I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
I have a problem though. When I first built North Point, my Pipboy just called it "Commonwealth" and no settlers showed up. Moving it to the end of the load order (and after PRP) solved the name problem, but not the settlers. Yes, my beacon is on! I even scrapped it and rebuilt it. I sped up time and let a few days pass - no settlers. I surrendered ownership, and took it back - still no settlers. The only workshop mods I have are Workshop Framework and Workshop Plus - I turned those off, still no settlers.
I could of course just use the console or a mod to spawn some settlers, but any ideas what might be wrong?
It sounds like the settlement failed to properly register as a settlement, which can happen when the location gets overwritten (which is what caused it to show "Commonwealth" as the location name). If possible, the best solution to the issue is to revert to a save from just before you installed the mod and try again with the correct load order.
Works nice , no problems at all, navmesh is good , location is great for artillery coverage , and if you put lots of turrets close to both exits, it is insanely fun to watch how they shred the super mutants every time they respawn :-)
1. If you somehow reboot the NPC (for example, the Bell), then the NPCs called by the Recruitment radio beacon will then go to the respawn-point and stand there for a long time.
This NPC already has its purpose in the settlement.
And so on all the time.
2. I'm using the mod "Build your own pool"(c). There is a shower there. In other locations, NPCs “work” with it without problems. Here, NO ONE used the shower (I changed its location at the settl). Only the companion who received the "take a shower" task animated with him. I watched for a long time. I even set an alarm so as not to miss this good event. ;))
#2 stopped being a problem: after 4 days they went to wash :)))
An excellent location for building a settlement! I started building a new town here. But I found a problem: the Fast Travel Welcome Mat (FT-Mat) doesn’t work in this place. I don’t have any other mods for changing locations except your "Natik" and "Rock Island LghtHs". But if I place the FT-Mat in this settlement, the "player" still appears on the bridge (at the entrance point on the eastern bridge), and not at the location of the FT-Mat. I checked: in other settlements (in yours mods incl) the FT-Mat works. I don't have one mod from the list "Mod Compatibility".
That sounds like some oddities with precombines. I've encountered the issue before while building mods, but it's been a long time and I never pinned down the specific means of triggering it.
Just to be clear though, you don't have a mod like PRP loading after this one without the appropriate previs file, do you? I do highly recommend checking the optional files section and downloading the most appropriate previs file for your load order.
No need, Simply Lowered Drawbridges previs will do the trick on its own. The Bethesda previs is just there for people who don't have anything else in there area.
The conversation just below ours already answered my question (I should have read through the comments more thoroughly), but thanks for answering my question so quickly.
The older versions of the patch are down in old files, but their names were changed to match the current patch name. As for previs, any file with "Previs" in its name includes its own previs and is mutually exclusive with other patches with "Previs" in their name. In the case of Simply Lowered Drawbridges, it contains previs built against SLD and the original Bethesda precombines.
In other words, if you already have the SLD patch, you're good to go on the previs front.
A neat little place, very conveniently located for artillery coverage as well. Turned mine into a makeshift Minutemen fort. Though I would recommend removing/making scrappable the rocks in the middle-ish area of the park.
There's basically two levels of navmeshing conflict:
Direct edits to the same navmesh. This is harder to fix because it means you have to throw one of the navmeshes away and rebuild the changes in the other navmesh.
Indirect edits to navmeshes. When you finalize navmeshes in the creation kit, it winds up editing a bunch of nearby navmeshes. A lot of those edits are incidental and can be removed if you know what you're doing, like I did while building this mod. Indirect conflicts happen when two adjacent cells (or two different cells adjacent to the same cell) are both finalized and that process edits the shared cells. This can be fixed much more easily, since fixing it just involves carrying forward one of the navmeshes that got finalized, leaving all other navmeshes as ones from the other mod, and then re-finalizing the navmesh you carried forward. That's the process that went into the other patch I made earlier, and is why it was so fast.
Apologies for taking so long to get back to you on this one. This mod is fully compatible with the DC&R series, yes. I've gone ahead and updated the compatibility sticky to include the mods you've asked about.
101 comments
I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
Compatible Mods:
- Accessible Bridges: Use the patch in optional files. This patch should be loaded before your previs file of choice.
- Bunker Hill Deep Clean and Remodel: No special load order necessary.
- Charles View Amphitheater Settlement - With Recruitable Cult: No special load order necessary.
- Commonwealth Deep Clean and Remodel Collection: No special load order necessary.
- Commonwealth Reclamation Project: Overgrowth: Use the relevant previs file from optional files.
- Desperados Overhaul: Use the relevant previs file from optional files.
- FROST Cell Fixes (FCF): Use the relevant previs file from optional files.
- Lechmere Station Settlement: No special load order necessary.
- Previsibines Repair Pack (PRP): Use the relevant previs file from optional files.
- Simply Lowered Drawbridges: Use the relevant previs file from optional files.
Inompatible Mods:
- Rivercircle Settlement: It has another settlement in the same location. Use one or the other.
If you have any concerns about a mod that isn't mentioned here, feel free to ask me and I can take a look.
I have a problem though. When I first built North Point, my Pipboy just called it "Commonwealth" and no settlers showed up. Moving it to the end of the load order (and after PRP) solved the name problem, but not the settlers. Yes, my beacon is on! I even scrapped it and rebuilt it. I sped up time and let a few days pass - no settlers. I surrendered ownership, and took it back - still no settlers. The only workshop mods I have are Workshop Framework and Workshop Plus - I turned those off, still no settlers.
I could of course just use the console or a mod to spawn some settlers, but any ideas what might be wrong?
1. If you somehow reboot the NPC (for example, the Bell), then the NPCs called by the Recruitment radio beacon will then go to the respawn-point and stand there for a long time.
This NPC already has its purpose in the settlement.
And so on all the time.
2. I'm using the mod "Build your own pool"(c). There is a shower there. In other locations, NPCs “work” with it without problems. Here, NO ONE used the shower (I changed its location at the settl). Only the companion who received the "take a shower" task animated with him.
I watched for a long time. I even set an alarm so as not to miss this good event. ;))
#2 stopped being a problem: after 4 days they went to wash :)))
But I found a problem: the Fast Travel Welcome Mat (FT-Mat) doesn’t work in this place. I don’t have any other mods for changing locations except your "Natik" and "Rock Island LghtHs". But if I place the FT-Mat in this settlement, the "player" still appears on the bridge (at the entrance point on the eastern bridge), and not at the location of the FT-Mat.
I checked: in other settlements (in yours mods incl) the FT-Mat works.
I don't have one mod from the list "Mod Compatibility".
When I am scrapping things, specifically trees and trash, they are removed BUT there is a second, non-scrapable copy in the same spot.
I really want to build something here since it is a really cool spot, but pretty much all the crap that needs to be scrapped just gets in the way.
Just to be clear though, you don't have a mod like PRP loading after this one without the appropriate previs file, do you? I do highly recommend checking the optional files section and downloading the most appropriate previs file for your load order.
Edit - Never mind, the conversation just below mine answers my question.
Now, I still don't use any previs patches, but from its name, your new Simply Lowered Bridges patch appears to require some. Is this so?
In other words, if you already have the SLD patch, you're good to go on the previs front.
I'm probably gonna build some bar with an inn there