Fallout 4

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Tenhats and rsm000rsm

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  1. tenhats
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    Locked
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    Make sure this mod is near the bottom of your load order
    And always save before installing a new settlement mod.

    "I am experiencing flickering, SS2 not working, or inability to send Provisioners/Settlers"
       Solution: Load a save from before you installed this mod and move this mod lower in your load order.

    "Settler count went up but I can't find the settler"
       Solution: Sleep for an hour or fast travel back and fourth.

    "The shutters lack collision"
       Solution: Open and close the shutters to refresh the collision. Sometimes when they're first repaired the collision doesn't initialize. This will fix it.
  2. tenhats
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    Open Commonwealth/Cambridge 1.01 updater will be a little bit later, as I'm going to expand the scrapping for them to include the interiors of the houses.
  3. jimindigo
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    Now my favorite city settlement, thank you !
    1. tenhats
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      You're welcome!
  4. tynot
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    what should i do if i use prp and open cambridge both?
    1. tenhats
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      I might need to make a special compat for that, but try the open cambridge compat and tell me if that gives you any issues. Flickering is what you'd be on the lookout for.

      Also, anyone who want to has my permission to makes compats as needed. The Raw file is what I recommend using as a base and then adding masters to it as needed.
  5. aloyicious
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    It's a great mod, and I really am enjoying it.  You're right that this is a really nice spot for a settlement .

    BUT...

    My people seem to have trouble going places.  I was expecting them to not use the beds I put in the busses on the southern border of the settlement, but I'm having a problem with them not wanting to go into buildings I built on the road to the north side of the area -- and it's kind of iffy with SimSettlements 1 stuff - they don't seem to want to go into their houses.  BTW, it looks a lot nicer if you add some trees with actual leaves (I used Northland Diggers to add mine).  Also, you might want to wait until after you've done the Silver Shroud stuff, otherwise your settlers get caught up in the action. Lastly, most of what you'll be seeing for enemies will be Rust Devils hanging around the nearby Wattz building.
    1. tenhats
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      The navmeshes are mostly unaltered, other than adding precuts, but it's possible the navmeshes in that area are broken in vanilla and it's only noticable with a settlement in the area, I'll give it a look later, thanks for letting me know. If you're able to post an image of the specific area giving you trouble I can be more specific in my inspection.
    2. clyl
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      First off, I use a lot of your mods, and they are all fantastic! So thank you!

      I seem to be having similar issues as above. Not sure if it's the same areas but I did a rough outline below. For reference I also have your Charles View Amphitheater settlement on this current playthrough, same modlist, no issues with pathing on that one. Still could be something on my end! Who knows.
      Anyways:

      Red area has been giving me trouble no matter what I build there, it seems completely inaccessible by settlers. This is where the beds that they never use are currently located.

      Yellow area has a small fountain and a bench but is otherwise untouched -  settlers don't seem to go there either.

      They LOVE the green area, it's where they all bunch up at night if they aren't inside the original building.

      They seem to have no problem wandering the roads outside the settlement, or finding their way back after charging halfway to Wattz to punch Rust devils. I love this location. Thanks again!
    3. tenhats
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      Ah very detailed, thank you! I’ll look into what exactly is going on at these spots.
    4. clyl
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      No problem! Anything I can do on my end that would be helpful? I have a bunch of unmodded clean saves I use for testing, when I get home I can try running with only this mod enabled and see if anything changes. Or anything else. Let me know!
    5. tenhats
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      Yeah that could help, running the mod on a clean save and seeing if the navmesh issue persists. I looked at it in CK myself just now and nothing stuck out as obviously wrong, but I'll do some in game testing myself as well.
    6. clyl
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      I am back from my experiments

      edit: part 2
    7. tenhats
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      Very informative, CK doesn't make it obvious what the issue is but there clearly is one. I'll do what I can to uncover the cause and fix this issue, thank you!
    8. tenhats
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      So I've done a bunch of testing and digging around in CK. I can get them to use the red and yellow zone without issue, but I am getting the gathering near the ramp at night bug and for the life of me cannot find the cause.

      There's no markers there, the navmesh is normal and I even tried reverting to vanilla navmeshes and it still occurs. I even tried deleting the navmesh in the area, and they respond by bunching up at the next closest spot that still has a navmesh. Notably if I poke them a bit I can get them to leave and go to their beds, even beds in the red area, but if left to their own devices they hangout there all night. It's not game breaking, but still, I'd like to solve it and am completely confounded.

      If anyone is able to figure out what the heck is attracting settlers to that ramp please let me know.
    9. rsm000rsm
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      I did a quick test this evening and here's the results I had:


      • Arrived and claimed the workshop.
      • Scrapped everything inside the cafe and threw down a bunch of sleeping bags.
      • Planted crops, placed water pumps, and placed turrets.
      • Spawning a bunch of settlers and "sent" them to the settlement.
      • Assigned two settlers to the crops, which I planted in the red zone from the picture above. The settlers tended the crops without issue.
      • I left the rest of the settlers unassigned, so they just fanned out in the settlement. A few went into the cafe while others when to the benches scattered throughout the settlement. They didn't seem to have trouble reaching anywhere, but I wasn't checking for that too much, although they freely moved in both the red and yellow zones from the picture in order to sit down.
      • Passed time until after midnight, whereupon two settlers went to their beds (the crop tenders, I think), while the rest clustered at the ramp. When I tried to command them to move via workshop mode, they'd try, but couldn't leave the spot. So, whatever draws them to that spot won't let them leave, even though they will try to do so.

      That said, all of this smacks of navmesh issues, but I think there's an assignment element, too, since it appears that the settlers I assigned to crops had no problem going into the red zone and then going to their beds in the cafe. I'll do a more thorough test when I have a bit more time, but hopefully this will help.
    10. tenhats
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      Yup, roughly the same as my findings, except I could order them away from the ramp without issue. What's odd is I tried reverting it to vanilla, still had the bug, and then using the vanilla navmesh as a base removing the navmesh from the ramp area entirely. The result was them just bunching up at the next closest spot they could get to.

      Something is drawing them to that location at night, but there's nothing there, it's the strangest thing.

      Damn settlement's haunted or something I swear.

      Also thank you for testing and confirming what I experienced.
    11. tenhats
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      The problem has been uncovered thanks to Glitchfinder. That spot they gather at is the exact center of the sandbox. I think the only route will be for me to shrink the sandbox a bit, but we'll see.
    12. rsm000rsm
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      Any idea why settlers go there instead of their beds? And why isn't it constant?
    13. tenhats
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      No unfortunately I don't know the exact mechanics, other than it being more likely for large sandboxes. I'm going to try to shrink it a bit while still containing the build area and see if that solves it.
    14. tenhats
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      I've solved it by very carefully shrinking the sandbox while still keeping the build area covered, the Cult of the Midnight Ramp has been broken. That'll be included in the next update, which will be soon.
    15. rsm000rsm
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      Cult of the Midnight Ramp? That needs to be a mod. ;-)
    16. clyl
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      Wow, that was it?
      Does the same bug happen in places [that I assume have bigger sandboxes] such as Sanctuary or Spectacle Island?
      Either way...RIP Rampists!
      Nice work!
    17. tenhats
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      I assume? From testing it seems to be based on volume and I gave this a decently high sandbox height, it might be that sanctuary compensates for being wide by having a short sandbox, I'll have to check.

      Edit: I checked, sanctuary's sandbox is fairly tall and wide, if sanctuary has a midnight cult it'd be right behind the house with the workshop. I think they probably latch onto the hammer idle spots, might even be why those idle spots exist, to give the cult something to do instead of just standing in a big ball.
  6. spriggitt
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    I've been using this for a few days now. Love the area and build possibilities! I spent a good deal of time clearing the area, and I built a very small section for 2 settlers until I get around to building more there. I had been away a while, gotten a few more settlements and a couple of decoration mods in the meantime (furniture and stuff). Tonight, I got a notice that Prospect was under attack. I was at Jamaica Plain, so I fast travelled, took care of the attackers, and then as I was walking around checking the settlement, I noticed that it had reverted to its original "trashed" state. All of the cleanup I had done was undone, and I wasn't able to scrap anything that I had previously scrapped (trash, leaves, etc).

    I'm a complete novice on mods, so any ideas/suggestions/etc are really appreciated.
    1. tenhats
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      It sounds like something restored the vanilla precombines. Check to make sure this is still at the bottom of your load order.
    2. spriggitt
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      Took me a few tries, but I was able to get it near the bottom, and that did the trick. Thank you! 
  7. dferstat
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    I'm having fun with this. Using the default border with Open Cambridge compatibility, I've been able to restore the diner, clear mucho trash, and start providing services to my settlers.

    An observation: It's great to have those few opened houses so that I can accommodate said settlers. However, I find it quite embarrassing that they have to sleep in the midst of such filth and squalor. I shall feel so much happier when I can remove this particular burden from their lives.

    A request: I note that we're able scrap the two telephone poles on the road leading from the flooded underpass. However, we can't scrap the wires attached to them. Would it be possible to allow us to do so? Oh, and while you're at it ( ) could we get rid of the short pylon that these telephone poles connect to, the one on the rooftop above the underpass? It would be good to have as much flat rooftop as possible.
    1. tenhats
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      Ha yeah I need to go back and add more detail to the open commonwealth versions, enhance the scrapability of the new added sections.

      Ah id thought I’d linked those wires to their respective poles, must’ve slipped past me, thanks for letting me know. The pylon should be doable too, I’ll give that a look later.
  8. Zekiran
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    I did get it to work but still got the "must clear enemies" message. Since I'm at the very tail end of a PACKED settlement build character (level 105 and with about +80 settlements around and about) I had my doubts whether I'd even be able to put it in there without overlapping. It's not near any of my other settlements but it WAS very near my "pit of doom" under the map where all things go to die and cause 1 frame per 3 seconds issues, which may have been why that happened. 

    I used setpv ownedbyplayer true and it worked fine after that. I haven't been back since building and turning on the beacon, though, so next time I'm in I'll look.

    It seems like it's a good location visually but for some it might cause problems purely due to it being both close to the ticon and rr church route, and the supermutants nearby as well as being in proximity to a badly optimized part of the vanilla map. 
    1. tenhats
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      Interesting, for the other commenter it was due to uninstalling and then later reinstalling, but I assume that isn't the case with you. I assume you've also made sure this is at or near the bottom of your load order.

      If you'd like to run a test and help me diagnose this considering doing the following.
      1. Save your current game.
      2. Disable all mods except this one. (A good way to preserve load orders when doing this is to just make a 2nd temporary test profile in your mod manager)
      3. Load a save, the earlier the better, type tmm 1, fast travel here, and see if the problem persists.

      This will determine definitely if it's a conflict or not and would help me as I am currently not able to reproduce this issue.

      Re: Ticon and RR church, both of those are far enough away that they wont be issues. Neither are within render distance.

      That said I might just add a failsafe setownedtriggerbox to avoid people having this issue entirely, conflict or not.
    2. Zekiran
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      Honestly I think it would be for the best to have that trigger, since a lot of wandering enemies wind up in proximity. I went around everywhere with kah and couldn't even see the enemies, but I was still well within the borders of the location. 

      When I move steam up to windows 10 (this run is 600 hours deep and still on windows 7 and I wasn't going to try moving everything to my new ssd) I'll install it at the start of my next game rather than at the end lol. I suspect that too had a lot to do with it for me. 
    3. tenhats
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      Wandering enemies don’t affect it. Its enemies with the boss tag linked to the location or the location not registering correctly due to a conflict.

      For example, go Sunshine Tidings, type killall(killing the original ghouls linked to the location), spawn in a dozen raiders, and then walk up to the workshop and watch as you can claim the settlement anyway despite the raiders blasting you.

      In other words, Enemies were 100% not actually preventing you from claiming the settlement. It’s why KAH did nothing and you couldn’t find anyone.

      So what you’re experiencing is a failure to register in some way, typically due to conflict, which can cause deeper issues even if I put a setownedtrigger box over the workshop. It’s best to just find and resolve the conflict instead.

      Re: ssd, oh you don’t need to go that far to test, just using your mod manager to toggle the plugins is fine, they can even still be in the folder just so long as they’re not active.
  9. SarahAdams
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    Can anyone help?

    When I press E to activate the workbench, all I get is "You need to clear the enemies from the location".  I've spent ages looking around the settlement.  There are no more enemies in the area.  How can I get around this?

    Thanks
    1. tenhats
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      This is most often caused by a load order conflict. Move this mod to the very bottom of your load order, load to a save from before this was installed, and see if it still persists.

      Edit: For any future browsers, the issue came from uninstalling the mod mid save and then later reinstalling it. The break in continuity there causes the game to treat it as two separate installations, preventing the location from registering correctly.
    2. SarahAdams
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      Thanks for the reply.
       
      It was already at the bottom of my load order.  I went back to a save before installing your mod, re-installed it and it still says I need to clear the location.
       
      What else can I try?
    3. tenhats
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      Loaded it up and tested on my end to be sure it wasn't a problem with the mod itself, and it's unlocking as expected on my end.

      Are you 100% certain the mod is definitely at the bottom of your load order? I've had something like this happen before where a user thought it was, but there was actually another mod below it due to Vortex shenanigans.
    4. SarahAdams
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      Yes, it’s definitely right at the bottom of my loadorder.
    5. tenhats
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      Hmm, yeah, it definitely is. What's happening is a failure to initialize the registration quest, which is why when you used the papyrus command it still doesn't show up on the settlement list. The question is what's causing this. The most common thing is load order conflict, but we've definitively ruled that out.

      This is unlikely, but did you previously have a different settlement mod installed at this location? Had a user swap from someone else's Nuka-Transit center to my Nuka-Transit center and run into this issue. What's happening there is the previous mod gets baked in even after its uninstalled, interfering with new mods at the same spot.

      If that's not it... I might try a brute force method by adding a setownedtriggerbox overtop the workbench, but I'd prefer if we could suss out what's going on.

      If you want to there's one other thing we can test. Make a save, disable all mods except this one, load to an older save, go to the location, and see if it unlocks. This will rule out any other kinds of conflicts, since a load order conflict has already been determined to not be the cause.
    6. SarahAdams
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      Thanks for the continued help, very much appreciated.
       
      Yes, I did have a settlement mod at this location earlier on in this play-through.  It was this one!
       
      I uninstalled it because I didn’t like where you placed the workbench. Sorry.

      Would that cause this problem?
    7. tenhats
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      Ah yup that would do it; uninstalling settlements mid game is very risky like that unfortunately. The game still has the first installation baked in which is preventing this second installation from registering correctly, causing these issues. Even though it’s the same mod that interruption is enough to do it, the game sees it as two separate installations.

      The only way to fix this would be to roll back to a save from before you first uninstalled it.
    8. SarahAdams
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      Ok, I understand.  My fault.
       
      Going back that far will loose me 7 hours of game play.  In that time I built four settlements (all of them your). So I won’t be doing that.
       
      I will keep this settlement site for my next play-through.
       
      Thank you for your help and brilliants mods of course.  I am a big fan of yours.
       
      Far Harbor could do with some new settlements.
       
      God bless…
    9. tenhats
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      Lol yeah it happens, fallout's internal systems just really don't like people uninstalling stuff for somereason, gets confused very easily when that happens.

      And I might have another Far Harbor one coming up soon at this location, rsm000rsm actually helped with that one too, I might plug away at it some this weekend, we'll see.
    10. Gavdaman
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      If you have Workshop Framework you can claim in under it's settings - Tools > Claim this settlement
      (oh you could also try the console command kah which is kill all hostiles)

      With regards to not wanting to go back to an earlier save due to settlement building
      It might be best to go roll back to an earlier save as there may be corruption in your save from removing this settlement.

      With regards to the new settlements you have built, you can always make a layout save (using Workshop Framework) of each of your new settlements, use the web tool to create a layout plugin, then load up the old save and import the layouts to the new settlements...




        
    11. tenhats
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      Oh, using layouts to save settlements for use in rollbacks is such a smart idea!
  10. Zequinha
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    the map marker is supposed to be on fresh out of the freezer or i borked something up? i use the prp 69 version. or what flag i need to turn off on xedit?
    1. tenhats
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      Oh whoops, that was an error on my end, a flag that wasn't supposed to be there. I've fixed it in 1.00.2, though I'm not sure if this fix will work on existing saves. If you're still fresh out of the vault you can type "tmm 0" to toggle all the map markers to undiscovered including this one.
    2. BlazeStryker
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      It was even more fun than that. You could fast-travel there immediately. Mind you, for a Commonwealth start of the StartMeUp (Redux) variety, one could imagine it's just a place they had passed through to where you begin from (useful for a Bunker Hill or Goodneighbor start!)
    3. dferstat
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      Are you planning on v1.00.2 releases for the optional files?
    4. tenhats
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      Oh I thought I'd uploaded the PRP one. I have now actually uploaded the PRP one I made yesterday and I'll get the other two done and uploaded tomorrow.
    5. dferstat
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      Many thanks!
  11. dferstat
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    Dammit! How did I miss this?

    This was actually an area I meant to suggest to you because of the large open area. :)

    This looks great, with lots of potential. A request, however, if I may. You've generously allowed us to repair the diner shutters, and replace doors. Would you consider allowing us to repair the broken windows?


    And if you're looking for new real estate to work on, may I suggest Breakheart Banks? Story-wise, being asked to clear the farm, but never being allowed to claim it, has long struck me as a missed opportunity. Game-play-wise, it's a vast site with many opportunities for settlers. While there are already some settlement mods for this site, they're either very difficult to clean, or don't extend to the adjacent lake, meaning limited water supply, and no aqua-culture opportunities.

    (Don't want much, do I?)

    EDIT:

    Are there any settlement attacks from outside the borders, just to keep things interesting?
    1. tenhats
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      The windows are repairable, is it not working for you? And breakheart is on my list for potential spots no worries.
    2. dferstat
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      1) Dohhh ...

      Missed that in the description. Dumbass.

      2) Yay! And thanks, in anticipation.
    3. tenhats
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      No worries. Also yes there’s attack markers beyond the borders from each of the roads in.
  12. ninalyn
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    Aaaahh I've been wondering if I could make this site work with Conquest and here you are saving me the trouble <3 Instant download!

    If you're looking for other locations, could I put in a pretty-please for Forest Grove Marsh? There's only ever been a single mod for it and people were so awful to the mod author (who was brand new) that they literally just said "screw it," deleted the files, and left modding. I was hoping they might choose to come back and work on the necessary tweaks, but I can't blame them for not doing. I still run their mod, but it's glitchy, because, you know, new to modding and people wanted to be assholes rather than offer suggestions for how to fix it. I'd love to be able to settle there with full confidence. It's such a cool location.
    1. Shadowtwili
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      Never understood people bieng rude pricks to new modders instead of giving advice, or posting bugs, and just bieng a help.

      Especially since the majority of mod users don't mod, don't take the time to learn how to mod, or want to know how to mod, so abit of friendliness and decency wouldn't be missplaced!
    2. rsm000rsm
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      I scouted Forest Grove as a potential settlement location not too long ago. It has a lot going for it, but it would take a significant amount of work to reach the level of refinement we've been seeing from Glitchfinder, Tenhats, and Aurelianis.
    3. tenhats
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      I feel like I remember another author mentioning some sort of issue with that location, but I can't remember what that would've been. It's certainly very interesting in layout and worth considering. Perhaps I'll give it a go once I've got my current crop of settlements wrapped up.
    4. rsm000rsm
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      There are some quests tied to it, I think, and I imagine settler pathing would be problematic if the place retains its vanilla layout. I envision something like this:

      1. Clear the ghouls to take ownership of the workshop.
      2. Immersive repair the flood wall (the pieces are there, but they're submerged).
      3. Build one or more "sump pumps" on the flood wall to drain the water from the town.
      4. Immersive repairs, immersive repairs, immersive repairs, including opening boarded up structures.
      5. Populate with settlers.
      6. Sit back and enjoy the latest edition to your galactic empire.

      I suspect draining the water would be the tricky part since it would likely require custom water meshes to separate the river side from the town side.
    5. tenhats
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      For me the flooded aspect is actually part of the appeal; were I to make a settlement there I think I would keep the repair functions to anything above the water line. Settler pathing is still something that could be an issue though.
    6. rsm000rsm
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      Forest Grove Marsh Settlement

      Don't know if that's the one the OP mentioned.
    7. ninalyn
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      @shadowtwill: because some people have to be assholes. Like that's literally just their default setting. I've made exactly one mod, I'm going to try updating it this year, and I am not looking forward to it. It's time-consuming and difficult as hell (and that was just for a radio mod!). The only time I'm ever going to be rude to a mod author is if they decided to go all racist-Nazi-bullshit with their mod, and that's nothing to do with skill.

      @tenhats: yay, thank you!!! It's so cool, and I love the idea of being able to build over the water. (If you want another cool location--although this one might be harder because it's so close to a random encounter area and also would conflict with Tales of the Commonwealth--if you walk out of Oberland Station through the rocks at the back, and then go directly diagonal like you're headed for Back Alley Apparel, you'll run into a road with a little fruit stand building type thing with a dead trader and some loot. I LOVE that location and it frustrates me no end that Conquest doesn't work well there. (I mean technically I can make it run, but somehow I always end up with the zero-food-can't-assign-settlers bug at that location.) Can you tell I just love this part of the map?

      @rsm000rsm: noooooooooo, don't drain it, that's literally what makes it cool! Although you saying something about the flood walls explains how the town existed in the first place--I've been trying to figure that out. Also yeah, that's the one. There are actually comments that've been removed, because I remember posting a reply where someone had made a nasty comment starting with "how about you...." and I replied with "how about you try not being an asshole?" I obviously am not that mod author and would not condone their files being used to build off of, but if you or tenhats wants me to pull the file out of Vortex to take a look and at least get a feel for what happened there, I can. I don't know if seeing someone else's rough draft can help with avoiding glitches, but it seems like it would.

    8. tenhats
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      Hmm, that is a cute little spot. Might conflict a bit with my V81 Trader's Camp settlement, but I can always make a compat patch. Looks like a fairly easy spot otherwise.

      Do you recall what the problems with forest marsh were according to the comments?
    9. ninalyn
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      Okay, so issues with Forest Grove Marsh. To start, the settlement only covers the ruined part of the town and not the houses on the hill, which was just fine by me (I feel like it'd be way too big if it included those--I don't think people realize how big Forest Grove was prewar), but seemed to bother a lot of people. With that out of the way:

      1) buildings that are "open" will flicker and disappear sometimes as you walk through town. This is worse if you have Scrap Everything and is easily far and away the biggest issue. Sometimes you have to turn in one direction to see if something's actually there and then turn back to keep walking.

      2) the settlement build border may appear permanently. I've actually had to delete it in my current game via console commands because I have a separate mod that marks enemies in glowing red and when I was in Oberland Station I kept seeing the boundary from the corner of my eye and thinking I was being attacked. It's bright and it's big, and may or may not appear/disappear correctly.

      3) The settlement border near the locks apparently creates a pathing issue where settlers will get over in that area and just. Forget how to character. They won't go closer to the locks to sandbox and they may get stuck and be unable to move from that area. It absolutely does not help that there's a walkway you have to cross in that area and the settlement border doesn't include all of it, which means you're leaving the settlement and immediately reentering. I suspect that's where the settler issue comes from.

      4) There's a bit of broken navmesh by one of the few unsubmerged houses that's included (it's actually right on the water's edge and if memory serves me there's a makeshift ramp up to the carport roof), and another on one of the walkways between roofs. Like you're just gaily walking along and slam into an invisible wall.

      5) some people reported issues with settlers not being able to cross the roofs. I didn't have this issue anywhere except that one tiny broken bit of navmesh.

      And finally, the workshop will enable even if you haven't cleared all the ghouls yet. Which was a very fun time when I tried to use the workshop to check if I'd gotten them all, and it opened, so I was like "oh sweet! Time to start cleaning up and building!" and then promptly got murderated.

      I'd have to actually start building there to check for further issues (I haven't yet this playthrough), but those are the glaring ones I remember that've kept me going "gonna fully finish Oberland before I hop over there."
    10. tenhats
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      Oh those sound like mostly novice settlement maker errors, ie, improperly generated precombines, improperly linked settlement borders, limited sandbox primitive, etc. None of which will be a problem for me, and none of which are innate issues with the location. If/when I make a location I'll likely keep mostly to the actual marsh as well, but we'll see. Thanks for checking on that.
    11. rsm000rsm
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      Based on the comments, it looks like there were conflicts with another nearby settlement as well. Overlapping build zones.
    12. blackboy2
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      If you ever do make a mod that turns Forest Grove into a settlement, David Hunter - A Brotherhood Story and Tales from the Commonwealth both add some stuff to the location, as well as the nearby dam in David Hunter's case.
    13. tenhats
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      Ah thanks for letting me know, I'll keep that in mind for misc patches.
    14. ninalyn
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      Yeah, I kind of figured. It broke my heart that this person was new, and so excited to build in this location so many of us wished had been a settlement from the start, and just...absolute jackasses drove them off almost at once. I'm excited to hear that what they did will be able to guide someone to do the new-and-improved, though!
    15. BlazeStryker
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      Build Zone interaction and Triangle of Death style issues are rife because of how the game LOD tries to track everything in the cells around any given location. In this case your problems (81 trader settlement aside) likely are due to Hangman. any changes at ALL to that place gave Diamond City Outskirts absolute fits, let alone Beantown Interiors as they had a spot by the Super Mutant Ambush.
    16. tenhats
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      Forest Grove Marsh is far enough away that Hangman's Alley shouldn't be causing any issues, they wouldn't be loaded at the same time.
    17. dferstat
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      I'd very much like to see a new version of Forest Grove Marsh. One, because I've enjoyed what Tenhats has released, and two, because I'd like to complete my metropolis around the central Charles River (niston's Bridgeport and Forest Grove Water Lock, Bridgeport, recently revamped by Yagisan, and Forest Grove Marsh).

      There are of course, technical problems; the (very) close proximity of two other settlement mods will require care when setting borders. There's also the risk of duplicating the Abernathy/Sanctuary/Red Rocket Triangle of Doom, where there's so much happening that the game crashes.

      Also, there are artistic considerations. For example, rsm000rsm would like to drain the town, while tenhats doesn't. Personally, I'd like to see it drained, with buildings opened up where possible, as this is what I think settlers would do for any long-term habitation. Without drainage, all we seem to have is a collection of rooftops.

      Would it be possible to either make 1) two versions (drained and not), or 2) draining the town optional?
    18. tenhats
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      That could be possible. I’ll consider it.