1.1 to remove the non used dependancy
I think a lot of us out there get tired of building up settltments all the time. What we really want is to tell Preston to eat a big one, my kid is more important, and I hate you.
I do have a quick question, I know there are vanilla but would this series of mods not work well with Tales from the commonwealth? Again, Thank You
Your thoughts
the settlement for you.