I switched to Fallout 4 NG. Now the building mode ends automatically after a while. There were no problems with the old Fallout 4. Does anyone else have these effects?
Okay, then I know it must be NG. I haven't taken care of it. I'm currently fully occupied with my mods. As for settlement building, I still have no idea how to do that. It's definitely a nice space for testing or even building a huge island. Maybe felixmeirelles or someone who knows about it can fix it.
It would be great if you could fix it. I built a huge island on a previous playthrough of the old Fallout. You just have to make sure that the parts you use have a navmesh. I have one more request. Can you make the resources in the workbench optional? Personally, I only want a few resources, like in the other settlements. Otherwise, it would ruin my resource concept.
Look, I tested it for a few hours here and there were no bugs running the game (NG) from the beginning.
The mod is small and only has basic things that are well linked, so it is very difficult for it to cause something like this on its own.
It could be 2 things:
1. It changed the previous loading order (this is fatal most of the time)
2. Some other mod is conflicting (then you have to test in batches. Disable some, and enable them little by little, noting each movement).
I strongly recommend that you use SKK's diagnostics to try to look for external corruptions:
https://www.nexusmods.com/fallout4/mods/31625
The Navmesh of the island and the entire sea is perfect, what happens is that each piece of ground, floor, or roof also adds its own navmesh, depending on the order and how they are placed the general navmesh "breaks".
For example, it is very common to have broken navmeshes using Vault parts, you need to use a companion "with feet" to see if they are passing through stairs, floors and walkways or not. It is not uncommon to have unconnected navmeshes, and each conflict of this impacts the general AI.
Regarding the materials, you can put everything in an underwater box, or edit the .esp of the mod yourself, if you want you can publish it, everything here is CC0.
https://www.nexusmods.com/fallout4/mods/2737
Search for Pirate Island: Container: "WorkshopResourceContainerPirate"
Then just delete or change the materials you want, the list is very clear. Save and that's it.
If you want to publish it, just give it another name, copy the esp from the Fallout 4 data folder, and make a .zip, but make it clear that it is a version and that it cannot be installed together with the original, because it will bug if you install 2 instances of the mod at the same time. And I guarantee that someone will try to do this.
This is a wonderful map for Sim Settlements 2 because it is very perfomance friendly. And it works perfectly with SKK Settlement Attack System. I Decorated it ingame with rocks and cliffs from Homemaker and built a 30+ settlers SimSettlement on it and my FPS are still very high. One question: Is there a cell name I could use for coc command? (like "coc redrocketext") I couldn't find one via console.
Sorry for the late response. Thank you for using the mod and feedback!
Regarding coc it is not possible to work well, because I used the real lower limit of the cell, much lower than the lowest floor in vanilla. With this we can go to the maximum floor(+-42) that the system allows without changes in the code (like f4se).
But you can click on something on the island with the open console, then the unique REFID of that object will appear.
The command player.moveto <ref id> will teleport you to there.
I don't know English, so I use it as a translator. If there is a rude expression, I would appreciate it if you could understand. Even though it was a new space, I admired the quality of the mode, such as listening to the sound of the sea and looking at the background.
However, if there are three things I want to ask, First: The terrain is too narrow, so when I build the floor, the settlers fall into the sea and go missing. (I stacked the glass floor, and I saw the settlers walking on it at some point fall into the sea below.)
That's why the size of the terrain is also a new space for the first time in a long time, so I want to make it at least four times larger so that it can be made into a big city.
Two: It's like a portable world where there's a beacon that can enter this world space, so if you press a shortcut, you enter the world, and if you press another shortcut, you escape the world. (Example) https://www.nexusmods.com/fallout4/mods/24823
Number three: I'm saying this out of admiration for technology, can you build a mixed-use apartment with everything decorated? (Example) Underground power plants and water purifiers The 1st floor is a shopping mall The second floor is farming The 3rd to 5th floors are living spaces The 6th floor is a factory The 7th floor is the athlete's house And if you move quickly from here, it'll be teleport or portable or and moving house I'm sorry for the many requirements.
Unfortunately, the bug of the settler falling through structures (including the physical ground of the map) is an uncorrectable failure of the game engine. It happens in Fallout 4 Vanilla (without any mod) as it happens in any other game with the same engine, like Skyrim (occurring less) and even Starfield "https://www.reddit.com/r/Starfield/comments/176zdda/enemy_stuck_in_floor_so_cant_complete_quest/ "
Some structures, such as the supports from the Vault 88 kit, tend to be less buggy.
You can think of your settlement with some stairs or ramps down to the sea to allow fallen settlers to return to their normal position after a "fishing trip"
Regarding teleportation, you can teleport (in and out) normally using the pipboy map. It is only one click more than a teleportation key bind.
The size of the mod map (world) is exactly the maximum size before a settlement starts to bug completely, losing parts and NPCs, for more things we would have to add new interconnected settlements but do it can bug other things too, just like in Vault 88 where the settlers do not walk/work outside the initial part of the Vault.
You can easily build your building on the island using some decoration mods and structure mods. Since the pirate island is a data-free world, your gaming platform will have plenty of resources to handle almost anything you create there.
Great mod! Thanks for sharing. This island is a great addition for starting game. But in late game, i like to move the Vertibird (entry point) more in the center of the map. Do you think it was possible? (sorry for my bad english)
You can use normal teleportation via the pipboy map.
The idea of the mod was to touch as little as possible on the vanilla world. Any change in another area can affect other mods and the retro-compability.
That Vault area is known for being a dead and permanent(not respawn) area. And most importantly it is independent of any vanilla settlement.
https://wampi.ru/image/YcUCebP https://wampi.ru/image/YcUCsOs https://wampi.ru/image/YcUCBd0 https://wampi.ru/image/YcUCEn8 https://wampi.ru/image/YcUCUux https://wampi.ru/image/YcUCaXr https://wampi.ru/image/YcUCCEI https://wampi.ru/image/YcUCJSJ The workshop is full, even the restaurant worked. I am sure happiness in this place will be 100%. Thank you very much.
When we thought of the mod, it was exactly things like this that we imagined. Literally a solid base for anything (or mod) without disturbing the 3C world (the Commonwealth), since Pirate Island has a separate world, which simply reflects some things from 3C without actually being there.
OK please dont be pissed mate by my opinion: This is all flat, there is for building architecture freaks like me no challenge. Hills Valleys Waterponds, River...And this is an island, where is the Harbor Space?
Of course i like the idea and your work is nice! For someone like me who like to have challenges building a tiny village on a small beauty stormy coast island. with fishing, with Kids, with fruits.
All ok! Thanks for the suggestions. But the objective of Pirate Island is to be the opposite of all others settlements in the vanilla game and in the mod community. A small flat base for an extreme space possibility (you can build using concrete blocks in the shallow waters). It comes with all the resources to set up a giant settlement without needing to waste time, the only limit is the creativity. To avoid fps damage in The Commonwealth Pirate Island is another independent worldspace, mirroring Commonwealth without stay there in fact.
Hello. There is a mod call. Loratron, give a new island and someone can go there, using a vertibird outside of Vault 111. i don't think, this mod and yours, can work together so i am not going to use it. That's all. Thanks.
I didn't know the Loratron mod. But despite the idea being similar, the design is different.
Pirate island is a flat small island for constructions over the water. Pirate island has 40 floor because it start at z -2000 Pirate island map mark is in Commonwealth and use the commonwealth FOV and MAP through cross references. Therefore all control can be done visually in the map like any settlement.
And Loratron worked nice here in my PC with Pirate Island at Vanilla.
Thanks for the answer. i think it will help a lot of people if you publish some photos with ready made stuff you build there, so everyone understand better, what you offer. Thanks.
09/28/2023 The .zip made in my 7Zip had a problem with the Nexus preview api. Now it's fine, but there have been no changes to the content of the mod itself. No one needs to update.
WOW I WILL GIVE THIS ONE A TRY..I'VE ALWAYS WANTED SOMETHING LIKE THIS..IF THIS WILL WORK THEN IT WILL BE PERMANENT IN MY MOD LIST..THANKS FOR THIS...MUCH APPRECIATED..
EDIT:
IM ENDORSING THIS MOD...CURRENTLY USING THIS ISLAND AS A MAIN BASE IT'S LIKE A MAP OF IT'S OWN.. 50-55FPS IT'S SO CLEAN THAT MY PC RENDERS SMOOTHLY...GOOD THING I STARTED A NEW GAME BECAUSE IN MY SET UP ADDING A NEW SETTLEMENT MAP IS EQUALS DISASTER SINCE I'M ALREADY AT 604 ACTIVE MODS... I USED AIRSHIP MOD (https://www.nexusmods.com/fallout4/mods/15228) AS A MOBILE SETTLEMENT MAIN BASE..THEN THIS CAME NOW THIS WILL BE MY HOLIDAY MAIN BASE.. I ALSO USE SKYSHIP WELDER ASMY SKY PLAYER HOME (https://www.nexusmods.com/fallout4/mods/13011). A PRETTY USEFUL AIRSHIP WITH A BUILT-IN TELEPORTER JUST LIKE THE INSTITUTE YOU CAN TELEPORT OUTDOORS IN ANY MARKED LOCATION USEFUL ON SURVIVAL MODE. AND SINCE I CANT BEAM TO THE PIRATE ISLAND USING THE SKYSHIP TELEPORTER SINCE IT HAS NO MARKING I USED IMMERSIVE TELEPORTAION MOD (https://www.nexusmods.com/fallout4/mods/35109?tab=files&file_id=289520) IT ALLOWS ME TO TELEPORT TO PIRATE ISLAND. A PORTABLE RECALL DEVICE THAT SENDS ME TO A DESIGNATED RECALL LOCATION AND I CAN GO IN AND OUT IN ANY OUTDOOR LOCATION USING TELEPORT..I CAN TELEPORT ANYWHWERE ON THE MAP USING THESE MODS. WITH YOUR MOD I CAN PARK MY VTO (https://www.nexusmods.com/fallout4/mods/25590) NEXT TO THE VERTIBIRD HOW COOL IS THAT? TWO HELICOPTERS IS OP...IT'S A BUMMER THAT I CAN'T PARK THE REDWAVE BOAT HERE (https://www.nexusmods.com/fallout4/mods/41874?tab=files)...BUT ITS UNDERSTANDABLE SINCE YOU NEED A PATCH FOR IT. BUT ITS OKAY I PREFFERED THIS OVER SPECTACLE ISLAND ITS SO BIG THAT AFTER BUILDING TONS OF THINGS ITS STILL LOOK HALF EMPTY AND ITS NOT FLAT LOL..THIS PIRATE ISLAND IS A PERMANENT IN MY LOAD ORDER NOW... ANY CHANCE OF ANOTHER ISLAND LIKE THIS? YOUR WORK IS VERY USEFUL THANKS FOR THIS... ENDORESED.
That would be great I built more a bunch of structures and the fps is still high..it really helps that the settlement is in its own space...less rendering...great mod you have here....its a permanent in my load order now.
Some mods can change the way the workshop sandbox is called. In Pirate Island mod I increased the local sandbox size to the limit to allow pirate island location to be buildable with only one workshop.
From what I've seen with Place Everywhere mod you can use F5 to disable the workshop auto exit.
"Scrap Everything" Version 2.5.5 https://www.nexusmods.com/fallout4/mods/5320/?tab=files
I installed it with NMM community: https://www.nexusmods.com/site/mods/305
When installing, I chose the ultimate version on the first installation screen, but on the second "old fix" screen I didn't select any of the 3 options (because it is a remedy for specifics bugs not a complete solution).
There was no bug here on my system, I was able to stay in the workshop for an infinite amount of time.
51 comments
The mod is small and only has basic things that are well linked, so it is very difficult for it to cause something like this on its own.
It could be 2 things:
1. It changed the previous loading order (this is fatal most of the time)
2. Some other mod is conflicting (then you have to test in batches. Disable some, and enable them little by little, noting each movement).
I strongly recommend that you use SKK's diagnostics to try to look for external corruptions:
https://www.nexusmods.com/fallout4/mods/31625
The Navmesh of the island and the entire sea is perfect, what happens is that each piece of ground, floor, or roof also adds its own navmesh, depending on the order and how they are placed the general navmesh "breaks".
For example, it is very common to have broken navmeshes using Vault parts, you need to use a companion "with feet" to see if they are passing through stairs, floors and walkways or not. It is not uncommon to have unconnected navmeshes, and each conflict of this impacts the general AI.
Regarding the materials, you can put everything in an underwater box, or edit the .esp of the mod yourself, if you want you can publish it, everything here is CC0.
https://www.nexusmods.com/fallout4/mods/2737
Search for
Pirate Island:
Container:
"WorkshopResourceContainerPirate"
Then just delete or change the materials you want, the list is very clear. Save and that's it.
If you want to publish it, just give it another name, copy the esp from the Fallout 4 data folder, and make a .zip, but make it clear that it is a version and that it cannot be installed together with the original, because it will bug if you install 2 instances of the mod at the same time. And I guarantee that someone will try to do this.
Thanks for the support.
Let me know if you have any news.
I Decorated it ingame with rocks and cliffs from Homemaker and built a 30+ settlers SimSettlement on it and my FPS are still very high.
One question: Is there a cell name I could use for coc command? (like "coc redrocketext") I couldn't find one via console.
Thank you for this mod!
Thank you for using the mod and feedback!
Regarding coc it is not possible to work well, because I used the real lower limit of the cell, much lower than the lowest floor in vanilla.
With this we can go to the maximum floor(+-42) that the system allows without changes in the code (like f4se).
But you can click on something on the island with the open console, then the unique REFID of that object will appear.
The command player.moveto <ref id> will teleport you to there.
If there is a rude expression, I would appreciate it if you could understand.
Even though it was a new space, I admired the quality of the mode, such as listening to the sound of the sea and looking at the background.
However, if there are three things I want to ask,
First: The terrain is too narrow, so when I build the floor, the settlers fall into the sea and go missing. (I stacked the glass floor, and I saw the settlers walking on it at some point fall into the sea below.)
That's why the size of the terrain is also a new space for the first time in a long time, so I want to make it at least four times larger so that it can be made into a big city.
Two: It's like a portable world where there's a beacon that can enter this world space, so if you press a shortcut, you enter the world, and if you press another shortcut, you escape the world.
(Example)
https://www.nexusmods.com/fallout4/mods/24823
Number three: I'm saying this out of admiration for technology, can you build a mixed-use apartment with everything decorated?
(Example)
Underground power plants and water purifiers
The 1st floor is a shopping mall
The second floor is farming
The 3rd to 5th floors are living spaces
The 6th floor is a factory
The 7th floor is the athlete's house
And if you move quickly from here, it'll be teleport or portable or and moving house
I'm sorry for the many requirements.
Unfortunately, the bug of the settler falling through structures (including the physical ground of the map) is an uncorrectable failure of the game engine. It happens in Fallout 4 Vanilla (without any mod) as it happens in any other game with the same engine, like Skyrim (occurring less) and even Starfield "https://www.reddit.com/r/Starfield/comments/176zdda/enemy_stuck_in_floor_so_cant_complete_quest/ "
Some structures, such as the supports from the Vault 88 kit, tend to be less buggy.
You can think of your settlement with some stairs or ramps down to the sea to allow fallen settlers to return to their normal position after a "fishing trip"
Regarding teleportation, you can teleport (in and out) normally using the pipboy map. It is only one click more than a teleportation key bind.
The size of the mod map (world) is exactly the maximum size before a settlement starts to bug completely, losing parts and NPCs, for more things we would have to add new interconnected settlements but do it can bug other things too, just like in Vault 88 where the settlers do not walk/work outside the initial part of the Vault.
You can easily build your building on the island using some decoration mods and structure mods. Since the pirate island is a data-free world, your gaming platform will have plenty of resources to handle almost anything you create there.
You can use normal teleportation via the pipboy map.
The idea of the mod was to touch as little as possible on the vanilla world.
Any change in another area can affect other mods and the retro-compability.
That Vault area is known for being a dead and permanent(not respawn) area. And most importantly it is independent of any vanilla settlement.
https://wampi.ru/image/YcUCFS7
https://wampi.ru/image/YcUCsOs https://wampi.ru/image/YcUCBd0
https://wampi.ru/image/YcUCEn8 https://wampi.ru/image/YcUCUux
https://wampi.ru/image/YcUCaXr https://wampi.ru/image/YcUCCEI
https://wampi.ru/image/YcUCJSJ
The workshop is full, even the restaurant worked. I am sure happiness in this place will be 100%.
Thank you very much.
When we thought of the mod, it was exactly things like this that we imagined.
Literally a solid base for anything (or mod) without disturbing the 3C world (the Commonwealth), since Pirate Island has a separate world, which simply reflects some things from 3C without actually being there.
This is all flat, there is for building architecture freaks like me no challenge. Hills Valleys Waterponds, River...And this is an island, where is the Harbor Space?
Of course i like the idea and your work is nice!
For someone like me who like to have challenges building a tiny village on a small beauty stormy coast island. with fishing, with Kids, with fruits.
i am sorry its to easy
But the objective of Pirate Island is to be the opposite of all others settlements in the vanilla game and in the mod community. A small flat base for an extreme space possibility (you can build using concrete blocks in the shallow waters).
It comes with all the resources to set up a giant settlement without needing to waste time, the only limit is the creativity.
To avoid fps damage in The Commonwealth Pirate Island is another independent worldspace, mirroring Commonwealth without stay there in fact.
In winter i have time. And thank you for your nice idea and tough work!
Thumbs up mate
But despite the idea being similar, the design is different.
Pirate island is a flat small island for constructions over the water.
Pirate island has 40 floor because it start at z -2000
Pirate island map mark is in Commonwealth and use the commonwealth FOV and MAP through cross references.
Therefore all control can be done visually in the map like any settlement.
And Loratron worked nice here in my PC with Pirate Island at Vanilla.
Now it's fine, but there have been no changes to the content of the mod itself. No one needs to update.
EDIT:
IM ENDORSING THIS MOD...CURRENTLY USING THIS ISLAND AS A MAIN BASE IT'S LIKE A MAP OF IT'S OWN.. 50-55FPS IT'S SO CLEAN THAT MY PC RENDERS SMOOTHLY...GOOD THING I STARTED A NEW GAME BECAUSE IN MY SET UP ADDING A NEW SETTLEMENT MAP IS EQUALS DISASTER SINCE I'M ALREADY AT 604 ACTIVE MODS... I USED AIRSHIP MOD (https://www.nexusmods.com/fallout4/mods/15228) AS A MOBILE SETTLEMENT MAIN BASE..THEN THIS CAME NOW THIS WILL BE MY HOLIDAY MAIN BASE.. I ALSO USE SKYSHIP WELDER ASMY SKY PLAYER HOME (https://www.nexusmods.com/fallout4/mods/13011). A PRETTY USEFUL AIRSHIP WITH A BUILT-IN TELEPORTER JUST LIKE THE INSTITUTE YOU CAN TELEPORT OUTDOORS IN ANY MARKED LOCATION USEFUL ON SURVIVAL MODE. AND SINCE I CANT BEAM TO THE PIRATE ISLAND USING THE SKYSHIP TELEPORTER SINCE IT HAS NO MARKING I USED IMMERSIVE TELEPORTAION MOD (https://www.nexusmods.com/fallout4/mods/35109?tab=files&file_id=289520) IT ALLOWS ME TO TELEPORT TO PIRATE ISLAND. A PORTABLE RECALL DEVICE THAT SENDS ME TO A DESIGNATED RECALL LOCATION AND I CAN GO IN AND OUT IN ANY OUTDOOR LOCATION USING TELEPORT..I CAN TELEPORT ANYWHWERE ON THE MAP USING THESE MODS. WITH YOUR MOD I CAN PARK MY VTO (https://www.nexusmods.com/fallout4/mods/25590) NEXT TO THE VERTIBIRD HOW COOL IS THAT? TWO HELICOPTERS IS OP...IT'S A BUMMER THAT I CAN'T PARK THE REDWAVE BOAT HERE (https://www.nexusmods.com/fallout4/mods/41874?tab=files)...BUT ITS UNDERSTANDABLE SINCE YOU NEED A PATCH FOR IT. BUT ITS OKAY I PREFFERED THIS OVER SPECTACLE ISLAND ITS SO BIG THAT AFTER BUILDING TONS OF THINGS ITS STILL LOOK HALF EMPTY AND ITS NOT FLAT LOL..THIS PIRATE ISLAND IS A PERMANENT IN MY LOAD ORDER NOW... ANY CHANCE OF ANOTHER ISLAND LIKE THIS? YOUR WORK IS VERY USEFUL THANKS FOR THIS... ENDORESED.
Then I can try a Valley with a lake in the middle for a new settlement...
Can you give me a list of your mods?
In Pirate Island mod I increased the local sandbox size to the limit to allow pirate island location to be buildable with only one workshop.
From what I've seen with Place Everywhere mod you can use F5 to disable the workshop auto exit.
Anyway, thanks for your report!
https://www.nexusmods.com/fallout4/mods/5320/?tab=files
I installed it with NMM community:
https://www.nexusmods.com/site/mods/305
When installing, I chose the ultimate version on the first installation screen, but on the second "old fix" screen I didn't select any of the 3 options (because it is a remedy for specifics bugs not a complete solution).
There was no bug here on my system, I was able to stay in the workshop for an infinite amount of time.