I never really looked around for a settlement opportunity for this place since it seemed adequately "settled" but unfortunately for Bonnie, the growing needs of my Empire and my love of you and Yagi's mods means she's about to get annexed.
Are you still taking requests? If so, maybe you could take a look at Hanscom Air Force Base - Settlement? The mod hasn't been updated in a while, I'm not sure if the mod author is still working on it, or even still around on the Nexus, and there's some issues with it I hope can be addressed, like the fact that you have to edit the game's out-of-bounds restrictions just to be able to access the workshop.
Author hasn't been active since august and hasn't published since 2020, so I'd assume they're likely done with it. Neat looking mod, that issue you mentioned could definitely be solved with a patch. I could take a look at it later and see if there's any other problems. Was there anything you noticed?
I didn't test the mod for long, but I'm a little worried about attack spawn points, Minutemen quests, the happiness bug and settler pathfinding. Also, there's the issue of it relying on the assets from another settlement mod, Remnants Bunker, to work at all. The Bunker's another settlement mod that's kinda old and has issues like settle pathing.
I have a request. Can you do the same to Eleanor's Shack - Player Settlement https://www.nexusmods.com/fallout4/mods/41965 that make Teddy the Dog included in the settlement as a settler. Nice mod btw thank you <3
Been a while since I've looked at that one, cute spot though and makes sense. Cracked it open just now and unfortunately found 2 fatal flaws that I can't fix via patch. 1st it sets up its quest incorrectly using 2 parts instead of 1. Second it contains 2 ITM dirty edits to unrelated cells.
It also contains deleted references but I can just undelete those in a patch.
If someone wanted to turn it into a settlement though it would be an easier location. This guide would show them how and I'd be willing to do finishing touches such as hooking Teddy up correctly and making it so you need to save Teddy to unlock it.
Eleanor's Shack is a nice little settlement. I used it for quite a while. Unfortunately, it has a serious conflict with Pra's Fairline Hills. It might conflict with the nearby Red Rocket from the Tar/Yag set as well.
Teddy needs his "protected" flag toggled, too. He's mortal by default.
Oh gosh, Tenhats, I wish I had seen your comment before I put Eleanor's place in my load order. Now I worry what problems it's causing, since I don't ever want to make the mistake again of pulling out a settlement mod from my game (even one I have never even been near). Is my game safe with this still installed if I don't use it?
Sorry for putting my question here, but if anyone knows the answer, it's you.
Its quest setup is inefficient and sometimes doesn't work for existing saves, but that wont cause an crashes or corruption. The settlement just may or may not work in some saves and there's no way for me to patch that.
To take care of the deleted references just run the mod through Xedit's undelete function and the problems associated with that will be gone.
For the ITM(identical to master) dirty edits if you're familiar with Xedit at all just crack it open and delete those. Easy to do to the esp directly, but not really able to be done via patch.
Thanks! I'll just leave it be for now since it is safe to do so, and will make the edits for future playthroughs, since I really like the settlement and it's area. It's a perfect in-between for supply line between Oberland and Egret Tours. Plus Eleanor adds some character to the place.
Small bug report. There's an error with the FOMOD. I'm selecting the default version, but the reduced grass version gets installed by itself, leading to errors requiring the default version. To get the default version, I have to select the reduced grass option in the FOMOD.
Also, you still have a copy of Yagisan's trader in your mod's NPC (Actor) tab. You shouldn't need his version anymore, but having both might be what's causing some of the issues with the trader.
29 comments
Question, the main cabin is not scrappable, right?
Thanks.
Edit I've read the description of the main mod, it's not.
It also contains deleted references but I can just undelete those in a patch.
If someone wanted to turn it into a settlement though it would be an easier location. This guide would show them how and I'd be willing to do finishing touches such as hooking Teddy up correctly and making it so you need to save Teddy to unlock it.
Teddy needs his "protected" flag toggled, too. He's mortal by default.
Sorry for putting my question here, but if anyone knows the answer, it's you.
Its quest setup is inefficient and sometimes doesn't work for existing saves, but that wont cause an crashes or corruption. The settlement just may or may not work in some saves and there's no way for me to patch that.
To take care of the deleted references just run the mod through Xedit's undelete function and the problems associated with that will be gone.
For the ITM(identical to master) dirty edits if you're familiar with Xedit at all just crack it open and delete those. Easy to do to the esp directly, but not really able to be done via patch.
Part of me wonders how viable scooting it just a bit so it doesn’t share a cell with Fairline would be… something for me to look into later
Also, you still have a copy of Yagisan's trader in your mod's NPC (Actor) tab. You shouldn't need his version anymore, but having both might be what's causing some of the issues with the trader.
And no that wouldn’t cause anything. I don’t believe any issues are being had any more with the trader.