Recruit the Atom Cats as Settlers redundant with the basic version, conflicts with the advanced or ultimate version as it would stack two settlements on top of each other.
Hi Tenhats, I have an old Player home that is a favorite of mine. MA deleted from the Nexus though. Maybe your familiar with it, RedRocketTV Atom Cats Crib Player Home. It's placed across the street and I believe it comes with Vanilla Precombines built in for the whole cell. Last time I tried installing it, it flickered all over the place. Any recommendations to get it to work nice with PRP and this mod? I'm guessing I'll have to try rebuilding the precombines.
If it uses vanilla precombines then you need to place it above both this mod and prp in your load order. If it has custom precombines then you'd need to regen, I suggest PJM's scripts for that.
Seems I am unable to send the Atom Cat settlers to any other settlements either... Im sending Initiates from the Amphitheater to other locations and making them Provisioners, I wanted to make the guards at every settlement Atom Cats...
I can only see Rowdy in workshop mode. I put a screenshot under User Images. I did try to edit her face a while ago with Looksmenu. I have done it before but not with this mod on. This time I was unsuccessful. Maybe I will remove and reinstall to see if she comes back.
I’ve never done much with looks menus, in theory they should work together but perhaps something went wrong? Definitely try disabling the looks menu changes first to see if that’s the cause.
Something sure went wrong! The changes I tried to make did not show at all so idk if they can be reversed. Usually if Looksmenu goes wrong I have a save I made right before I did it. In this case I thought no changes were made so I've played waaay past it. Guess there are worse things than an invisible Rowdy.
I had this issue as well. Typically due to a facegen another mod/replacer that is being overwritten. I resolved by looking up Rowdy under the NPC records for this mod in Xedit. That let me see what Mods and such were affecting her. Then created a patch using this mod as the overwrite base. Then just forwarded her Head and Face morphs from the replacer mod into the conflict winner patch. A common mod that replaces Rowdy that gets misses is Wasteland Heroines.
I'm guessing this mod and https://www.nexusmods.com/fallout4/mods/35405 are not compatible? Is it possible to have a compatible patch between the two? :p
Correct and was wondering the same. Considered checking if it could just be resolved by Load order and let this mode just overwrite the other in terms of this one location. But would need to look at them both side by side in xEdit. Likely a patch that removes the Original Atom cat garage from the latter mod would be required. Really would like the two mods to be able to work together.
Tried to extend your mod today and was absolute failure due to my lack of knowledge - was not able to find how you manage to spawn atom cats at the location but not other locations - and i was checking the LCharWorkshopNPC seems normal or no duplicate for the recruitment beacon of the ACG, was not able to find a trigger based on location. Checked the Workshop.parent script - was not able to find anything there :D what a puzzle - would love if you can share a little bit with me how you did it. [what i wanted to work on is to add an option to recruit Atom cats as the ones you have into other settlements, instead of sending the ones from the garage - like an alternative recruitment beacon 0 should be easy to do with faction atom cats of the player and add duplicate in the workshop]. Then the second part i was thinking to be able to create same functionality as minutemen have to add patrols to the commonwealth based on the number of settlements you have as an atom cat (not sure how to tag them as such)
So there's a scripted "drag race" event that's supposed to happen when you first get to the Atom Cats Garage, but it's broken in the base game.
Atom Cats Drag Race Start Fix fixes it by making some edits to the garage exterior cell and then modifying a quest trigger. It seems like something that could be rolled into this mod in a future iteration as well, or maybe a simple patch?
Regular settlement beacon. The settlement itself is configured so that, when a recruitment beacon is placed, it spawns Atom Cat settlers instead of regular settlers.
D'oh. Yeah, that too. I really need to take some time off from the making mods side of things and put some time into the using mods side of things via actual play.
weird, I placed. a settlement recruit beacon and turned it on, it gave me a normal settler. I quickly turned off the beacon after (keep in mind I have the atom cat settlers installed)
Is it both installed and active? Also, I’ll need to test if this matters, but has it been installed from the start(ie when the main mod was installed) or did you install it later?
Tested it on my end and only Atom Cats have spawned thus far from the beacon with both esps active. If both are active in the plugins tab of your vortex/mo2 then I don't know why you experienced this issue, as I cannot reproduce it. If you have further details let me know.
do I load the atom cats thing after or before the mod, also iirc none of the mods I have affect settlement recruitment beacons asides minutemen spawning in the castle using a recruit beacon
At the same time is intended usage, but it should work fine if installed later too. If you mean load order, it’s impossible to load it before the settlement.
OP, by chance are you using Atom Cat Settlers along with this settlement? If so, you still need to use the Atom Cat settler option that comes with the settlement, as my add on is connected through that.
(Sry for my bad English!) First of all I should tell you that I love your mods.(Especially the one in Farharbor. it gaves me many reasons to visit the islands time to time.) Thank you so much. But I also gotta say that this mod broke my current save file partially. it's my fault that I didn't prepared proper set ups(like making another save). the issue I checked is that many parts of Atomic cats garage gets invisible when approached by my character. I looked into Fo4edit to see what the problem is, and found Atomic radio settler mod has the same location file with this mod. I tried to fix it out but failed. and after deleting this mod, the local cats are still treated as settlers, which they take off their PA if talked to.
anyway, your mods are awesome. I'll try cosachuate(?) one later. Thank you very much tenhats! XD
That's not the mod breaking your save, that's just a precombines conflict.
Settlement mods need to be at the bottom of your load order, and it sounds like you had Atomic Radio below it instead. This would've been solved by putting the settlement at the bottom.
Deleting mods mid save is dangerous for the majority of mods and is bad practice, it's not the fault of the mod. That's just how fallout 4 works.
I'm sure you're right. I read the guide texts before installing, and set the mod as dynamic patch. Atomic radio was at its default.(and when the invisible problem got happend, I deleted atomic radio settler's location on atomic gargage. but it didn't help.) Is there another way to put the mod at the bottom? if there is, plz let me know. I'm already enjoying 5 of your wonderful works.
Ah, then the settlement would be at the bottom most likely. Still what you describe is precombine conflict. You can tell it's a precombine conflict because items randomly become invisible is handled by previs which is tied to precombines.
So it's a matter of determining what's causing the conflict. Check in Xedit and maybe list all the mods you have that touch AtomCatsGarageExt01.
Thank you for the reply! I double checked the one you mentioned but no other things were touching it.(Though AtomCatsGarageExt02 were touched by NukaRDC and it has the same data with esm.) I think I took your time too much. my game version is 984(ng) and my mods are 150+ heavy. there must be some problems with my existing mod settings. Now I gotta go to take care of my loyal folks at Ruind church settlement you made.(I love it. I made floorboards on the second floor of the church and set many Herb planters. XD)
I placed this very last in my load order but there was flicker and disappearing issues with the road leading into the junked car section of the settlement. After some snooping around with xEdit, I found the culprit to be the Better Landscape Grass mod. I have a few settlement mods from other authors where the grass mod had to be loaded before them to prevent issues. For this one, I was able to fix things by creating a quick patch in xEdit (otherwise I could have just placed the grass mod below this Atom Cats mod in the load order). I'm not sure if others have had this issue so I thought I would share what worked for me.
Thank you for all your hard work Tenhats. I'm absolutely loving your settlement mods.
Oh yeah that mod might have its own precombines, which would cause those flickers. I’ll check it out and see about making an official patch. Thanks for letting me know,
Awesome, thank you so much. I attempted to go in depth to patch it myself but I'm still learning how to properly fix things with xEdit. I'm stubborn and will fiddle with xEdit for hours until I figure something out or finally give up. Patching precombines still confuses me unless it's something minor or simple.
I haven't noticed this issue with any other of your main game settlement mods. I haven't even ventured into Far Harbor or Nuka World as of yet, but I will let you know if I find any issues when I do.
268 comments
- SS2 Compatible.
- Fens Sheriff's Department Compatible.
- Alt version made for use with PRP. Use instead of default file.
- Integration patch made for Tales from the Commonwealth. Gives the new Atom Cat, Smokescreen, settler functionality.
- Compatibility patch made for keke-bu NPCs in Atom Cats garage. Carries over the face changes made by that mod.
- Recruit the Atom Cats as Settlers redundant with the basic version, conflicts with the advanced or ultimate version as it would stack two settlements on top of each other.
- KC's Faction Settlers FaceGen Patches for FaceGen data for nextgen users.
Let me know if you find any conflicts and I can look into making more patches.So there's a scripted "drag race" event that's supposed to happen when you first get to the Atom Cats Garage, but it's broken in the base game.
Atom Cats Drag Race Start Fix fixes it by making some edits to the garage exterior cell and then modifying a quest trigger. It seems like something that could be rolled into this mod in a future iteration as well, or maybe a simple patch?
First of all I should tell you that I love your mods.(Especially the one in Farharbor. it gaves me many reasons to visit the islands time to time.) Thank you so much.
But I also gotta say that this mod broke my current save file partially. it's my fault that I didn't prepared proper set ups(like making another save).
the issue I checked is that many parts of Atomic cats garage gets invisible when approached by my character. I looked into Fo4edit to see what the problem is, and found Atomic radio settler mod has the same location file with this mod. I tried to fix it out but failed. and after deleting this mod, the local cats are still treated as settlers, which they take off their PA if talked to.
anyway, your mods are awesome. I'll try cosachuate(?) one later. Thank you very much tenhats! XD
Settlement mods need to be at the bottom of your load order, and it sounds like you had Atomic Radio below it instead. This would've been solved by putting the settlement at the bottom.
Deleting mods mid save is dangerous for the majority of mods and is bad practice, it's not the fault of the mod. That's just how fallout 4 works.
Is there another way to put the mod at the bottom? if there is, plz let me know. I'm already enjoying 5 of your wonderful works.
So it's a matter of determining what's causing the conflict. Check in Xedit and maybe list all the mods you have that touch AtomCatsGarageExt01.
I think I took your time too much. my game version is 984(ng) and my mods are 150+ heavy. there must be some problems with my existing mod settings. Now I gotta go to take care of my loyal folks at Ruind church settlement you made.(I love it. I made floorboards on the second floor of the church and set many Herb planters. XD)
Have a nice day!
Thank you for all your hard work Tenhats. I'm absolutely loving your settlement mods.
I haven't noticed this issue with any other of your main game settlement mods. I haven't even ventured into Far Harbor or Nuka World as of yet, but I will let you know if I find any issues when I do.