What is the compatibility between this mod and Sim Settlements 2? Whenever I try to place a plot, the ASAM sensor never spawns and attempting to activate the plot triggers a popup that says "This plot has not finished setting up. Try again shortly." The only other settlement mod that has ever had this same issue is pra's Eden Meadows Cinemas Settlement mod, and I never figured out what was causing it. No idea why it's happening in this settlement specifically and none of your other settlement mods. Any help would be appreciated
Both this and Eden Meadows should work fine with SS2. My best guess is an installation error -- can you setup supply lines to and from this location successfully? Can you recruit settlers with a beacon at this location?
So far the answer to all of these is no, and now I'm pretty sure that SS2 isn't the culprit, just an unintended victim of whatever is causing the issue. I spawned a settler using Cheat Terminal, and whenever I tried to assign him to food or a bed it didn't actually work. I tried assigning him as a provisioner, and he left the settlement, but I don't think the supply line is properly establishing since it isn't showing up on the map
I'm pretty careful about how I install my mods and I use xEdit to work out my load order, so idk what I could have done that broke this mod specifically. I haven't run into this problem with any of your other settlement mods so far. All of the settlement mods I use have been installed using MO2 and are placed low in my load order after PRP 74. Scanning for conflicts in xEdit doesn't seem to come up with any glaring or obvious conflicts that could explain why I'm having this problem, but I'm also not an expert so I could be missing something entirely
Definitely an installation error then, specifically when this was installed there was something else overriding its cell data preventing settlement registration, that's been the cause of the issues you're reporting every time it's been reported to me. It may be corrected now, but it's the initial installation that's crucial and defining for this issue. Read my guide on that, it may help.
I guess that was the problem after all, not sure why it was only this settlement though. I moved it all the way to the bottom of my load order, started a new game, and immediately made my way over to the settlement. It seems to be working now, so hopefully that's all it is. Thought it was low enough in my load order before but I guess not. Thanks for the help
i have this via the AIO and just realized i also have the 'Robco robotics and bowling alley' settlements and was thinking .... " Oh Nooo" . am i going to be in trouble?? my question is in the cell proximity and the use of PRP?? possible conflicting issues.
Yeah that one should be up to date and I gave them permission. If there’s an issue it’d show up as flickering, which can be patched for. Make sure this mod is below that one.
Hmmm. I wasn't aware of that one. If Tenhats gave permission, so be it, but the original settlements don't appear to be required downloads. It looks like they're included in that other mod, which makes these standalone versions largely unnecessary since that AiO has a FOMOD.
... SEE Ladies, this is what happens when you 'Poke the Bear', i was lucky and it was just a 'teddy bear', but things could have gone sideways ...Real Quick! 😁😏😌😌...😜
Ok, thanks. Just one more question, would it have any incompatibility with Tenpines and Outpost Zimonja Deep Clean and Rebuild PRP69? I guess a patch would be needed because of how close it is to Zimonja
Itt will probably have some incompatibility, because someone already reported a conflict with other mod editing Zimonja. The DCnR Tenpiness and ZImonja are just one esp
I might verify it myself but I can't play FO4 in the next few days
OK, I have never been able to get this settlement to work, on any playthrough, with any set of mods. I keep getting the message I have to clear all enemies from the area, but there ARE no enemies. I have used KAH to ensure that there aren't any as well. Anybody have any clues?
That’s caused by a conflict disrupting initialization. Make sure that on initial install this mod is at the bottom of your load order. It needs to be that way the first time it’s loaded into the save, if it’s not then the incorrect installation gets baked in and cannot be fixed for that save without reverting to a save from before the mod was installed.
This is the case for all settlement mods, for future reference.
I was about to report a strange issue with this mod (multiple objects such as the docks, some boulders, the shed and water tower flickering wildly), until I remembered I installed a mod that slightly expanded Outpost Zimonja's build radius (amongst other changes), which must have conflicted with Quannapowitt's cells. I hadn't realised that they were that close together.
However, if you are to ever revisit this, would you consider moving the map icon from its current position (about the middle of the lake) to the actual settlement location (the north-west end of the lake)?
Oh yeah I’ve kind of been jumping around a bit. Atom cats needs to implement the repairs, add navmesh precuts, and test to see if my idea re: moveable patrol idle markers works. So 75-80% done.
I intend on either making them Settlers myself or making my mod directly compatible with LarannKiar's mod that makes them settlers. We'll see which whenever I get around to finishing it up.
So I hate to keep complaining about your mods (since I really like them) but something about this one seems to be...broken
When I cleared the lake front and activated the settlement the happiness is stuck at 20% with an UP arrow. No settlers respond to my settlement beacon.
Settlement Management Software (S-M-S) flags it as "Not a valid Settlement"
I have tried several times. I have put it at the bottom of my load order.
It sounds like something prevented it from registering correctly. The registration happens when it’s first installed, unfortunately moving it around after that won’t fix it if that initial registration was disrupted. If you want to test if the initial registration got borked then, keeping it at the bottom of your load order, swap to a very old save from before you had this installed and see if it has 50% happiness when you unlock it/SMS says it valid or not.
I’ll double check on my end too just to be sure, but I strongly suspect this is a case of disrupted initial registration.
Yikes, unfortunately for me this would require going back to the very beginning of the game.
Well, I'll try some stuff but I might just have to skip out on this settlement this playthrough
edited 11/8/2023 at 1:57pm Eastern US time: I tried reverting to a save before I set foot near the lake, saved, deleted the mod's files, loaded, saved, exited, reinstalled, and then went to the lake and it was still broken (stuck at 20% happiness immediately upon unlocking the workshop)
I think I am just going to skip this settlement for this playthrough.
It registers as soon as you load a save with the mod installed, before you ever set foot near the lake. If it's installed from the start of the game then it would register during the prewar mirror scene. A whole bunch of quest initialization is actually done while us players mess with character appearance settings.
This means, unfortunately, if there was a conflict that prevented registration when you started this new game then there's no safe way to fix it for that save, it's baked in. Sadly, correcting the load order afterwards doesn't fix it.
Something I like to do, which you may find useful, is I have a vanilla save dedicated purely to testing load orders to suss out issues, that way I can make sure my actual saves don't get issues accidentally baked in due to previous load order conflicts. Settlements in particular are very vulnerable to this.
If you really want to make sure, SKK Fast Start lets you start a new game skipping all the into, you can then type "tmm 1" into the console, fast travel to the settlement, type "killall" into the console, and then check if the settlement is at 50%. If this is at the bottom of your load order then I think it's very likely you'll get 50% happiness.
Tested on my end real quick just to make sure. Are you saying it's been at the bottom since you first started the game, that you didn't later move it to the bottom?
I moved it to the bottom after I had some trouble, it had been down towards the bottom with other Settlement mods I have (including a couple other of yours)
Like I said though I am just going to skip this one for this playthrough. It saddens me because I like the location but I don't want to replay 50+ hours just to test this.
Will give me something to look forward to next time through.
Ah no just to be clear I didn't move it until after I had experienced issues. And even then only after I took a few extra steps (even though those steps may not have been as effective as I'd hoped)
Anyway, cheers and thanks for providing some insight
Question, would it be possible to remove some of the radiation above the lake surface? i get that the lake water itself can't be changed without effecting several cells, but removing some of the ambient radiation would allow for more building onto the lake itself.
Had hoped scrapping the barrels underwater would remove some of it, but it didnt seem to do anything in some spots. the area 10 feet in front of the water purifier gives about 30 rad/s before and after removing the barrel pile underwater.
Oh, I hadn't realized there was floating radiation outside of the water. I'll give that a look, thanks for making me aware! If I can locate the rad hazard in CK I'll make sure to link it to the barrels.
Edit: Yup, was able to locate the rad hazards, they were just under the surface of the water in CK and so escaped my attention. I'll link them to the barrels and publish that update this weekend. The update will be compatible with older versions.
possible idea, could something be added similar to the Trash Cleanup Box, like a barrel next to the workbench that when scrapped removes the various underwater objects?
Ended up just doing a bunch of SCOLS, should make it a lot easier though. With the barrels scrapped the rads will be reduced. With the barrels scrapped and aquaboy/girl the player will experience no rads in the settlement water.
87 comments
I'm pretty careful about how I install my mods and I use xEdit to work out my load order, so idk what I could have done that broke this mod specifically. I haven't run into this problem with any of your other settlement mods so far. All of the settlement mods I use have been installed using MO2 and are placed low in my load order after PRP 74. Scanning for conflicts in xEdit doesn't seem to come up with any glaring or obvious conflicts that could explain why I'm having this problem, but I'm also not an expert so I could be missing something entirely
my question is in the cell proximity and the use of PRP?? possible conflicting issues.
I might verify it myself but I can't play FO4 in the next few days
This is the case for all settlement mods, for future reference.
Edit: I was right. As soon as I disabled JJB_ relay station outpost zimonja , the objects around Lake Quannapowitt went back to normal.
However, if you are to ever revisit this, would you consider moving the map icon from its current position (about the middle of the lake) to the actual settlement location (the north-west end of the lake)?
Thanks!
CSqr needs a lot still, it’s at like 30% done.
When I cleared the lake front and activated the settlement the happiness is stuck at 20% with an UP arrow. No settlers respond to my settlement beacon.
Settlement Management Software (S-M-S) flags it as "Not a valid Settlement"
I have tried several times. I have put it at the bottom of my load order.
I’ll double check on my end too just to be sure, but I strongly suspect this is a case of disrupted initial registration.
Well, I'll try some stuff but I might just have to skip out on this settlement this playthrough
edited 11/8/2023 at 1:57pm Eastern US time: I tried reverting to a save before I set foot near the lake, saved, deleted the mod's files, loaded, saved, exited, reinstalled, and then went to the lake and it was still broken (stuck at 20% happiness immediately upon unlocking the workshop)
I think I am just going to skip this settlement for this playthrough.
This means, unfortunately, if there was a conflict that prevented registration when you started this new game then there's no safe way to fix it for that save, it's baked in. Sadly, correcting the load order afterwards doesn't fix it.
Something I like to do, which you may find useful, is I have a vanilla save dedicated purely to testing load orders to suss out issues, that way I can make sure my actual saves don't get issues accidentally baked in due to previous load order conflicts. Settlements in particular are very vulnerable to this.
If you really want to make sure, SKK Fast Start lets you start a new game skipping all the into, you can then type "tmm 1" into the console, fast travel to the settlement, type "killall" into the console, and then check if the settlement is at 50%. If this is at the bottom of your load order then I think it's very likely you'll get 50% happiness.
Like I said though I am just going to skip this one for this playthrough. It saddens me because I like the location but I don't want to replay 50+ hours just to test this.
Will give me something to look forward to next time through.
No problem though, glad you're enjoying the other locations!
Anyway, cheers and thanks for providing some insight
It...is working, near as I can tell. Settlement started at 50% happiness.
edit: okay, never mind
Had hoped scrapping the barrels underwater would remove some of it, but it didnt seem to do anything in some spots. the area 10 feet in front of the water purifier gives about 30 rad/s before and after removing the barrel pile underwater.
Edit: Yup, was able to locate the rad hazards, they were just under the surface of the water in CK and so escaped my attention. I'll link them to the barrels and publish that update this weekend. The update will be compatible with older versions.