If you run into issues with this mod, before posting or making a bug report, please try the fallowing and INCLUDE THIS IN YOUR REPORT IF YOU ACTUALLY DID THIS!
Move the mod to the very bottom aka. the LAST spot of your load order. (Yes, even below scrapping mods, bashed patches etc. It will not intefere with their ability to function correctly.)
See if the issues persist in a fresh new game with the latest version of the mod. If you are not sure that you have the latest version, re-download and re-install.
Here's a collection of console commands to expedite the testing:
One problem I'm having is that i cant access the courtyard workshop because it says i have to kill all the enemies first. I destroyed all the turrets and even used the killall command in the console, but its still not letting me. Am I missing something? Is there a turret somewhere under the map?
I have the problem with the courtyard as well. sometimes (rarely) also for the interior. But it is intermittent, it does not always happen. Most often it does, though.
Here's a little "verification procedure" I discovered, using Workshop Framework after installing the mod, 1) load your savegame (one where you are far away, ofc) 2) go to MCM - Workshop framework - Tools 3) and start the 'remote settlement recovery menu' 4) exit MCM, you get a popup 5) select the manor courtyard
IF you do not get a popup - you will run into the 'unclaimable' problem repeat from step 1) (reload the save, etc)
IF, however, you do get the popup/recovery menu: it will work. exit the recovery menu without doing anything, and repeat from step 2) to verify the interior and the basement (just to be save) Then SAVE (!) Go there, claim them - and enjoy.
PS: yes, you can also simply use Workshop Framework to claim it. But if you do that, some settlement functions, or other mods requiring a 'properly integrated settlement' might not work at that location.
PPS: writing this up now, because I have just gone through those steps, and got it to work. It took 7 or 8 tries, though..... so: be patient.
I tried doing that, but didn't have any luck. However, after opening the console and clicking on the workbench, I used the console command 'callfunction "workshopscript.setownedbyplayer" 1' (without the ' on each end obviously) and seems to be working just fine so far!
After further testing, doing this way doesn't let you have settlers there, which kinda sucks. can build everything though, so maybe can have robot setters with the robot workbench?
First off - this is a really good mod - nicely designed, and the kind of layout I wish I had the talent to do myself :-)
I have issues - downloading recent non-sandboxed version .0.13 - allowed sending NPCs to courtyard only. Load order/tests etc make no difference. (Curiously, cheat terminal allowed addition of settlers - just cant be sent to either of the inside locations)
Went back a version, .0.12 non sandboxed, fresh game, final in load order etc...now I can send NPCs to all internal locations - but not the courtyard. And that's just fine with me :-) A few advanced turrets is all that I need out there. (I had to claim via workshop tools to bypass "enemies" )
It's a measure of the quality of a mod that we're prepared to work a little to get it fun & playable - and I appreciate the time and creativity you've put into this. So...perfect mod? Not yet. Fun and enjoyable and most appreciated? YES. (to be fair, a perfect mod cannot exist - given the exponential possible mod setups, orders etc - and that's before considering drunk-downloads from non-Nexus sites :-))
Nice settlements build. but have few issues : cant move settlers to coutyard ( but it is not so big problem ) second issue rly aanoying - ss2 caravan cant connect interior settlements with network -((
Why is the building bigger on the inside than the outside. I've used this mod before and just realised there are 3 windows outside but like 7 on the inside my immersion is now crippled substantially.
Greetings to you. What's new in the v1-0-13 update. Thanks to the creator lautasantenni for increasing the construction area. Signs, lamps are attached to the facade of the building. https://wampi.ru/image/RV4KJH8 It is possible to place floor-mounted heavy laser turrets on the roof of the building. https://wampi.ru/image/RV4Krrn The best mod for life! A huge thank you, everything works fine! Portal staircase, interior. https://wampi.ru/image/RKTzX08 Interior, Fireplace, Paintings, sleeping bed. https://wampi.ru/image/RKTG5a4 Microphone, Singer. https://wampi.ru/image/RKTGMwz Swimming pool instead of food https://wampi.ru/image/RKTYqpa
For the future: Love art in yourself - Not yourself, (beloved) in art. Do not repeat our technical wishes in your big posts, you should be less and to the point. 9 panels of New Mod Products, you could collect 2, times more of your fans users.
"Does the generator stuck on the wall of the building work? Can the light bulb be connecte".
If you mean, that are having issues with connecting wire(s) to the exterior power outlet, use the Place Everywhere -mod, that is listed in the requirements.
As for placing turrets on the roof, you can by using the Place Everywhere -mod. With Place Everywhere, you can place turrets or anything anywhere, by first building it within build zone, and then moving it outside where you could not normally build.
The impression is created that you did not do this mod? Inside there is a competent environment, 2 workshops that work 100%. There is a poor workshop on the territory of the settlement, you offer patches, cheat codes, utter nonsense. Give the developer, if you can't expand the working area of the workshop yourself, to the wall of the building.
The game was released on November 10, 2015. Since 2015, I've seen enough of everything.
Alright now I understand the issue.
Yes, it does seem I forgot to expand the build zone all the way in the exterior, I'll have it fixed.
Also please try and understand that I'm not offering you "utter nonsense", but I genuinely have trouble understanding what you are trying to say half of the time, and this is not an accusation for English not my 1st language either, I know it's not always easy to get your meaning across clearly.
However...
"The impression is created that you did not do this mod?"
I don't mind criticism and pointing out that something is broken. If anything I greatly appreciate that you and other people are testing my mods, and reporting me of any issues, BUT insinuating me of committing plagiarism is not ok. I am going to chalk this up to the language barrier and leave it that this time.
This mod looks pretty cool, and I like the location and idea of a build-able player home sort of thing.
Wanted to warn you though, lautasantenni, that Wrye Bash indicates HManor.esp has 64 deleted references and 3 deleted navmeshes, which could be an issue if another mod references any of those (or in the case of the navmeshes, nearby navmeshes). The deleted references should be easy enough to clean in xEdit, but the deleted navmeshes would require CK work to resolve.
the best thing is if you can return to a save from BEFORE you installed this mod this applies to every mod, you can check the exact minute you installed a mod by looking at the datetime of the directory that was created in your: AppData/Vortex/fallout4/mods .. you can see the dates on those mods installs there .. then find a save file from BEFORE that
the 2nd best thing would be if you moved those settlers to another working settlement beFORE uninstalling the mod, also make sure they arrive at the new place first and are properly assigned to a bed or job and they show in the settler count there first..
NPCs are assigned only to Courtyard and Basement. They are not assigned to Interior from nowhere. When assigned from Courtyard to Basement, they enter the door of the house and then appear only in Basement. The author should correct this error. The dimensions of the basement do not correspond to the dimensions of vanilla structures. Therefore, when facing floors or walls, areas remain uncovered.
I just tested on a fresh new game and I can't replicate any of the settlement/settler issues you've mentioned.
As for the basement, yes, if you are planning to build structures there, you'll need to be a bit more creative. The floor tiles are the same dimensions as workshop floor tiles, but the wall pieces in CK are used so, that they overlap with floors. They are not designed to allow workshop tiles within their encircled space.
If you want to fully line the walls with new ones (like I also do), using Place Everywhere is vital.
I have removed and reinstalled this mod. Placed it at the very bottom of the download. I used console commands for testing. And still the NPCs do not see the "interior" location and are not assigned there.
135 comments
- Move the mod to the very bottom aka. the LAST spot of your load order. (Yes, even below scrapping mods, bashed patches etc. It will not intefere with their ability to function correctly.)
- See if the issues persist in a fresh new game with the latest version of the mod. If you are not sure that you have the latest version, re-download and re-install.
Here's a collection of console commands to expedite the testing:tgm
tmm 1
for god mode and map markers for fast traveling.
killall
for clearing enemies.
player.placeatme 00020593 1
To spawn a settler for testing.
But it is intermittent, it does not always happen. Most often it does, though.
Here's a little "verification procedure" I discovered, using Workshop Framework
after installing the mod,
1) load your savegame (one where you are far away, ofc)
2) go to MCM - Workshop framework - Tools
3) and start the 'remote settlement recovery menu'
4) exit MCM, you get a popup
5) select the manor courtyard
IF you do not get a popup - you will run into the 'unclaimable' problem
repeat from step 1) (reload the save, etc)
IF, however, you do get the popup/recovery menu: it will work.
exit the recovery menu without doing anything, and repeat from step 2) to
verify the interior and the basement (just to be save)
Then SAVE (!)
Go there, claim them - and enjoy.
PS: yes, you can also simply use Workshop Framework to claim it. But if you
do that, some settlement functions, or other mods requiring a 'properly
integrated settlement' might not work at that location.
PPS: writing this up now, because I have just gone through those steps, and
got it to work. It took 7 or 8 tries, though..... so: be patient.
After further testing, doing this way doesn't let you have settlers there, which kinda sucks. can build everything though, so maybe can have robot setters with the robot workbench?
I have issues - downloading recent non-sandboxed version .0.13 - allowed sending NPCs to courtyard only. Load order/tests etc make no difference. (Curiously, cheat terminal allowed addition of settlers - just cant be sent to either of the inside locations)
Went back a version, .0.12 non sandboxed, fresh game, final in load order etc...now I can send NPCs to all internal locations - but not the courtyard.
And that's just fine with me :-) A few advanced turrets is all that I need out there. (I had to claim via workshop tools to bypass "enemies" )
It's a measure of the quality of a mod that we're prepared to work a little to get it fun & playable - and I appreciate the time and creativity you've put into this.
So...perfect mod? Not yet. Fun and enjoyable and most appreciated? YES.
(to be fair, a perfect mod cannot exist - given the exponential possible mod setups, orders etc - and that's before considering drunk-downloads from non-Nexus sites :-))
Endorsed.
What's new in the v1-0-13 update.
Thanks to the creator lautasantenni for increasing the construction area.
Signs, lamps are attached to the facade of the building. https://wampi.ru/image/RV4KJH8
It is possible to place floor-mounted heavy laser turrets on the roof of the building. https://wampi.ru/image/RV4Krrn
The best mod for life!
A huge thank you, everything works fine!
Portal staircase, interior. https://wampi.ru/image/RKTzX08
Interior, Fireplace, Paintings, sleeping bed. https://wampi.ru/image/RKTG5a4
Microphone, Singer. https://wampi.ru/image/RKTGMwz
Swimming pool instead of food https://wampi.ru/image/RKTYqpa
For the future: Love art in yourself - Not yourself, (beloved) in art.
Do not repeat our technical wishes in your big posts, you should be less and to the point.
9 panels of New Mod Products, you could collect 2, times more of your fans users.
I don't know what you mean by:
If you mean, that are having issues with connecting wire(s) to the exterior power outlet, use the Place Everywhere -mod, that is listed in the requirements.
As for placing turrets on the roof, you can by using the Place Everywhere -mod. With Place Everywhere, you can place turrets or anything anywhere, by first building it within build zone, and then moving it outside where you could not normally build.
The game was released on November 10, 2015. Since 2015, I've seen enough of everything.
Alright now I understand the issue.
Yes, it does seem I forgot to expand the build zone all the way in the exterior, I'll have it fixed.
Also please try and understand that I'm not offering you "utter nonsense", but I genuinely have trouble understanding what you are trying to say half of the time, and this is not an accusation for English not my 1st language either, I know it's not always easy to get your meaning across clearly.
However...
I don't mind criticism and pointing out that something is broken. If anything I greatly appreciate that you and other people are testing my mods, and reporting me of any issues, BUT insinuating me of committing plagiarism is not ok. I am going to chalk this up to the language barrier and leave it that this time.
The facade of the building, workshop, generator 100, signboard, lamps, heavy laser turrets on the roof.
https://wampi.ru/image/RV4KJH8 https://wampi.ru/image/RV4Krrn
https://wampi.ru/image/RV4KNII https://wampi.ru/image/RV4K0k4
Manor Basement Living quarters in the basement. Happiness 100% Jpg 1280x800 The best mod for life!
https://wampi.ru/image/RKTz2vg https://wampi.ru/image/RKTzHut
https://wampi.ru/image/RKTzLyE https://wampi.ru/image/RKTzS17 Food Generator 100
https://wampi.ru/image/RKTzpls https://wampi.ru/image/RKTzX08 Portal staircase, interior.
https://wampi.ru/image/RKTz95x https://wampi.ru/image/RKTzIvr Workshop, radio call settlers.
https://wampi.ru/image/RKTGcyI https://wampi.ru/image/RKTG5a4 Interior, Fireplace, Paintings, sleeping bed.
https://wampi.ru/image/RKTGYGa Clinic https://wampi.ru/image/RKTGz0l Restaurant, table for 4 persons.
https://wampi.ru/image/RKTGMwz Microphone, Singer. https://wampi.ru/image/RKTGiZH Security
Map Manor Interior 3 Happiness 74% https://wampi.ru/image/RKTGTpw
Map Manor Coartyard 1 Happiness 60% https://wampi.ru/image/RKTGnsZ
Expansion of good neighborliness, cinema, church. https://wampi.ru/image/RKTz0xk
Wanted to warn you though, lautasantenni, that Wrye Bash indicates HManor.esp has 64 deleted references and 3 deleted navmeshes, which could be an issue if another mod references any of those (or in the case of the navmeshes, nearby navmeshes). The deleted references should be easy enough to clean in xEdit, but the deleted navmeshes would require CK work to resolve.
you can check the exact minute you installed a mod by looking at the datetime of the directory that was created in your:
AppData/Vortex/fallout4/mods .. you can see the dates on those mods installs there .. then find a save file from BEFORE that
the 2nd best thing would be if you moved those settlers to another working settlement beFORE uninstalling the mod, also make sure they arrive at the new place first and are properly assigned to a bed or job and they show in the settler count there first..
As for the basement, yes, if you are planning to build structures there, you'll need to be a bit more creative. The floor tiles are the same dimensions as workshop floor tiles, but the wall pieces in CK are used so, that they overlap with floors. They are not designed to allow workshop tiles within their encircled space.
If you want to fully line the walls with new ones (like I also do), using Place Everywhere is vital.