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.
If you get flickering or floating objects while using this mod, try moving it to the bottom of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
This location has several enemies. There are some radroaches in the first room when you enter, some bloatflies on the catwalks, and another radroach on the wall in the innermost room. After you've entered that room, the game is set up to spawn two mirelurks when you walk back outside.
If you're wondering about clearing the location, this one's an outlier compared to most. There isn't a normal "boss" NPC for you to kill and clear the location. Instead, Bethesda set it up with some invisible trigger boxes that clear it for you as you explore and then leave.
I was thinking about raiders/supermutant raids. They spawn somewhere inside settlement or outside settlement boundaries? I'm curious where put defence turrets too quickly deal with attacks.
So what happens if I place something at their spawn location? Game will avoid that place as spawn, spawn raiders in wall or just go nuclear? I don't know if I can safely build in parking lot, or should I leave some "space" for enemies to spawn.
Generally the game will try to find the nearest "safe" section of navmesh to drop the enemies into. It's similar to what happens if you're running a multi-follower mod and take everyone with you - you'll find yourself further and further from the load door the more followers you bring along.
Interesting. Given the general premise for that mod, I'm not actually sure how I'd go about patching that. The Winter Redone patch was the result of many of the scrappable objects (mostly shrubs) being invisible but still interactable. So you could scrap objects that "didn't exist", and in multiple cases they would prevent you from scrapping other things because they were in the way.
Maybe I could look into using the same enable parents seasons change uses for other wintry objects? That might work.
As for precombining, none of those should be eligible in the first place. Everything in the repairable/scrappable folders would be excluded by the creation kit due to the presence of scrap recipes and dynamic things such as enable parents. And the meshes themselves would likely result in a crash when trying to precombine them due to being full precision models.
Yeah. You're right its not all. I have ~24 Precombines errors in WCLI_PoseidonEnergyTurbine.esp and cds - wcli poseidon energy.espCK crashed when loading this CELLS In PRP version its OK.
I marked FRYP as NoObjectCombinationReftype [LCRT:001E819A]
That seems to indicate that something is amiss with your load order and/or precombine patch. My best guess is that something is conflicting with the settlement, either the Location record or the location changes on the cells. If the Creation Kit is unable to properly detect that a settlement exists, it would try to precombine the scrappable objects and in the process would crash.
The reason I was able to build my precombine patches without adding an object reference type to them is that the creation kit excluded them after detecting the settlement.
I think your rules are too strict for using PRP.esp. Because according to the rules of PRP-concepion, it is advisable to install all mods before PRP. If the operator/player uses PRP, he will download the PRP-patch anyway or generate it and put it after. :)
I found a spot that might be interesting for a new settlement in your style. Just South of the BADFTL Regional Office and West of Bunker Hill there's a ruined tower filled with super mutants. Once cleared, it would be an interesting location to rebuild the way that Poseidon Energy was, and it's close by too. Just a suggestion and location that I thought would be cool.
Cambridge Construction Site is far too close to Bunker Hill for me to consider making a large scale settlement location, unfortunately.
For context, it would be at minimum a two-cell settlement that is directly adjacent (as in, literally right next to the cells for) North Point Park and at maximum one cell away from Bunker Hill. Making a third settlement in the area would create a situation very much like the triangle of death, except even closer together than Abernathy Farm, Red Rocket, and Sanctuary.
Ah, that's disappointing, but understandable. I was looking forward to fortifying my own Minutemen-held apartment tower, taking inspiration from TLoU2.
IDEA: You could copy the 'under construction' building itself, and move it somewhere else, and have a settlement THERE. Putting it in the gawd-awful Murkwater (pre-existing) settlement would make contextual sense, but I am sure other construction projects could have been going on in the Commonwealth.
I'm having some trouble, I repaired the plant and activated it but I can't seem to run a wire from the power pylon at the plant to anything else. The wire will activate and come out but it won't attach to anything. That and where exactly is the new Power Pylon to build for the settlements. I have a few other building mods so trying to navigate through menus to find it is a bit tricky.
Wire distance has a maximum, and I think that's a point to point maximum rather than simply being across the ground. This is about as far as I was able to run a wire on my game:
As for the power hookup, it is only available in settlements other than the energy turbine, and is located under Power->Generators, like this:
I've tried it even right next to the pole and it just didn't want to attach for some reason. I'll have to see if I can try again but the pole did seem to be doubled up with another model of itself, could have been interfering. I'll have to do some testing. Otherwise I guess the reason I was mainly asking about it's menu location is if I could scrap the one already there and build a new one then maybe that would fix my issue.
That does seem odd. Are you able to use console to disable the second pylon? If not, I recommend downloading the most appropriate previs patch for your load order to see if that helps.
It wouldn't seem to allow me to markfordelete or disable the original pole that can't be touched in build mode. As for a previs patch I'd have to see which might work for this though I'm not sure which would do it for this.
The original pole, as in the extra one that you can't touch, may be precombined. If you use a previs patch, precombined objects would be updated to match the changes I've made in the area.
I'm having a similar issue. Every object is doubled and nothing is scrapable. Same at north point park. Something also odd is none of the train cars on Oberlin bridge removal mods work. The train cars are still there.
I'm running on the next gen update and I think that broke something.
That definitely sounds like you have some conflicting precombines. While more common precombine issues are performance problems when they get disabled or flickering when precombines don't match previs, there are rarer cases where the conflict results in "valid" (according to the game) precombines that just have some minor issues or mismatches compared to what you should have.
Finding settlement mods that actually function at vanilla standards is very hard, but wow, this is a cut above.
I love the time that was taken for every aspect -- the amount of things that can be scrapped, the different parts that needed repairing, alarm bells and voiceover for troubleshooting repairs, having the whole place churn and whir once you get the power on, the water being pumped out, and the reward for spending such a big pile of resources to keep coming back and repairing the place piece by piece.
Here's a new one: I'm getting a consistent crash to desktop on my latest run in this settlement that I've never had before. It only happens if I hang around the corner of the settlement near the river and that exploding booby trapped bridge (above the half-sunken rowboat). The settlement is otherwise seemingly working fine. The only modded things nearby are one of your Minutemen waystations and an SS2 Taffington Boathouse.
At first I thought it was weirdness from not coming to Ada's rescue at the nearby Automatron opening quest, but it still happens if I deal with that. In a previous run I had a different consistent crash at the center of the settlement that seemingly fixed itself if I didn't visit the settlement for a while. I guess I'll try that again and hope whatever mod script is firing nearby to sort itself out.
So cool, the amount of work that went into this is crazy. It's more than simply plopping down a workstation at this location and calling it a day. The mirelurks that spawn at the end though lol, after I got everything powered up and drained. So far, making my survival run impossible to continue xD.
Really? I don't remember them xD. I did end up defeating them, thanks to being able to place objects. I placed a bed in a doorway, where I could see them and shoot at them from behind a steel pillar in the entryway, but they couldn't get to me because the bed. Only took 20 minutes and all my ammo.
Yeah, this is a highly irregular location on Bethesda's part. Rather than clearing it by killing a boss enemy, you clear it by going through some invisible activator boxes in a specific order. One of those boxes also enables a pair of buried mirelurks, and those mirelurks will pop out of the ground when you go back through the door that leads outside.
I've been using this for a while and have had so much fun making my settlers scuttle about with clipboards and poking at consoles as if they're actually qualified to run a power station. I also have a Natick Substation settlement and I love the continuity between the two.
However, I noticed the other day that the repairable items from this settlement are showing up in my workshop menu under Structures->Misc (for example, "Primary Generator 01", "Auxillary Generator Bank", "Outflow Pipe 03" and "Window" (x4)). I took a look at the mod in xEdit, and I see that the items that appear in the menu correspond with items that are in the mod with a repair recipe in 'constructible objects', and they all have a workbench keyword. I don't think items appeared in my menu immediately after I installed the mod (although I could have missed them I suppose). It's not really a problem, per se, it's just weird, and I was wondering if you had any ideas as to what could cause this behavior?
150 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:
- A Forest: Load "we can live in" second.
- Another Pine Forest Mod: Load "we can live in" second.
- Boston Natural Surroundings: Load "we can live in" second.
- Commonwealth Reclamation Project: Overgrowth: Use the patch in old files for older versions of CRPO. For current versions, use patches from the official patch repository.
- Desperados Overhaul: Use the previs file in updates.
- FROST Cell Fixes (FCF): Use the previs file in updates.
- Imposing Commonwealth Tree Overhaul: Load "we can live in" second.
- itc Poseidon Reservoir Settlement: Using both this mod and a Poseidon Reservoir settlement at the same time can break the quest "The Last Voyage of the USS Constitution" by leaving you with no valid quest targets for the Poseidon radar transmitter. You can address this by also using Radiant Redundance - Poseidon Offices and/or Poseidon Energy Can Have the Poseidon Radar Transmitter.
- LOST Audio Tweaks: Load "we can live in" second.
- Previsibines Repair Pack (PRP): Use the previs file in updates.
- West Everett Estates: No special load order necessary.
- West Everett Estates Player Settlement: No special load order necessary.
- Winter Redone: Use the patch in optional files to improve the scrap handling. This patch should be loaded before your previs file of choice.
If you get flickering or floating objects while using this mod, try moving it to the bottom of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
If you're wondering about clearing the location, this one's an outlier compared to most. There isn't a normal "boss" NPC for you to kill and clear the location. Instead, Bethesda set it up with some invisible trigger boxes that clear it for you as you explore and then leave.
Winter Redone Patch
Not only Winter Redone, Seasons Change Seasonal Snow.esl too.
Maybe I could look into using the same enable parents seasons change uses for other wintry objects? That might work.
As for precombining, none of those should be eligible in the first place. Everything in the repairable/scrappable folders would be excluded by the creation kit due to the presence of scrap recipes and dynamic things such as enable parents. And the meshes themselves would likely result in a crash when trying to precombine them due to being full precision models.
its not all. I have ~24 Precombines errors in
WCLI_PoseidonEnergyTurbine.esp
andcds - wcli poseidon energy.esp
CK crashed when loading this CELLSIn PRP version its OK.
I marked FRYP as
NoObjectCombinationReftype [LCRT:001E819A]
The reason I was able to build my precombine patches without adding an object reference type to them is that the creation kit excluded them after detecting the settlement.
If the operator/player uses PRP, he will download the PRP-patch anyway or generate it and put it after. :)
update:
Ah, no, its natic substation ESP
For context, it would be at minimum a two-cell settlement that is directly adjacent (as in, literally right next to the cells for) North Point Park and at maximum one cell away from Bunker Hill. Making a third settlement in the area would create a situation very much like the triangle of death, except even closer together than Abernathy Farm, Red Rocket, and Sanctuary.
You could copy the 'under construction' building itself, and move it somewhere else, and have a settlement THERE.
Putting it in the gawd-awful Murkwater (pre-existing) settlement would make contextual sense, but I am sure other construction projects could have been going on in the Commonwealth.
As for the power hookup, it is only available in settlements other than the energy turbine, and is located under Power->Generators, like this:
I'm running on the next gen update and I think that broke something.
I love the time that was taken for every aspect -- the amount of things that can be scrapped, the different parts that needed repairing, alarm bells and voiceover for troubleshooting repairs, having the whole place churn and whir once you get the power on, the water being pumped out, and the reward for spending such a big pile of resources to keep coming back and repairing the place piece by piece.
Fan-freaking-tastic!
At first I thought it was weirdness from not coming to Ada's rescue at the nearby Automatron opening quest, but it still happens if I deal with that. In a previous run I had a different consistent crash at the center of the settlement that seemingly fixed itself if I didn't visit the settlement for a while. I guess I'll try that again and hope whatever mod script is firing nearby to sort itself out.
However, I noticed the other day that the repairable items from this settlement are showing up in my workshop menu under Structures->Misc (for example, "Primary Generator 01", "Auxillary Generator Bank", "Outflow Pipe 03" and "Window" (x4)). I took a look at the mod in xEdit, and I see that the items that appear in the menu correspond with items that are in the mod with a repair recipe in 'constructible objects', and they all have a workbench keyword. I don't think items appeared in my menu immediately after I installed the mod (although I could have missed them I suppose). It's not really a problem, per se, it's just weird, and I was wondering if you had any ideas as to what could cause this behavior?