For some reason, many of the objects (cars, rubble, debris, posters, etc.) cannot be removed. I can scrap some of them, but they do not disappear after I have scrapped them. And there are some that cannot be scrapped at all. I have the latest version of PRP (0.74x), so I assume that is causing the issue, but just thought I'd drop by and ask. Any idea what could be causing this issue, if its not the latest version of PRP?
The only other settlement mods I use aside from SS2 (and its plot mods) are Place Everywhere and Scrap Just A Bit More Stuff.
Settlement mods need to be loaded after PRP and any scrapping mods. Do you have this mod loaded before or after those? If before then that's your issue. Solve it by moving this mod to the bottom of your load order and loading back to before you installed it so it can undergo registration again.
God damn, I'm a dumbass. I moved the Ghoul Settlers esp below PRP and forgot to load the actual esp below PRP. I usually use LOOT first and then move all the Settlement mods after PRP, but for some reason, LOOT loaded the main esp all the way up after the esms.
At any rate, you're good. Mistakes on my part. As usual, the best settlement mods on the nexus!
Yeah LOOT does that. I’ve tried talking to the people who run LOOT about auto-sorting settlements to be after prp but they don’t seem interested at this time. So just gotta do it manually for the foreseeable future.
That sucks. I'll hit them up about it as well. Hopefully they get around to it at some point, because 90% of the issues that people have with settlement mods has to do with load order it seems.
I'm having an issue where settlers don't seem to be arriving in response to my beacon. (I took the ghoul option, if that's relevant.) I am using the ham radio, but I'm sure I have it set right -- the ones in other settlements are working fine.
Yep, the only things lower are other custom settlements of yours. No other mods touching any areas in the Glowing Sea, and no obvious conflicts in XEdit. I pushed it even lower than the other settlements, just to see if that fixes anything.
That means something disrupted the registration, though I don't know what. I'd recommend loading to before you installed this, double checking to make sure nothing is below this mod, and then trying again.
The other alternative is if you have more than 90 modded settlements (so 127 with vanilla), anything above that 90 will fail to register.
Unfortunately, I installed it then didn't actually check out the location for a while, so that's not viable. Guess I'll just leave it this playthrough. Thanks for the help!
Update -- turns out I also have this problem with the Atom Cats garage (which is a bit more annoying) but confirmed all the other settlements I have from you are fine. Just mentioning this since it seems like a weird coincidence that it happened with the two settlements that that have non-generic settler mods attached,
EDIT: And fixing both settlements turned out to be as easy as triggering their respective WorkshopParent quests through the console, so yay!
How did you fix it may I ask? I have the same issue that settlers don't show up. Even if I assign companions to the settlement, population is still zero
Type "sqs GSP_WorkshopParent" into the console. If you're having the same issue as me, the quest will show as stopped and both stages not done. Then do "StartQuest GSP_WorkshopParent" and if you've got a beacon on, settlers should show up very quickly.
If you have this problem at another mod settlement, type "help WorkshopParent" and it will show the quest names for the other settlements you have installed. It's pretty clear which is which (the Atom Cats are ACG_WorkshopParent) but if you're not sure you can find it in XEdit. You might need to send any settlers you assigned manually to another settlement then reassign them. Hope that helps!
Huh, the property I used is the same that Far Harbor did to make FH settlements spawn harbormen instead of commonwealth settlers. I'll see if I can replicate the issue, maybe the quest doesn't like it when a second mod edits the workbench to add a property. If that ends up being the case then I know a way I can get around that.
For my test replication purposes, did you have both the main mod and the special settlers active from the start or did you later add in the special settlers after installing the main file?
I added the mods and the settlers at the same time using Vortex (for the Atom Cats, I later replaced with the PRP 74 version because I had previs issues the first time I went there after installing.) I haven't been to Far Harbor yet in this game, so I haven't installed those settlements yet, so IDK if I have the same problem there. Charles View, where I didn't take the Grow The Cult option, works fine FWIW.
It's probably a me-problem though, my save hygiene is horrible and it's not the first time I've had to force-start a quest with the console.
Ah yeah if your save has some corruption it can prevent quests from triggering correctly at times. I'll still check on it from my end, but glad you found a solution that works for you.
Hello. i want to use your mod, but it cost 3 esp positions at my load order, using NMM and i want to add some new mods, and also i am almost at the 255 limit. That's all. Thanks.
Been meaning to ask this for a while now on one of your settlement mods with a custom settler recruitment pool, will a recruitment beacon still have a chance to recruit brahmin, like vanilla settlements do?
I'm glad to hear that, honestly. This settlement wouldn't be well-suited for brahmin, no good spot to stick them at, I feel. Plus, I always hated how you couldn't move brahmin between settlements, unless they're the ones obtained through a random encounter.
Hello, this settlement shows me a conflict with the Ashland Station (loose files). Both are in "dynamic patches", so at the end of the sequence. There is also a cyclic problem with the Atom Cats Garage (also in dynamic patches).
They both use the same repairs script, so it's not a real conflict and doesn't matter which one wins.
Does the cyclic error vortex is giving you give any other details regarding the cause? If you have any of the optional file for atom cats installed vortex probably wants those to be added to dynamic patches as well.
I really like this mod however I find I cant assign settlers to any jobs? I am trying to create a small settlement for black market trading but unfortunately I just cant seem to assign anyone to anything.
Failed settlement registration, likely installation error. Move this to the bottom of your load order and then load back to before you installed this mod so it can register again.
I thought i had to kill the Deatclaw in the lower level to unlock the place, but thankfully it wasn't necessary. We learned to coexist, it's not so bad having a giant angry lizard as a neighbor. Thanks for your work!
Is there anything that can be done to fix a mod added settlement from having a botched initiation I think since the spawn settler button(forgot where I found this mod) & Teleporter Provisioner machine(from https://www.nexusmods.com/fallout4/mods/35109) both don't do anything there. I did drop the 20ish minutes of playtime I put into the settlement and went back to the save I made just before entering it, I had this in my load order from the start of my game but Loot is apparently worthless dogshit since it put both esp way too high in my load order.
Oh yeah loot is totally worthless for settlement mods, I've messaged the creators about fixing it but they expressed skepticism when I told them how settlement mods worked and how they need to be at the bottom. Whatever.
Anyway, no unfortunately there's no way to fixed a botch initiation other than loading to before it was installed. I did write a guide to help players install settlement mods correctly though. The short of it is, you need to manually assign settlement mods to the bottom of your load order in order to have consistently correct installation.
As is your best bet is to just leave this in your load order and chock it up as a loss as uninstalling a settlement mid game causes corruption to the settlement system. I'm sorry, I wish the system were less specific about how it needed to be installed or there was a way to fix it.
Cheers for the quick response. Also don't stress about adding that (for me at least) I was gonna scrap them anyway since I want to turn it into my own chapter of the Children of Atom and I really like the vibe of their irradiated bottle lights.
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The only other settlement mods I use aside from SS2 (and its plot mods) are Place Everywhere and Scrap Just A Bit More Stuff.
At any rate, you're good. Mistakes on my part. As usual, the best settlement mods on the nexus!
The other alternative is if you have more than 90 modded settlements (so 127 with vanilla), anything above that 90 will fail to register.
EDIT: And fixing both settlements turned out to be as easy as triggering their respective WorkshopParent quests through the console, so yay!
Type "sqs GSP_WorkshopParent" into the console. If you're having the same issue as me, the quest will show as stopped and both stages not done. Then do "StartQuest GSP_WorkshopParent" and if you've got a beacon on, settlers should show up very quickly.
If you have this problem at another mod settlement, type "help WorkshopParent" and it will show the quest names for the other settlements you have installed. It's pretty clear which is which (the Atom Cats are ACG_WorkshopParent) but if you're not sure you can find it in XEdit. You might need to send any settlers you assigned manually to another settlement then reassign them. Hope that helps!
For my test replication purposes, did you have both the main mod and the special settlers active from the start or did you later add in the special settlers after installing the main file?
It's probably a me-problem though, my save hygiene is horrible and it's not the first time I've had to force-start a quest with the console.
Does the cyclic error vortex is giving you give any other details regarding the cause? If you have any of the optional file for atom cats installed vortex probably wants those to be added to dynamic patches as well.
Anyway, no unfortunately there's no way to fixed a botch initiation other than loading to before it was installed. I did write a guide to help players install settlement mods correctly though. The short of it is, you need to manually assign settlement mods to the bottom of your load order in order to have consistently correct installation.
As is your best bet is to just leave this in your load order and chock it up as a loss as uninstalling a settlement mid game causes corruption to the settlement system. I'm sorry, I wish the system were less specific about how it needed to be installed or there was a way to fix it.
Just one small thing is that after repairing the generator, I was expecting the ceilling lights to light up.
Is this a bug or is it just me that misunderstood ?