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.
"I installed the happy cultists file but some of my cultists don't produce happiness"
Solution: Remove any items you want to keep from the inventory of the problem cultist and then type "disable" and then "enable" with them selected. This can happen because cultists spawned before this mod was installed don't always update their stats on their own.
An interesting solution to the problem with cultists: you don't have to kill them, you have to recruit them. (Thomas can also be shot after recruiting everyone.) https://www.nexusmods.com/fallout4/mods/93700?tab=description Compatible?
Idk if this is the problem for certain, but there appears to be some flickering likely due to this mod https://www.nexusmods.com/fallout4/mods/56876 . I could be wrong, but there is flickering that occurs on the river bank headed towards beacon hill/cabot house. It's a few trees, the fridge, the little tent raft, and a few other things. I'm not for sure, but this seems like the most likely culprit.
Food, water, beds and walls. I will check later, but I think the only build item that stayed was the caravan station. It also respawned some stuff that I had already removed, including that stationary that I had remove via console commands. At least I took my revenge on Brother Thomas. Some of the items were listed as owned, so I took them, provoked him and then used my Boston Typewriter. Okay, I tried again and this time, only got a partial clean up. The island side got wiped clean while the amphitheater itself still has all its stuff. I literally have half a building left standing.
Oh if it wasn’t at the bottom from the start that’s the issue.
Load back to before you installed it, complete the quest, install it at the bottom, and the tell me if the problem still occurres. Be absolutely certain it’s at the bottom.
At this point, I have chosen to go with the second attempt. I still have part of the wall, most of the building and the amphitheater so I am happy. I just need to make sure the new amphitheater floor works as intended as it isn't allowing me to build on the floor there normally due to no collision.
Hello tenhats I experienced the same cell reset as discussed in the comment below. Happened when I got back after all the Cabot quests were finished. eg Room where Emogene was kept locked again and some shelves reappeared. Will check again if it happens again later on. My other question is do others have settler sleep problems too (npcs not going to bed at 12am) and regardless where the sleeping area is built in the settlement? I noticed this on some other settlement added mod and there seems to be a fix for this. Anthony Edit: Fiddler's Green doesn't have this problem once sleeping area is built on a different place. Npcs go to their beds once 12am strikes. They can't access some of the vanilla trailers - waiting for the next version where the trailers can be scrapped so we can replace it with navmeshed ones. Thank you for your mods.
Interesting, do you know if that reset happened just after Emogene's quest was completed? Or was it triggered by other quests from that that questline too? I'd hate to gate the settlement behind the entire questline, but I will if I must. Also did anything disappear? Or just reappearances?
Re: sleeping problems, was that an issue you experience with this mod? Or just some mods in general? The most obvious cause is dead zones and failure to initialize the settlement correctly, with different solutions to each.
Re: Fiddler's Green, the trailers should be accessible to settlers as is, but I'll make doubly sure they are when I release 1.01. I got permission from Ethreon to use his custom navmeshed trailers in Fiddler's Green, so hopefully that'll do the trick. If all goes according to plan that should be out within ~2 weeks.
Sorry I can't be that specific on when the reset took place cause when I unlocked the settlement (after Emogene quest), I already built the essentials only eg. beds, defense, crops, water and power. Finished the rest of the Cabot quests then took me a while before I came back that was last night when I noticed the reset. Only reset I noticed was at the office and room at the back. Build wasn't extensive but I do have a guard station at the far end after the bridge and lamp posts still there. Checked power grid manually and everything is fine (been a habit running cpg every time I'm in a settlement). Everything complete except for some bookshelves that respawned in the office. One thing to note is that I just scrapped the bodies of the Cult leader and 3 missionaries last night when I returned. Also I am using the Non PRP version. With regards to the sleeping problem, I encountered this before with other mods and not sure if it is the same thing happening here. Some haven't fixed it and I stopped using them this playthrough. If it's just a lag on my part, what I do for the script to kick in is just do a hard save, quit then start the game will have the npcs walk towards their beds already. This happens for just a very few vanilla settlements now and the procedure I typed above does the trick after. This is different from npcs not finding beds where a simple 1 hour wait makes them appear suddenly in their beds. My ocd avoids that lol and wants to see them all walk to their beds. Again, not sure if this is the same case here cause doing the tricks I know and still have the npcs standing still till it hits 6am. I read once about Greekrage having this issue with one settlement and they managed to fix it with Larannkiar's help. Again not sure if it's the same thing. My regards and thanks so much for considering the issue.
Ah, so you unlocked the settlement after the Emogene quest? Or am I misunderstanding? Good to know only that back area was affected though.
Re: sleeping bugs, glad you haven't experienced that with my settlements, here's my breakdown on the most common causes and solutions:
Dead zone due to conflict -- repaired by lowering position of settlement in load order
Dead zone due to mod author -- repaired by figuring out the location data used by the settlement and propagating it to all the cells the settlement uses. Done via xedit
Failure to initialize due to conflict -- repaired by lowering the position of the settlement in the load order and then loading to a save from before the mod was installed.
Failure to initialize due to the mod author -- the mod is busted and needs to be rebuilt
To tell if it's a deadzone conflict rather than an initialization one try putting a shop near the bed in question and seeing if settlers assigned to the shop will interact with you. If they interact its not a deadzone, it's an initialization error. If they don't interact then it's a deadzone.
Yes, I unlocked the settlement After the Emogene quest as recommended in the Description page. With regards to the sleep bug, I am experiencing it now with this mod. Not with Fiddler's Green. Not a dead zone. Placed the beds where the vanilla beds are and just replaced them. I have a bar just beside it outside the wood wall and npc/s interact fine there. Navmesh probably not cause companions walk inside where the beds are and don't get stuck. I tried building a small house after the bridge where I originally placed some excercise machines which they use. Placed beds there. Same place but npcs won't sleep. With regards to conflicts, I checked with FO4edit and no conflicts in that area. Still tagged this mod as Worldspace Edits so it is one together with all settlement mods which load last. When I unlocked the settlement happiness it's at 50% then climbed steadily to 100% with the help of vanilla happiness objects (excercise and slot machines). No other problem. Only that they don't go to their beds come 12am and just stand still. Want to know if others experience this or it is only in my end. Thanks!
Gotcha, so that confirms the other parts of the chain also cause resets. Dang. Well thanks for reporting that, I'll see if I can track down at what point the quest chain stops doing cell resets.
Re: sleeping, if happiness is working then it initialized correctly. I wonder what could be causing that bug... I'll see if I can track it down too. If you discover anything more feel free to let me know. Likewise if you experience any more cell resets.
After updating, I gave it some time before I came back. Congrats! No reset anymore :) So I started off by building the reformed cultists a church. Will continue the building once I finish some quests again.
Fantastic! Glad I was able to solve that finally. I like the way that picture is going so far, feel free to submit screenshots to the images tab when you’ve got it further along!
Hello tenhats , With regards to the sleep issue I was having in this settlement, I used this mod and like clockwork, they go to bed come 12mn. Yes! :D Regards, Anthony
The beauty of modding, when one author doesn't have an answer another likely does, and we all benefit for it. I'll make sure to mention this to anyone else that reports sleep issues, thanks for letting me know! And nice screenshots too! Always fun to see the different directions people will take things.
Hi. Thanks, this is an interesting place to build. I see you have plans to improve the mod. Near the stage there is a place where the settlers are sitting on the ground, I want to extend the stage and have a head sticking out of the floor. Can you remove this? I added my build to the gallery. Sorry, this is a google translation.
Thanks for mod. There's flickering outside settlement area disappearing of objects near water and some buildings near Bridge. Using prp version. Flickering stopped when mod disabled. I have rrtv bunker nearby. But it's just a manhole. Don't know if that's the conflict. Besides that mod is right at top and this one is at bottom. Also the flickering stops on entering tpc.
Hmm, definitely sounds like a conflict, just a matter of figuring out what. Would you mind linking the bunker mod? Also if you have Xedit you could check to see if there are any obviously overlapping cells.
Oh and as a failsafe just to make sure it wasn't a problem on my end, consider making a backup save, disabling all mods except this and PRP, and let me know if the flickering persists. This will determine whether there's an issue with my mod or if it's definitely a conflict.
https://www.nexusmods.com/fallout4/mods/28641?tab=description is that mod.
But it is unlikely that it could be conflicting with yours because it is just a manhole.
Also I did like you said and there was no flickering with yours and PRP active and later also with above mod active. It must be some other mod that is conflicting.
thanks for your guidance. it seems to be a problem with location mods that are loaded below prp, which have previs issues when loaded above prp. There was a bunch of settlement mods from one author that were loaded below prp, which I disabled and the flickering stopped.
Which mods in particular? I'm having the same issue.
Edit: I'm thinking it's just a PRP 74 issue, as when I tried the older PRP 65 file the textures which had been flashing stopped. Instead it caused issues with other textures on different buildings nearby. ¯\_(ツ)_/¯
Oh that's not intended. I'm going to revisit this sometime and expand the riverside borders a bit and review the scrapping, so I'll make sure that gets got when I do.
135 comments
And always save before installing a new settlement mod.
"I am experiencing flickering, SS2 not working, or inability to send Provisioners/Settlers"
"Settler count went up but I can't find the settler"
"I installed the happy cultists file but some of my cultists don't produce happiness"
https://www.nexusmods.com/fallout4/mods/93700?tab=description
Compatible?
Okay, I tried again and this time, only got a partial clean up. The island side got wiped clean while the amphitheater itself still has all its stuff. I literally have half a building left standing.
When you say you switched it to the bottom does that mean it was not at the bottom until your last comment?
Load back to before you installed it, complete the quest, install it at the bottom, and the tell me if the problem still occurres. Be absolutely certain it’s at the bottom.
If you're happy with it though that's all that matters.
I experienced the same cell reset as discussed in the comment below. Happened when I got back after all the Cabot quests were finished. eg Room where Emogene was kept locked again and some shelves reappeared. Will check again if it happens again later on.
My other question is do others have settler sleep problems too (npcs not going to bed at 12am) and regardless where the sleeping area is built in the settlement? I noticed this on some other settlement added mod and there seems to be a fix for this.
Anthony
Edit: Fiddler's Green doesn't have this problem once sleeping area is built on a different place. Npcs go to their beds once 12am strikes. They can't access some of the vanilla trailers - waiting for the next version where the trailers can be scrapped so we can replace it with navmeshed ones. Thank you for your mods.
Re: sleeping problems, was that an issue you experience with this mod? Or just some mods in general? The most obvious cause is dead zones and failure to initialize the settlement correctly, with different solutions to each.
Re: Fiddler's Green, the trailers should be accessible to settlers as is, but I'll make doubly sure they are when I release 1.01. I got permission from Ethreon to use his custom navmeshed trailers in Fiddler's Green, so hopefully that'll do the trick. If all goes according to plan that should be out within ~2 weeks.
With regards to the sleeping problem, I encountered this before with other mods and not sure if it is the same thing happening here. Some haven't fixed it and I stopped using them this playthrough. If it's just a lag on my part, what I do for the script to kick in is just do a hard save, quit then start the game will have the npcs walk towards their beds already. This happens for just a very few vanilla settlements now and the procedure I typed above does the trick after. This is different from npcs not finding beds where a simple 1 hour wait makes them appear suddenly in their beds. My ocd avoids that lol and wants to see them all walk to their beds. Again, not sure if this is the same case here cause doing the tricks I know and still have the npcs standing still till it hits 6am. I read once about Greekrage having this issue with one settlement and they managed to fix it with Larannkiar's help. Again not sure if it's the same thing. My regards and thanks so much for considering the issue.
Re: sleeping bugs, glad you haven't experienced that with my settlements, here's my breakdown on the most common causes and solutions:
To tell if it's a deadzone conflict rather than an initialization one try putting a shop near the bed in question and seeing if settlers assigned to the shop will interact with you. If they interact its not a deadzone, it's an initialization error. If they don't interact then it's a deadzone.
With regards to the sleep bug, I am experiencing it now with this mod. Not with Fiddler's Green. Not a dead zone. Placed the beds where the vanilla beds are and just replaced them. I have a bar just beside it outside the wood wall and npc/s interact fine there. Navmesh probably not cause companions walk inside where the beds are and don't get stuck. I tried building a small house after the bridge where I originally placed some excercise machines which they use. Placed beds there. Same place but npcs won't sleep. With regards to conflicts, I checked with FO4edit and no conflicts in that area. Still tagged this mod as Worldspace Edits so it is one together with all settlement mods which load last. When I unlocked the settlement happiness it's at 50% then climbed steadily to 100% with the help of vanilla happiness objects (excercise and slot machines). No other problem. Only that they don't go to their beds come 12am and just stand still. Want to know if others experience this or it is only in my end. Thanks!
Re: sleeping, if happiness is working then it initialized correctly. I wonder what could be causing that bug... I'll see if I can track it down too. If you discover anything more feel free to let me know. Likewise if you experience any more cell resets.
So I started off by building the reformed cultists a church. Will continue the building once I finish some quests again.
I haven't checked the sleeping yet.
With regards to the sleep issue I was having in this settlement, I used this mod and like clockwork, they go to bed come 12mn. Yes! :D
Regards, Anthony
Edit: Sorry, I'm blind and didn't see the description. ^^
Oh and as a failsafe just to make sure it wasn't a problem on my end, consider making a backup save, disabling all mods except this and PRP, and let me know if the flickering persists. This will determine whether there's an issue with my mod or if it's definitely a conflict.
But it is unlikely that it could be conflicting with yours because it is just a manhole.
Also I did like you said and there was no flickering with yours and PRP active and later also with above mod active. It must be some other mod that is conflicting.
Edit: I'm thinking it's just a PRP 74 issue, as when I tried the older PRP 65 file the textures which had been flashing stopped. Instead it caused issues with other textures on different buildings nearby. ¯\_(ツ)_/¯