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.
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.
Hi. First, I've installed a couple of your settlement mods & others, like Subway Runner - Revised, & like them, and appreciate you offering them, as well as taking time to answer questions. I'm hoping you can help me with a problem I'm having with the Prospect Hill settlement. The problem is that most of the structures seem to disappear (e.g., road, walls near the workbench, etc., with some disappearing only when my character is close or contacts them, but others, such as the wall by the workbench are just gone). I had this problem once before, and I put it at the bottom of my load order (actually I'm using Vortex, so I created a category "Settlements", which I put after "Conflict Resolution Patches", but before "Dynamic Patches") and started a new game. That seemed to fix the problem, although when I downloaded a transfer settlement, some of the same type of problem reoccurred. So, I've ditched that transfer settlement for my current play through. On this play through, I added the Lechmere Station Settlement by pra, as well as this settlement mod, and I'm wondering if they are editing the same areas, and if that's causing the instability I'm experiencing with your settlement. I started a new playthrough with both mods loaded, so I don't have a pre-install save to go back to. While I don't want to start a new playthrough, I've installed enough mods that I've lost count of how many new playthroughs I've started due to mod problems, so I can live with it.
Edit, I just checked as I'm writing this to make sure I'm not wasting your time, and see that Vortex deleted my "settlements" category, which threw all my settlement mods into the "default" category, messing up the load order. That may have been a/the problem. I recreated my "settlements" category, and also put my settlements with a previs plug in into the "Dynamic Patches" category to make sure they load even after the other settlement mods (these are basically Glitchfinder's settlements). Now, I'm ready to start yet another game.
However, I'd still like to know if there a conflict between Lechmere station and Prospect Hill settlements. Also, this category thing with Vortex is a bit exasperating, and I'm wondering if you can confirm that I've set it up correctly so your settlement mods don't have trouble (I installed a few, and haven't yet encountered them all yet).
The only other 2 possibly relevant mods I have are Boston Natural Surroundings and All Settlements Extended. Also, I did the inexcusable act of uninstalling the Prospect Hill settlement mid-game and went back to a save before I encountered it. Of course, since I started the game with your settlement loaded, I didn't have a preinstallation save to go back to (I was tiredm frustrated and not thinking). Hence, my plan to start anew. I just want to do a much as I can to ensure I don't get to a messed up settlement. Do you think it's wise to install settlements intermittantly and only after I explore a bit, so I get some saves I can go back to in case settlements are problematic? Thanks.
What you're reporting is a precombines conflict. Identify the conflicting mod and I can make a patch.
Lechmere station does not conflict with any exterior settlements as it is an interior settlement.
It's totally safe to install my settlement mods as you go, rather than all at the start, in order to catch installation errors before they get baked into the save.
Thank you for your response. Wow, so quick! I actually meant Subway Runner Revival, and when I looked at the mod page more carefully, I saw where you credited happlessAccreditation and gostfc3s, as well as naugrim04.
Thanks for the advice, and I'll do some experimenting and report back when I figure what the conflicts are. I appreciate your willingness to make a patch.
Follow Up: Conflicting Mod Located I found the problem. It is One Man's Trash - Recruitable Scavengers by rsm000rsm. The mod is dependent on rlbaxter's RL Recruit Framework, and when I removed One Man's Trash, but kept the framework, there was no problem with Prospect Hill settlement. Then I reflected and realized that each time I'd gone to Prospect Hill, there were two recruitable scavengers there. Whether anything else may cause a problem with Prospect Hill, One Man's Transh definitely does. Along those lines, if these recruitable scavengers cause a problem with one of your settlement mods, I wonder if they may cause a problem with any of your (or other people's) other settlement mods. Also, I visited Propect Hill settlement with two of rsm000rsm's other recruitable mods, and Prospect Hill was not affected. These other mods are for particular NPCs in specific areas (rotten landfill with the mole rats & Yuki at Neon Flats). Lastly, just because I was curious, I reinstalled rsm000rsm's Cut Content NPCs - All in One, and your Prospect Hill settlement was unaffected. So, for now, I'm going to keep One Man's Trash - Recruitable Scavengers uninstalled. I don't expect you to drop anything just to make a patch in response to one comment, but it would be great if and when you do. Thanks.
Unless one man’s trash alters precombines there shouldn’t be any issues so long as this mod is loaded after that one. Did you make sure the settlement was below one man’s trash in your load order?
Turns out I thought I put it after One Man's Trash by creating a new category in Vortex. But when I checked, OMT was below Prospect Hill. So, I created a rule for OMT to load before your mod, which changed the load order. Now I can have OMT and your mod installed. Doesn't make sense if they do not touch the same files, but I figured out how to rearrange load order finally, and moved OMT before and after Prospect hill, and when it's before there is no problem, but when it's after, there is a problem. Go figure. Also, I read your response to the poster about Lechmemer station, and just to make sure I don't have a problem, I made sure your settlement loads after that one, just in case. Also, I see how often you respond to people, and I admire it. Thanks again.
What conflict are you experiencing? There shouldn’t be any, lechmere doesn’t alter any exterior precombines. Load this one after lechmere and let me know if you experience anything.
By clipping do you mean flickering objects? It's a precombine conflict. New save wouldn't solve that, gotta find the conflict. Duplicate your mod profile, activate the duplicate, and then start disabling things until flickering goes away and then tell me the conflict source.
When I first loaded it, I loaded into the game in the area, got the "discovery", was able to use the Workbench, but no repair, the mobs in the area were pretty much dead.
I loaded an older save (just about 2 hours of play earlier), before I did the Shroud quest in the area (I originally loaded the mod AFTER I did the Shroud quest and was still in the area). I "discovered" the area again then was able to repair the windows/roof/shutter.
Once again, for the mods you have done, and are working on, THANK YOU!
Side note since you're reworking the Rebuild Series... I use the AiO on that, and settlers keep hanging out on the porch Roof, and provisions will not leave the settlement on Croup Manor. :P
Oh yup, completing silver shroud is fine, but being at the location of a settlement mod when you install that settlement mod will frequently cause problems.
Both of these issues are with Croup? I can take a look at that thanks for letting me know.
Since "learning" about modding the game, and the NextGen update, I've done dozens of play-throughs, so, re-doing an hour+ with no settlement construction is fine. We learn by doing...
Yes, Croup, after rebuilding, I get settlers and provisioned that just stand on the right-side porch roof (facing the house). And a provisioner that just walks around by the driveway, not going beyond where the "roundabout" meets the driveway.
Well, tenhats has not released their version yet. It's still under the original mod author's AiO. Give tenhats time since they seem to have their hands full with a ton of mods these days. :)
Croup Manor has issues even in vanilla, the most notable, perhaps, is settlers spawning in the ocean when the cell loads. And even before the Rebuild series, I've had instances where some settlers navigate fine while others won't path into the settlement farther than the roundabout.
The provisioners not leaving the settlement sounds a lot like an issue I encountered with a couple of custom settlement mods. In those cases, the issue was because the settlement marker (not sure if that's the right term) was set too high over the location, so the provisioners would either travel to the connected settlement and not return or never leave their home settlement in the first place.
Somehow, objects, like settlers and their clothes from the North Point settlement, are crashing the game at the Prospect Hill. It might be a triangle of death scenario, even tho I didn't build anything at Bunker Hill. Even without the settlements, those grids are already very busy in resources because of the several buildings around.
Yeah stuff like that is determined by the strength of your PC and how built up the locations are for you, and so are different for everyone. Not much I can do on my end unfortunately.
The triangle of death is just my guess. My PC is strong enough, the VRAM is far from being used to the max, I think it's just engine limitation. Maybe removing the random enemy spawns in that area would help solving the problem, because I believe some of these crashes are possibly triggered by random enemies respawning and aggroing settlers. Fallout 4 can't handle too many NPCs. If you can make an optional file to remove the enemies that are unrelated to quests from spawning or respawning in those grids, I'd gladly test it. I really don't want to uninstall this mod, or having to choose between this and North Point, because I just made a pretty settlement there hehe.
The "Triangle of Death" is what I described above.
It's caused by the game trying to render too many things at once and is determined by the strength of your PC and how many objects loaded. It can happen with a single settlement if built up enough, and on the opposite end you could have a dozen settlements placed right next to each other without triggering it if your PC is strong enough.
Settlement proximity isn't the actual cause, it's just the amount of rendered objects.
Yeah that may be the case. I've been changing the settlers who are causing the crashes to try to sort it out, but since it's random settlers most of time I also believe it's too many objects being rendered and that area is busy by default. Anyway any news about removing that house pillar at Fiddlers? I've been checking for updates every now and then xD
Oh yeah I can bump that up in priority, right now I'm working to get a new Nuka-World Settlement finished, hopefully for later today(Friday) maybe Saturday. We'll see.
I take it's compatible with your Amphitheater settlement. But is it compatible with North Point Settlement? I'm not sure it it's part of the same grid area.
Interesting, most of the roof is vanilla, I only touched those small repairable parts. I don't know what they'd even be Z-fighting with. I'll investigate that sometime.
Haven't gotten to either of the other things, been working on other projects, but will come back to the open commonwealth and making that electrical equipment scrappable eventually.
i was up in the area the other day feeding Northy his overdue dose of Lead. and thought what a beautiful place for a settlement. and thought there was a workshop here somewhere. so i finally remembered and had to come here to find the WS. now back to the grind. and of course, Thank you again, for ALL you have done for us. 🤩😍 btw fyi i found many of these settlements in this mod Tenhats' Commonwealth Settlements at Fallout 4 Nexus - Mods and community (nexusmods.com) and now have to go thru and dl the originals for Your endorsements. but you got Kudos for now. hey it's better than kooties...
lol thank you! And I agree the area is so unused despite being pretty it feels like there should be a settlement here. So obviously I had to do something about that.
162 comments
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.
Edit, I just checked as I'm writing this to make sure I'm not wasting your time, and see that Vortex deleted my "settlements" category, which threw all my settlement mods into the "default" category, messing up the load order. That may have been a/the problem. I recreated my "settlements" category, and also put my settlements with a previs plug in into the "Dynamic Patches" category to make sure they load even after the other settlement mods (these are basically Glitchfinder's settlements). Now, I'm ready to start yet another game.
However, I'd still like to know if there a conflict between Lechmere station and Prospect Hill settlements. Also, this category thing with Vortex is a bit exasperating, and I'm wondering if you can confirm that I've set it up correctly so your settlement mods don't have trouble (I installed a few, and haven't yet encountered them all yet).
The only other 2 possibly relevant mods I have are Boston Natural Surroundings and All Settlements Extended. Also, I did the inexcusable act of uninstalling the Prospect Hill settlement mid-game and went back to a save before I encountered it. Of course, since I started the game with your settlement loaded, I didn't have a preinstallation save to go back to (I was tiredm frustrated and not thinking). Hence, my plan to start anew. I just want to do a much as I can to ensure I don't get to a messed up settlement. Do you think it's wise to install settlements intermittantly and only after I explore a bit, so I get some saves I can go back to in case settlements are problematic? Thanks.
What you're reporting is a precombines conflict. Identify the conflicting mod and I can make a patch.
Lechmere station does not conflict with any exterior settlements as it is an interior settlement.
It's totally safe to install my settlement mods as you go, rather than all at the start, in order to catch installation errors before they get baked into the save.
Thanks for the advice, and I'll do some experimenting and report back when I figure what the conflicts are. I appreciate your willingness to make a patch.
Follow Up: Conflicting Mod Located
I found the problem. It is One Man's Trash - Recruitable Scavengers by rsm000rsm. The mod is dependent on rlbaxter's RL Recruit Framework, and when I removed One Man's Trash, but kept the framework, there was no problem with Prospect Hill settlement. Then I reflected and realized that each time I'd gone to Prospect Hill, there were two recruitable scavengers there. Whether anything else may cause a problem with Prospect Hill, One Man's Transh definitely does. Along those lines, if these recruitable scavengers cause a problem with one of your settlement mods, I wonder if they may cause a problem with any of your (or other people's) other settlement mods. Also, I visited Propect Hill settlement with two of rsm000rsm's other recruitable mods, and Prospect Hill was not affected. These other mods are for particular NPCs in specific areas (rotten landfill with the mole rats & Yuki at Neon Flats). Lastly, just because I was curious, I reinstalled rsm000rsm's Cut Content NPCs - All in One, and your Prospect Hill settlement was unaffected. So, for now, I'm going to keep One Man's Trash - Recruitable Scavengers uninstalled. I don't expect you to drop anything just to make a patch in response to one comment, but it would be great if and when you do. Thanks.
Is it incompatible, or can I load one after the other and not make a mess?
Xbox Download
This mod and it's sub-file are pretty much that last mods loading....
Beyond that... THANK YOU for another amazing mod. Looking forward to your rebuild re-release as well.
Alternatively, when you loaded after installing were this mod's cells also loaded?
When I first loaded it, I loaded into the game in the area, got the "discovery", was able to use the Workbench, but no repair, the mobs in the area were pretty much dead.
I loaded an older save (just about 2 hours of play earlier), before I did the Shroud quest in the area (I originally loaded the mod AFTER I did the Shroud quest and was still in the area). I "discovered" the area again then was able to repair the windows/roof/shutter.
Once again, for the mods you have done, and are working on, THANK YOU!
Side note since you're reworking the Rebuild Series... I use the AiO on that, and settlers keep hanging out on the porch Roof, and provisions will not leave the settlement on Croup Manor. :P
Both of these issues are with Croup? I can take a look at that thanks for letting me know.
Since "learning" about modding the game, and the NextGen update, I've done dozens of play-throughs, so, re-doing an hour+ with no settlement construction is fine. We learn by doing...
Yes, Croup, after rebuilding, I get settlers and provisioned that just stand on the right-side porch roof (facing the house). And a provisioner that just walks around by the driveway, not going beyond where the "roundabout" meets the driveway.
Well, tenhats has not released their version yet. It's still under the original mod author's AiO. Give tenhats time since they seem to have their hands full with a ton of mods these days. :)
The provisioners not leaving the settlement sounds a lot like an issue I encountered with a couple of custom settlement mods. In those cases, the issue was because the settlement marker (not sure if that's the right term) was set too high over the location, so the provisioners would either travel to the connected settlement and not return or never leave their home settlement in the first place.
It's caused by the game trying to render too many things at once and is determined by the strength of your PC and how many objects loaded. It can happen with a single settlement if built up enough, and on the opposite end you could have a dozen settlements placed right next to each other without triggering it if your PC is strong enough.
Settlement proximity isn't the actual cause, it's just the amount of rendered objects.
1) The roof (rooves?) of the diner are showing what appears to me to be z-fighting:
Moving the camera shows this affecting most of the roof:
In the few area not subject to this, I can place turrets and have them snap to the roof:
However, in most places turrets simply fall through:
2) Have you had any progress in removing this:
I'm hoping to put a helipad up there, because I really don't like wasting arable land. :)
3) Are you planning to keep the Open Cambridge/Commonwealth versions maintain currency with your main release? Currently, they lag behind.
Don't ask for much, do I? :)
Haven't gotten to either of the other things, been working on other projects, but will come back to the open commonwealth and making that electrical equipment scrappable eventually.
No furries regarding the other items; I got plenty of other things to keep me busy.
btw fyi i found many of these settlements in this mod Tenhats' Commonwealth Settlements at Fallout 4 Nexus - Mods and community (nexusmods.com) and now have to go thru and dl the originals for Your endorsements. but you got Kudos for now. hey it's better than kooties...