Using the PRP 74 version: NPCs can't seem to path through the unrepaired doorway, the repaired version appears fine however. Nothing else is editing the Shovel Museum in my load order (apart from PRP, and that's loading before this).
Also wanted to say I'm a huge fan of your settlement mods! I really appreciate that your settlements are both interesting/interactive, and highly functional. It's like: if I wasn't aware of it I would easily mistake one of them for being Bethesda-made (although some people might not consider that as much of a compliment, ymmv).
Ha, thank you! Re: the doorway, I think I'll need to give it a repair target nearby to fix that, NPCs hate walking through repairable doorways for some reason. Is it the upstairs doorway or the entrance doorway?
The entrance doorway, other than that this is a perfect settlement mod. It's initially pretty noticeable because the Gunners occupying it will never move beyond the building itself - e.g. melee Gunners will run back and forth inside even when they're actively aware of an enemy.
It seems that Workshop Framework thinks the 1.02.2 version of the Shovel Museum settlement and the 1.03 version of the settlement are different settlements, so updating mid-game makes it panic and complain about you having "removed a settlement mod mid-game". So anyone using Workshop Framework and version 1.02.2 should wait until starting their next new game to update.
That's odd, the quest and workshop data should've remained the same across the two of them. I'll check to be sure.
Edit: Oh I forgot to reflag it as ESL, thanks for catching that. With that flag added it should be compatible for upgrade. 1.03.1 will be out shortly with that flag added. Sorry about that.
Edit 2: Done. With the ESL flag restored the problem you reported should be resolved.
For some reason I'm getting what seems like bad previs conflicts with chunks of the building flickering in and out of existence depending on viewing angle and whether I'm inside or outside. I'm using the PRP version and have it loaded well below that. I opened everything up in xEdit and it only shows your mod wining conflicts with PRP (and one with Animated Candles).
Definitely a previs conflict, unfortunately xedit doesn't always show the cause of these things because previs is handled in cell clusters, if one cell in a cluster is affected then the entire cluster will conflict with anything else that affects cells in the same cluster, even if they both affect different cells.
My recommended test is: 1. Make a save. 2. Deactivate all mods except this and PRP 3. Launch and see if flickering persists 4. If it does not persists reactivate mods until flickering occurs again. This will find the conflict culprit.
Well, after trying a few intermediate things I took your advice and did a scorched earth load order with just PRP and Shovel Museum and that definitely still had the conflict. As I said I'm using the PRP version of your mod with the latest version 69.9 of PRP Stable. When I had everything open in xEdit I could see a bunch of stuff from PRP in red that had no equivalent entries in Shovel Museum, mostly height data and keywords if I remember correctly. Don't know if that helps at all. I also have your Hubologist Camp and Isle of Refreshment settlements loaded and have no issues with either if that means anything.
Thanks for all these mods by the way. Rebuilding stuff is way more interesting to me than the main quest at this point and your work really adds some life to the Commonwealth.
So did some testing on my end, with the version of PRP I had, 69.3, there was no flickering but when I upgraded to the latest one, 69.6, there was flickering in the north east. Is this the same area you experience flickering?
Regardless I will soon rebuild the PRP version to be compatible with the latest PRP.
The worst spot for me is actually the Southeast corner where there's what looks like a generator on the exterior. The generator and the vertical strip of wall next to it will pop in and out of visibility depending on viewing angle. I can't walk through the space they occupy so I know the game still knows they're there, just not being shown. Though that's with a full modlist (357 mods using 284 plugins), when I tried it with just PRP and Shovel Museum there was still lots of flickering but not quite as extreme and happening to different things.
Ask yourself if you really need PRP. While it has more optimized precombines compared to vanilla ones, the improvements are often modest whilst the cost can be serious in terms of mod compatibility, tons of patches and load order headaches. PRP thus does not, imho, survive cost-benefit analysis. And this is made worse by PRP versions coming out piecemeal so you have different mod and patch versions, and even the latest is still only at v0.69(?) so you'll face yet more headaches when the next update arrives. Most FO4 owners, like me, don't use PRP. And I own a modest rig (i7-6700, gtx1650) and @1920x1200 it's locked @60fps almost all the time.
Interesting, streetyson. I hadn't even thought about whether my PC really uses PRP to it's potential or not. Is there any reliable info on just how much difference it actually makes? Goggle is not helpful on the issue, just a bunch of Reddit threads that mention PRP and a quick nosedive into garbage results.
Sounds like my rig is similar to yours and my monitor only goes to 60 fps.
0.74 has been labeled stable for some time, it just hasn't replaced 0.69 as the main download yet because not enough patches have been updated. I feel it might be a case of catch 22, as some mod authors might not update until it 0.74 has been promoted to the main download.
I'm curious, how did you handle the spawning bad guys INSIDE the building that are always in there, whenever the player, the Gunners or other Nuka enemy factions attack the bad guys holed up in the museum? I've been checking out your other Nuka settlement options for consideration to add to the LO. This is the first one them I've come across that has this "never ending" scenario.
“The scripted npc battles at this location will also cease to respawn after you claim the settlement.”
I hooked them into a script that disables the trigger box when the settlement is claimed. The trigger box is what causes the battle to keep going forever.
There's something wrong then unless you mean "if you're a Raider" they will stop? because they have spawned every time I arrive, including me accidentally hitting my new settlers because they look like Gunners. Both gunners and operators or whoever is fighting show up inside the building. one time they actually spawned while I was walking into the newly rebuilt room.
Hmm, I wonder if the route I went with perhaps only works with new saves and doesn’t correctly disable for old ones. Which obviously isn’t ideal. I’ll test this and find an alternative way of doing it. Thanks for making me aware of this bug.
Yeah I dl'd the updated version before it went into my game, only after I decided to hit Nuka World I put in the settlements I wanted to play with, but this is a level 94 game right now lol. I mean it's not that dreadful, bit of excitement for the settlers, just definitely is not working correctly for me under this specific setup. If there's any changes made I'll definitely scoop that up and see if it works. If not it's not a huge deal for me!
Another job well done. I didn't think that I needed glass in my windows, but I'm glad you added it. It was fun seeing how it looks fixed.
One thing I find weird about Fallout4 that I didn't notice in previous Beth. games, is how the ground texture "bleeds" through whatever you put onto it. If you put a bed on a puddle... there's water in the bed. Goofy Bethesda. This is part of why I can't stand modding in Fallout4. I loved making mods for Skyrim, but not this game. I'm really glad you're the one doing the work. :) Thanks again.
Oh sometimes that water affect can be a surface texture decal, which I can link to scrappable objects so it gets removed. Were there any such effects here that I should do so with?
Little late to comment but had this active for a while and its one of my favorites. Turned this into a raider outpost for the Disciples. At night the view of the giant tree in the distance with strung up burning cages is amazing, and just screams Disciples. Really nice spot, though still building it up. Still building up a lot of your other mods too, but finally managed to start running out of common resources like steel with all the building I've been doing which is something I never run out of lol. All your mods have really gotten me into building, so big thanks!
Oh yeah I can for sure see that tree fitting into a Disciples build. Glad you've been enjoying these so much! Likewise impressed that you've managed to burn through your stores of steel, a real accomplishment as a builder I think. Feel free to share images once you feel the settlement is ready to be shared!
People not expecting cleanup of a shovel museum just aren't thinking things through... Great work. Will your Nuka-world pieces work with the Nuka-world reclamation mods?
Oh dangit, I must’ve left a texture out when packing the ba2. Is it all glass or just some of it that’s affected? Also are you using the main version or one of the patches?
(Also, just as a quick check, is OCsShovelMuseum - Textures.ba2 present in your data folder?)
Yes, just the glasses (the supposedly transparent part, don't remember if it is also the frame), I have that file (531Kb) inside the data folder, but right now I have reinstalled the older version of the mod. I have the main version of the mod.
Which of the windows are affected? All of them or just some? The large windows surrounded by wood use a different texture than smaller ones surrounded by metal, so knowing which are affected will help me fix it.
A very interesting place in Nuka-World, thank you for that. It was also time to revive this place of reflection on the shovels and shovel carriers, which have almost acquired a meaning.
Now under new management: the Red Rocket Shovel Museum
Important historical-social events related to the shovel rearranged (shovel fighters, Neolithic shovel, latrine shovel, horse shovel, stunt shovel, handle spade),
shovel of the month contest, magazines (reference library on significant non-shovel topics),
special offers of desirable shovel types, outdoor display of popular shovel applications (diggers and sandbags),
recent museum derivation (brooms, mops and buckets),
commemorative "Digger Gothic" mannequins honoring Grant Wood,
gift store with lucky sand, Digger teddies, grave candles and flowers(vases),
Oh, very high effort! I love to see people get so creative with my settlement locations, thanks for sharing these!
This actually gives me an idea for an optional file to use this mod that you appear to have also used to add the British Fighting Shovel as a legendary weapon at the location.
Glad you like it. And yes, the "Small Town Shovel" fits very well with your settlement mod. I also added the shovel from "Grave Digger", which can turn the normal shovel into a kind of melee weapon.
62 comments
Also wanted to say I'm a huge fan of your settlement mods! I really appreciate that your settlements are both interesting/interactive, and highly functional. It's like: if I wasn't aware of it I would easily mistake one of them for being Bethesda-made (although some people might not consider that as much of a compliment, ymmv).
Edit: Oh I forgot to reflag it as ESL, thanks for catching that. With that flag added it should be compatible for upgrade. 1.03.1 will be out shortly with that flag added. Sorry about that.
Edit 2: Done. With the ESL flag restored the problem you reported should be resolved.
Any idea what might be causing this?
My recommended test is:
1. Make a save.
2. Deactivate all mods except this and PRP
3. Launch and see if flickering persists
4. If it does not persists reactivate mods until flickering occurs again. This will find the conflict culprit.
Thanks for all these mods by the way. Rebuilding stuff is way more interesting to me than the main quest at this point and your work really adds some life to the Commonwealth.
And glad you're enjoying my other mods!
Regardless I will soon rebuild the PRP version to be compatible with the latest PRP.
Again, thanks.
Sounds like my rig is similar to yours and my monitor only goes to 60 fps.
0.74 has been labeled stable for some time, it just hasn't replaced 0.69 as the main download yet because not enough patches have been updated. I feel it might be a case of catch 22, as some mod authors might not update until it 0.74 has been promoted to the main download.
I'm curious, how did you handle the spawning bad guys INSIDE the building that are always in there, whenever the player, the Gunners or other Nuka enemy factions attack the bad guys holed up in the museum?
I've been checking out your other Nuka settlement options for consideration to add to the LO.
This is the first one them I've come across that has this "never ending" scenario.
Cheers, Live long and prosper
I hooked them into a script that disables the trigger box when the settlement is claimed. The trigger box is what causes the battle to keep going forever.
One thing I find weird about Fallout4 that I didn't notice in previous Beth. games, is how the ground texture "bleeds" through whatever you put onto it. If you put a bed on a puddle... there's water in the bed. Goofy Bethesda. This is part of why I can't stand modding in Fallout4. I loved making mods for Skyrim, but not this game. I'm really glad you're the one doing the work. :) Thanks again.
(Also, just as a quick check, is OCsShovelMuseum - Textures.ba2 present in your data folder?)
1. PRP
2. NWRCC - PRP 65 Compat
3. Shovel Museum - NWRCC Compat
I need to test though if that combo will require its own patch. If you experience any issues please report them to me.
Now under new management: the Red Rocket Shovel Museum
A MUST for every shovel lover, free admission!
(Documentation in the picture section)
This actually gives me an idea for an optional file to use this mod that you appear to have also used to add the British Fighting Shovel as a legendary weapon at the location.