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Tenhats

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  1. tenhats
    tenhats
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    • SS2 Compatible.
    • Alt version made for use with PRP. Use instead of default file.
  2. sidewayssisyphus
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    Thanks for these settlement mods! They're the main reason I'm playing again.

    I do have a potential issue with Old Pond House. I cleared all the baddies, rebuilt the fog condensers, and claimed the workbench. I was able to repair most of the house, except for the roof areas at the very top (basically I have open sky over the second floor). None of the areas that still need repair will highlight while in workshop mode to let me finish off the house. 

    I can see from your pictures that it wasn't left unfinished. And given my struggles with Spectacle Island (it took me forever to realize the brooms were triggers for repair), I'm wondering if I'm just being stupid and overlooking something. FWIW, the other far harbor settlements (e.g., the church) are working just fine.
    1. tenhats
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      There are no unusual targets for the roof, it’s highlighted in the typical way. Try perhaps climbing on top and then looking down directly at it?
  3. smrdutyskunk
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    Thanks much for your settlements mods ! But in growed settlements Old Pond House with Nuka-Raiders - Operators - still respawning hostile trappers in main building when i come in with fast travel... - i must give gun turrets to interrior near beds... :D can be this repair able ? 
    1. tenhats
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      Someone else reported something similar. I might have to use a brute force method to keep them from respawning on old saves, but for now you can do the following if you're having that issue:
      1. Target a dead trapper with the console
      2. Type disable and make sure the trapper is what is disabled. If something else is disabled type enable and repeat step 1.
      3. Once you've successfully disabled the trapper, type markfordelete .
    2. smrdutyskunk
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      thank you for tip !  i try it - must wait, trappers not respawn every time if i travel in, but randomly

      after this situation stay (i will not lost my aftergametime :) ) i report result here 
      thx 

      my provisory counterattack :D :D :D
    3. tenhats
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      If it happens again please give me the IDs of a few of the attacking trappers, that way I can make sure to track them down and make 100% certain their respawns are prevented.
    4. smrdutyskunk
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      i look for old savegame - and i have it ! :) here are numbers of this pussytrappers :D 




      imgpost


    5. tenhats
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      Cool, thank you, I'll work on getting that sorted.
  4. Geministar
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    I'm having an issue with the fog condensers reporting that enemies in the area need to be cleared first.

    I've killed all of the trappers, creatures in the pond, even rabbits, but it still says that enemies have to be cleared first and I cannot find any enemies.
    1. tenhats
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      Is the mod at the bottom of your load order.
    2. Geministar
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      Nearly; I have your Ruined Church & KStation mods right below it, and also 3dScopes and Finezoom, but neither of those should impact the mod...right?
    3. tenhats
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      My other settlements shouldn't interfere and and I don't think those scopes/zoom mods would impact it.

      Is the location cleared on the minimap? Make 100% certain you're not in combat.

      Try making a save and then type killall into the console. Test to see if you can unlock it, and then load back because killall wipes out a large area and you don't want to keep that.
    4. Geministar
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      Yeah, already tried killall as a test, thinking that perhaps an enemy fell through the terrain or something, didn't solve the issue.

      I'm not in combat, sneaking shows I'm undetected, I can use the cooking station out front and I can sleep in the bed upstairs at the house...all of which would let me know if I were in combat.

      I'm going to try and leave Far Harbor, and then come back, see if that resets the cell.
    5. tenhats
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      So no one else has had this issue before and all symptoms line up with an installation error, ie, when this mod was first loaded it wasn’t at the bottom. It may be at the bottom now, but if it wasn’t at the bottom the first time you loaded your save with the mod active that would produce the exact symptoms you’re reporting.

      I’m going to test to make sure having all 3 of my far harbor settlements active at once doesn’t cause some weird corner case, but all signs point to the above.
    6. Geministar
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      New playthrough, survival/permadeath, had the same load order since spawning.

      Is there a setstage ## I could use to progress past the 'kill all enemies' point?
    7. tenhats
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      It's not a quest, there's no stage to be set.

      Try this, in Vortex or Mo2 make a new profile, saving your current one. In that new profile deactivate all mods except this one. Launch the game, when you are at the main menu instead of loading a save open the console instead. Type coc OldPondHouse01 when it loads type kill all and then see if you can activate the condenser pile.

      And just to be clear, you have been trying to click the pile of broken fog condensers and not the workbench, correct?
    8. Geministar
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      Note: I tried deactivating this mod, loaded into the game, made a save, exited, then reactivated this mod and entered the game again. Normally, that should have reset the mod, as if I hadn't played it before...but, when I went to the pile of broken condensers, it still reported that I needed to kill all enemies first. I think this means there is a mod conflict, otherwise the conditions would have cleared.

      I'm going to make a new profile as suggested and try removing some mods (I'm running about 355) that involve Far Harbor.
    9. tenhats
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      Oh that doesn't reset mods. That corrupts mods. That's why you're having this issue. Your save is corrupted. Never do that.

      Like I'm not even guessing here, the settlement array is corrupted, there's two instances of this settlement in the array, the ghost of the first install is conflicting with your second install.

      Never ever uninstall a settlement mod mid game, or any mod that does anything with scripts or anything at all complex. There is no known way of fixing this besides rolling back your save to before you did that.

      To test your load order without corruption do the following:
      • Load to main menu with your current standard load order. Do not load a save.
      • Load the console and type coc OldPondHouse01
      • Type killall
      • Activate the pile
    10. Geministar
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      Issue resolved: I had the same issue when going to the other two settlement mods in FH (Waketak Ranger Station & Ruined Church), I suspect that another mod I use, Gun For Hire is causing the issue due to the way there is a scripted event when opening a new settlement (you get affinity points). I'm hoping someone else uses that mod and can verify my suspicion, I don't want to remove it from my playthrough and risk borking things up.

      What allowed me to activate the Condenser repair is to console in a cooking station at Waketak and Ruined Church, no other workstation types worked for some reason. Because Old Pond already has a cooking station, all I needed to do was use it once and then I could repair the condensers.

      If anyone else has this issue, just console in a cooking station, use it to cook something or transfer something to the storage and you should be able to repair the condensers afterwards.

      Thanks for all your time and patience!
    11. tenhats
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      Sounds like there's still something going on there, but glad that worked!
  5. sjsj31
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    Hi tenhats, thank you again for this awesome work.

    If you don't mind, could I know about how to disable trappers reapawn inside and near the house? It seems three inside for sure, and one or two outside I guess. Love you. 
    1. tenhats
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      The trappers shouldn't be respawning. Have they respawned for you? I can give that another look, but just to confirm, you have no other mods(besides other settlements) beneath this mod, correct?

      Currently I have them linked to the encounter zone which is marked for no respawns, but there's a brute force method I can also use.
    2. sjsj31
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      Thank you for the reply. 
      I set it as dynamic patches in vortex and found no other mods touching respawn feature. 
      They have been respwaned twice so far. XD
    3. tenhats
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      Interesting. I might just have to brute force it.

      For now you can prevent them from respawning by doing the following:
      1. Target a dead trapper with the console
      2. Type disable and make sure the trapper is what is disabled. If something else is disabled type enable and repeat step 1.
      3. Once you've successfully disabled the trapper, type markfordelete .
    4. sjsj31
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      That sounds really cool! so much thank you tenhats! my winter vacation owes you tons a lot.
  6. Kodiak412
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    Outstanding settlement mod you made here. I hope you continue with the FH settlements as your work is great! Thanks for creating and posting!
    1. tenhats
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      Thank you! It's definitely one of my own personal favorites. Next FH will likely be the MS Azalea which is actually a cut settlement. Still has the settlement flag and various settlement markers, just no workbench to go with it.
  7. adamndirtyape
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    Any plans to have an all-in-one for the Far Harbor settlements like you did for the Nuka-World ones?

    BTW, your settlement mods are among the best available. Thanks for making them.
    1. tenhats
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      Once I have six or more far harbor settlements I’ll likely consider making one. Doesn’t make much sense with only 2 at the moment.
  8. nickwch
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    thanks for this awesome mod
  9. backguard1
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    Excellent mod. Great location. I had no problems with it at all. Its in my permanent load order now. Thank you for sharing it!
  10. deleted107929183
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    Great work as always! Will your FH settlements get FH specific quests like condenser down too? 
    1. tenhats
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      Yup, I specifically tested for the fog condenser one and was able to get it to trigger and work as expected.
  11. mandarin555
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     I needed the RAW patch. Thanks
    1. tenhats
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      You're welcome! Going to be slowly adding those to all my settlements.