Fallout 4

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Zorkaz

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  1. Zorkaz
    Zorkaz
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    Sticky
    Always check if you have 50% happiness at start

    Pine Lane is near the Lighthouse.
    Big Pier relatively near the Hotel.
    Pebble Pond is near the Spa.
    The Bridge is near Dalton Farm.
  2. caitifff
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    I apologize for asking here, as I know it's not an issue with this mod in particular, but I haven't managed to find a solution elsewhere.

    I can't make supply lines linking these settlements, whether the vanilla way, through SS2, or through IDEK Logistic Station. Some people have mentioned it's a load order problem, but no one has explained what the priority should be.

    So I would ask, where in the load order should new settlement mods like this one be?

    Also, if someone has used these other mods influencing supply lines, where should those mods be in relation to new settlement mods?

    Thanks in advance!
    1. votolom
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      Settlement mods have to be low, ideally last. They have to make a new Location entry in their area. If another mod touches something in that area and loads after, it'll erase the Location data of the settlement mod and it won't be available for supply lines and such.
    2. caitifff
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      Thanks for the explanation! I will try making adjustments in the LO.
  3. Kovalvlad
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    It's a pity that the construction zone in Big Pier does not include the house in front of the pier.

    I choose "endorsed" for your work.
    1. Zorkaz
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      Yeah. Since I don't want to touch precombined meshes I left the house out since it's mostly rubble.
  4. Alheithinn
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    I like the mod so far. I'd like to have been able to scrap the skeleton, etc at Pebble Pond, but I just walled the area off. A bigger problem is that every time I try to fast travel to Pebble Pond from Far Harbor, the game freezes. Still, endorsed.
    1. Kovalvlad
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      "every time I try to fast travel to Pebble Pond from Far Harbor, the game freezes"(c)
      The same.
      But!
      When I tried to place the "fast travel"  mat here, the “mailbox” moved to this place. Probably the conflict is that the fast travel  marker coincides with the workshop...?
  5. 363rdChemicalCompany
    363rdChemicalCompany
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    Hey Boss,

    I am at Pebble Pond right now.
    there is a lot of nasty stuff in the toilet area of the main building with the intact roof that cant be scrapped, a heap of garbage and (I think ) feces),with flies over it.
    Any way we can make that go disappear in another version, or make at least it scrappable?

    Also that third house over, its only halfway in the build area.
    Any chance we can include that one other house over fully the build area?
    It has a ghoul spawn point in it... and I'd love to scrap the house and use the area.

    Also there seems to be a bunch of stuff not scrappable , even with my scrap everything mod.
    Also the visual border does not seem to match the build area, in some areas it autoexits me from workshop, for being outside buildable area, despite being inside the line and in other areas i can walk past the line in workshop mode by 15 feet.

    Not complaining just stuff I found :)

    PS:
    Any chance we could get the opposite "shore" of the pond included in the build are as well?
    1. Zorkaz
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      As long as the Enhanced Creation Kit isn't out I can't do anything about it, because I'd need to redo previs and stuff within the esl format.
      Hope it comes out soon again.
    2. 363rdChemicalCompany
      363rdChemicalCompany
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      No hurry. Am grateful for all you do!
    3. Zorkaz
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      No matter what options I chose with precombines and previs it just made the area more broken and even then nothing was scrappable.
      Idk this is the one thing I can't do. Hopefully someone has more knowledge and can make a fix.

      My main idea was to use the parking space and the lake for purifiers.
    4. 363rdChemicalCompany
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      No worries. I am grateful for all you do!
  6. toxicice02340
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    Couldn't have come at a better time from a mod author I trust, as I've been busy modding for a new F4 playthrough. I have two questions though. 1, does this require the new Bethesda update to run smoothly? 2, do these settlements come with fog condensers around the perimeter? (The latter question is no deal breaker or anything, I just like the esthetic of the condensers for the area)
    1. Zorkaz
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      1. It works with both versions
      2.I didn't think of adding Fog Condensers, I thought they are a workshop item :D.
    2. 363rdChemicalCompany
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      They are a workshop item but we might need a mod for them.

      The mod Homemaker extended has them, and i have them in my workshop in that location.

      I also have Fog Condensors, in another location: Structures --> miscellaneous --> Condensors but I am uncertain if thier presence there is Vanilla or not.
      Someone who has few, or no, mods could check maybe...

      PS: I found Pebble Pond.
      Always thought it would be a great location for a Settlement.
      Going to start building right now. I may publish this as a Blueprint as too :)
  7. 363rdChemicalCompany
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    I have a large settlement at Dalton Farm and on small/medium one at Visitor Center.
    Seaside Bridge would tie them together nicely for a string of settlements in mutual support.
    Pebble Pond would also fit real nicely to really gain a strong foothold for people again in the north of the Island.

    However ,i have a mod that enlarges build aresa for both Visitor Center and Dalton Farm. I wonder if there will be a conflict as Daton Farm encroaches close to that bridge.? :)
    Maybe I'll disable that particular .esp...
    1. Zorkaz
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      I don't know you'll need to test that out.