Probably not. I don't have ss2 installed. My guess is that ss2 adds records to existing vanilla settlements only instead of it being built into every settlement.
Yea I made the settlement sandbox about 25-30 feet outside of Red Rocket's sandbox. I included a workshop set own trigger box to cover nearly the entirety of the Concord sandbox. I was play testing it last night, and was able to activate the workshop workbench while in combat with the raiders. I'm almost positive I flagged all of the cells as no pre-vis. Hopefully not breaking previs when scrapping existing objects. If SS2 injects its objects into the build menu, its possible that it may be compatible as I did not add any object outside of the workshop workbench to this specific mod.
I know that due to their World re-population system, they do make changes to the Worldspace itself. Make use of the church, Hardware store and about (at the moment) 5 buildings around Concord. Not sure how they handle all the Pre combines and stuff though
I d/loaded this mod and saw it, worked with it and liked it. One hitch: it doesn't do what the other workshops does. It only does maybe a 4th of what they do. Doesn't do cars or trucks, but does the destroyed bollards but no lamp posts. Can that be fixed or is it something I did?
No the lack of scrapping is due to the objects in Concord not being on the game's scrap list. Unfortunately I'm not skilled enough to figure out how to swap/add these objects to the scrap list without breaking precombines and the nav mesh. I'd suggest a scrap everything mod, but as far as I know those type of mods cause long loading screens from save bloat, and broken precombines.
I have another mod that if I take this mod off, it will take off anything the other workshops will-like in the other settlements. like i'll take off trees, branches, dirt (grass) mounds, doors off of buildings, and walk into the building and find where people were during the dropping of the bombs. That must have been a preset or precombines would I be right on that? Thanks for this mod, it is awesome and used where it is necessary....kudos
It's probaby a scrap everything mod, which I can't suggest because it causes broken precombines. Broken precombines causes save bloat, longer loading screens, and glitchy textures further down the line in your playthrough. To my knowledge, if you disable scrap everything further into your playthrough, the precombines become fixed again. So your save doesn't become a total loss. I use PRP so I've noticed that if I delete a single plank of wood covering a door for a playerhome mod, prp will cause that plank of wood to reappear. You can't really delete, or move things in the vanilla game without breaking precombines, and nav meshes.
I do have to admit this though, when I use the workshop from the Red Rocket, it clears almost everything up to the middle of Concord before you get to the truck near the Museum. But, I agree that the w/shop just does workshop basics only from the one on the porch. Thanks for clarifying that. Also, I cleared all of the shrubbery....lol...and trees from across the RR completely where the Commonwealth Store is located.
Scrap Everything works just fine out of the box, and will allow you to scrap far more stuff (still not everything). It WILL NOT allow you to break precombines unless you stupidly set set the precombines to 0 (or some such), in the ini files. THAT is what makes scrap everything break precombines and cause visual nightmares, NOT the mod itself.
I used to turn Concord in a settlement all the time with C.A.M.P, and there's plenty I was able to scrap and never had an issue. Just not everything (like that pickup truck). I do plan on trying this one out on my next play-through, which will probably be soon - working on a new LO.
To Mod-Author: Neeher has an amazing video on creating settlements, which includes adding the non-precombines objects to the settlements scrappable list. Creation Kit | Settlement Creation: Part 1
Thank you for the advice. I've taken a step back from fo4 modding for now. I've learned a lot about settlements, npc creation, dialogue, workshop scrappables/buildables, radios.. the whole shh-bang. I'd like to go through all of my releases, and basically rebuild them from the ground up for a more unique, stable, and functional experience. It just takes a lot of time, and motivation. I'm kicking myself in the ass to work on my cyberpunk apartment mod.
How do I uninstall this? Every time I disable it, Workshop Framework mod stops working.
If there's no proper way to uninstall it, how do I remove the visible borders? Even when I am not in Workshop mode, even when I am in Sanctuary, I can still see the red border of Concord.
You shouldn't delete any mod after installing and playing with it. With many you can go back to a previous save, and they could work. Buuuuuuut... never, ever uninstall a SETTLEMENT MOD. You will completely screw-up the entire settlement system. You need to start over.
I can barely scrap anything. The old Conquest mod had no troubles scrapping things in Concord and I was hoping for something that worked as well as that.
I have had no difficulties with attracting settlers though. I've had two so far.
The only way to really make things scrapable is by making every static object a workshop item. Scrapping these items breaks previs + precombines. If you truly wish to f*#@ up your save by breaking all of your precombines I'd suggest using Scrap Everything in conjunction with this mod.
This is a mod with great potential, it would be over the top if one could scrap boarded up doorways and enter the houses and buildings and literally turn Concord into a renewed city ... Just a thought.
Unfortunately most of the houses thqt are boarded up are prefabs. This means that they are all one piece. One cannot simply select just the wooden planks, and delete them The asset itself would have to be edited in a 3D modelling program, or deleted and replaced with an open house. Which I am not willing to do because this would break precombines, and cause long loading times.
2 people out of almost 175 downloads. Nexus flags it as safe to use under its virus scan. You can preview the file contents. It's literally "concordworkshop->Data->concordworkshop.esp"
Спасибо. Надеюсь, я ничего не упустил при настройке. Кажется, я отключил предварительный просмотр для этих ячеек, но я все равно буду осторожен, удаляя вещи.
39 comments
EDIT: Fixed itself after entering and leaving workshop.
I was wondering more about conflicts with SS2. I know toward the beginning of the mod a lot of the action is around Concorde.
It WILL NOT allow you to break precombines unless you stupidly set set the precombines to 0 (or some such), in the ini files. THAT is what makes scrap everything break precombines and cause visual nightmares, NOT the mod itself.
I used to turn Concord in a settlement all the time with C.A.M.P, and there's plenty I was able to scrap and never had an issue. Just not everything (like that pickup truck). I do plan on trying this one out on my next play-through, which will probably be soon - working on a new LO.
To Mod-Author: Neeher has an amazing video on creating settlements, which includes adding the non-precombines objects to the settlements scrappable list. Creation Kit | Settlement Creation: Part 1
If there's no proper way to uninstall it, how do I remove the visible borders? Even when I am not in Workshop mode, even when I am in Sanctuary, I can still see the red border of Concord.
Buuuuuuut... never, ever uninstall a SETTLEMENT MOD. You will completely screw-up the entire settlement system. You need to start over.
I have had no difficulties with attracting settlers though. I've had two so far.