Not that there is any yet, initial release and all. Just a reminder to please read the description carefully and in full, follow the instructions and adhere to the warnings when installing!
Looking at Better Drumlin Diner and then this, including the Drumlin Diner (Settlement and Trudy and others as settlers) mod, would I be right in thinking, from reading the comments....
As I use the Backported Archive2 Support System patch, I'm using build 163 OG version of the game, I can then install the Drumlin Diner Settlement mod BUT the NG edition and not need the included OG version..? As I need the Backported mod already it might make sense to use the NG revision of this game as the comment(s) suggest that it is fine to do so.
I have got the completion of the Orders Up quest marked as being done, sadly Wolfgang and Simone did not survive. So, I should be good to go...
I am hoping that the optional requirement of Hunkered Down - Commonwealth Overhaul for the Drumlin Diner mod (01. InstantHero - Better Drumlin Diner V3.0.1) is not a hard expected requirement of this combined work by yourself..?
No worries, I know things will get confusing when there's three mods on the go!
If you're happy to patch 1.1 of Drumlin Diner Settlement yourself to oldgen, you can do that, yes! Otherwise, if you're using a version of Fallout 4 from before the next gen update, you MUST use this version of Drumlin Diner Settlement for it to work correctly. DDS includes scripts in the archive, which won't fire if they're loaded in the wrong version. :) If you want to update DDS from 1.0 to 1.1 in old FO4, use this update file (have your mod manager merge and overwrite the esp, don't let it erase your old BA2). (edit for new users using this mod: this info is now outdated. 1.1.1 of the mod is the way to go.)
Many thanks, installed as noted and followed load order. Version 1.1 (Relocates the workshop and allows it to be moved anywhere the player likes within the settlement. Full info in pinned comment.) added at the end of the process.
But....
and I talked to Trudy prior and got a reward and completion of the quest. Then travelled back to Sanctuary and did many thing. This set of mods and patch only just added altogether, many game days later, to arrive at.......
And yet....
everything is still red and will not allow me to claim the settlement, as such..?
EDIT: Note this has been noted on your other mod page....
no feedback from the other user who posted. But I too seem to be in the similar position wit ha completed quest and no way to take ownership. I have tried ver 1.00 and then the 1.1.
So realistically, this compatibility patch has only been tested with nextgen 1.0 and nextgen 1.1, because I'm on nextgen - I don't officially offer support for oldgen, I only added it after being inundated with requests for it. I didn't believe there was any reason why the oldgen 1.0 version wouldn't work, but it does seem like yet again folk are having issues with that version. I suspect a lot of these issues are boiling down to this whole mixing versions.
I assume you're already doing this, but definitely make sure you have these mods nearest to the end of your load order as you can.
Please open your console and type "sqs drumlinsettlement_unlockquest", and paste a screenshot or copy the readout, so I can see what's happening on your end. :)
Thanks, they are loaded in the correct order and are at the end of the list.
I ran that command previously and it returned a whole list of stages, all not set. Each had a progressive stage number. I'm out now but will post the screenshot later.
I did try just the settlement mod WITHOUT the other and no compatibility patch and still had issues wuth ownership
If the console reported the quest as "stopped" with no completed stages, that means the scripts aren't running. Which means your game is ignoring the BA2. Your BA2 must still be nextgen. So that at least narrows the issue down to the BA2 itself, and compatibility with your oldgen installation.
Go into your mods installation folder, and ensure that "drumlindinersettlement - main.BA2" is actually there, alongside "drumlindinersettlement.esp". If it is, run it through BA2 Archive Version Patcher to make certain that it's converted to an oldgen BA2, then attempt the whole mod again on a brand new game.
Unfortunately, any existing save you have made with this mod will never work, because scripts - including broken ones - are baked into your save. You need to either revert to a previous save, or wait for me to make a "rescue patch" which I've decided to do since three people have had oldgen complications. I've also retired all oldgen files; there's obviously some issue with them and it's not one I can test myself sadly. Thank you for reporting this and in the detail you have!
Firstly this is the results returned from that command...
ran on build 163 OG game.
mod installed correctly.
Can't be patched, as such...
already the correct version.
I just have to be really careful at my choices here, my goodness would it help if we could name our saves, I do not wish to completely mess up my saves.
There does seem to be something going on, perhaps associated with the NG <> OG combination that is leading to issues. At least issues in the way of the needed scripts not starting with the noted completion of the Order Up quest.
Thank you for that. So this shows me you're trying to use 1.1, which I now understand is definitely a mistake on oldgen. It was made for newgen and the "updater" method clearly didn't work. The ESP and the BA2 are not getting along with each other. Did you try with 1.0 oldgen on a fully clean game?
As stated before, I do recommend reverting to a save from before you installed any of the mods, and trying again with the 1.0 oldgen version. Forget the 1.1 version entirely. "1.0 downgraded" was confirmed by other users to be fully working with their oldgen games.
I'm working on the "rescue" patch at the moment as something of a hotfix. You'll be able to use it on your existing save game if you really really don't want to revert and try anew, but it won't be as immersive.
Thanks for your continued support. I have to preface what I write with an understanding I'm a sample size of one. There could also be some other issues going on here with my save game or something yet unknown, well to me anyway. Of course there is the OG <>NG situation that could or could not be meaningful, certainly not helpful.
I will post these here as links rather than insert more large screenshots...
I am struggling a little going back in my saved game timeline to find reasonably close the Drumlin saves that are clean and not potentially compromised.
The above, reasonably sure, shows what happened on this run. This time I talked to Wolfgang and Trudy only AND I decided to allow the quest to end with no one being killed. It ended fine, as it did previously, but this time testing just the "Drumlin Diner (Settlement and Trudy and others as settlers)" mod at version 1.1 with no other mod and no compatibility patch at all. It seemed to be fine and completed. That also allowed the noted mod to trigger appropriately and permit the use of the workshop.
I hope that the above provides you with some clues, not sure how much can be read into a sample size of one for it to be guaranteed accurate or valid.
I will not continue with that game as there are too many gaming hours between that and where I am currently for me to consider trying to make the time up and certain RNG type luck that occurred in that time period.
For now I have refrained from continuing to try various combinations on my current saved game that I am using. My time line of saves have the potential to be compromised with scripts not working as intended. I think that you might appreciate, yourself having greater experience of course, that you can understand my concerns. Obviously I do not know what was going on with other peoples issues on getting the ownership of the settlement, even when the Order Up quest was completed.
No point in labouring this, but how I do wish we could name our saves.
Many thanks to you too, for providing as much information as you can! The sample size may only be one, but you're at least giving me something to work with, which is much appreciated and more useful than most.
I see, so 1.1 of DDS is actually working for you, so long as it is not combined with BDD and the patch. I don't think this is something I can replicate, as in my testing all three worked with each other perfectly, so I suspect there is definitely some oldgen/nextgen issue happening.
I've finished the "rescue patch", I'm just entering testing with it. Hopefully it'll be ready today or tomorrow.
If you wish me to do this I will, for testing. I'll find an old save again, hopefully, and have installed the 1.1 that DID work as described in my last post AND both the other two components. I'll start and finish Order Up as done in the successful one and let you know how it works out, in terms of ownership and triggers etc.
Just lmk if you wish me to do that :)
Perhaps that will be a moot point anyway, due to your up and coming patch. 👍🏻
No need to complicate your saves further, but thank you for the offer! I think the issue is fairly narrowed down by this point, even if not exact; 1.1 DDS is verified working correctly extensively on my end, other user's ends, and downgraded on your end, so it's not the mod itself that has a problem. It's some nebulous combination of the mods/BA2 plus oldgen it seems.
The best thing I can do now is make the rescue patch, and then at least users with edge cases like yours will have an option to restore saves into a working order. :)
@vimesUK I've tested the rescue patch via a few different ways of trying to deliberately stop the original mod running scripts then using the patch to repair, and I'm reasonably sure it should solve the problem for you in your current game. You can find the rescue patch here.
This patch will kill the existing quest/scripts running to make sure they aren't hanging in your game, then add any alive NPCs to the workshop and grant ownership of it with no prerequisites.
To use this patch: install it, load your save, wait for it to display a message box to display telling you it worked (Should be near instantaneous. If it's not and never displays, something has gone wrong, at which point I think I'd recommend taking a serious look at your modlists and savegame health.), give it another few seconds to shut down just to be safe then save and quit, and uninstall the patch.
tried again with the combination mods, saved and then exited. Then added the rescue patch and here it is, a claimed settlement.
For those less than obvious situations, for a preferred outcome, where the completion of the Order Up quest does not trigger the scripts for the ownership transfer to start, this seems to work fine.
Interestingly, it seems like it didn't assign anybody to their jobs for you though, which it definitely should have. However, it's clear that the other part of the script ran, otherwise you wouldn't have been granted the workshop and the NPCs wouldn't have been added to it. I'd recommend giving it another shot, just in case it was script lag! If Patrick is alive, you should be granted 6 food and 6 water because he'll assign to an invisible work object, and if Simone is alive you should be granted a total of 11 defense as she has 5 bonus defense and will assign to invisible defense objects.
The patch is definitely working, just seems like assignment has weirdly hiccupped. Although it could be that because your save game already has something baked into it, the work objects are somehow no longer accessible to the script.
I know you probably want to get on with actually playing your game, so since they didn't assign themselves, you can use the following commands on them to be able to assign them to new jobs: setpv bcommandable 1
My mod list might seem a little extensive but it is mostly for textures and visual content. This combination of scripted mods is probably the most "invasive" if that makes sense. Still, I made sure that they were in the correct order and positioned at the end of the load list. Each of the settlers is showing to be unassigned. The game that I loaded is vanilla, absolutely none of the previous events had occurred within that save. I even made sure when I exited it I was looking at my pipboy, it refuses to then save on exit. I can go back to that saved version to test things out, as long as I do not save it afterwards. Each settler was showing to not be assigned to any job. No one died during that process. I'll probably give it another go later.
So I've just tried to emulate your set-up as exactly as I possibly can; vanilla game, using 1.1 of DDS with a downgraded BA2, using BDD, using this compatibility patch, loading them and then saving and quitting. Installing the rescue patch and loading back in, and for me everything works smooth as butter. The patch runs, all settlers join the workshop and get assigned as they should, I get granted it, etc. I can't get it to fail at all.
I think we may have unfortunately reached the threshold where I can't help any further. :( The script to assign settlers to the workshop and to assign them to the work objects are the same script; it's just one large script, so if the game loads one part it's loading the whole thing. I can't think of a single scenario where the game would be unable to access the work objects - they aren't selectable by the player so it isn't possible for the player to block them or store them or scrap them. I wish I knew what had happened to those objects in your save.
All I can suggest at this point is starting from scratch with v1.1.1 of Drumlin Diner Settlement (has been downgraded for oldgen, uploaded today) and trying the process from the very beginning, or continuing with the bugged save that has inaccessible work objects - the good news is these objects won't ruin your save or anything, they'll just be like if you had an unassigned scavenging station in your settlement. Nothing bad will happen. Use that bCommandable 1 command if you'd like to assign Trudy/Wolfgang/Patrick/Simone to any new work objects you build.
Edit: I see we both replied at the same time! Yep, I think that video pretty much proves that each of the mods work fine, something has bugged out in your current save and gotten baked in - and unfortunately there's likely no way back from that without actually reverting. You can continue your current save without ill effects, you just unfortunately can't make use of the bespoke work objects.
My playing save is my safe save and most unaffected, the one where I am continuing to play the game without absolutely any involvement of these patches, that is what I mean. However, the prior saves have been compromised, in part, due to testing and retesting, rinse repeat, to find a working solution, with your help. At this point it would be reasonable to expect a working outcome when I decide to go ahead and go back to Drumlin Diner, do that anyway for copper purchasing, with these mods installed. I'll probably, in time, have a few more dry runs to ensure a consistent outcome before risking it on my play save, making a backup first.
Overall, a positive outcome and thanks for your help.
It does seem that there is a working solution for most use cases here, OG or NG.
Yep, the original Drumlin Diner Settlement mod takes care of that for you! It will grant you the settlement, and special settlers based on your choices you made in that quest the next time you load into the game.
You should be safe to install all 3 mods together mid-game, but I'd recommend before you do so, going to an interior cell and try waiting 20+ in-game days to reset the Drumlin cell, or following this which would guarantee to reset it. You can try without doing this, but definitely drop a hard save first just in case you need to revert.
The former mod is a great mod for environmental storytelling and immersion, showing a lived-in and built-up Drumlin Diner. The latter mod is a robust but otherwise vanilla-aligned (read: minimal objects added!) settlement mod.
Better Drumlin Diner is a storytelling and QoL mod aimed at immersion and survival playthroughs. Drumlin Diner Settlement is a vanilla-integrated settlement mod that provides a building sandbox. They're two very different mods that happen to use the same cells. Some players want the benefit of both of these mods in one, hence this patch to allow them to work together.
28 comments
Not that there is any yet, initial release and all. Just a reminder to please read the description carefully and in full, follow the instructions and adhere to the warnings when installing!
Looking at Better Drumlin Diner and then this, including the Drumlin Diner (Settlement and Trudy and others as settlers) mod, would I be right in thinking, from reading the comments....
As I use the Backported Archive2 Support System patch, I'm using build 163 OG version of the game, I can then install the Drumlin Diner Settlement mod BUT the NG edition and not need the included OG version..?
As I need the Backported mod already it might make sense to use the NG revision of this game as the comment(s) suggest that it is fine to do so.
I have got the completion of the Orders Up quest marked as being done, sadly Wolfgang and Simone did not survive. So, I should be good to go...
I am hoping that the optional requirement of Hunkered Down - Commonwealth Overhaul for the Drumlin Diner mod (01. InstantHero - Better Drumlin Diner V3.0.1) is not a hard expected requirement of this combined work by yourself..?
Thanks.
If you're happy to patch 1.1 of Drumlin Diner Settlement yourself to oldgen, you can do that, yes!
Otherwise, if you're using a version of Fallout 4 from before the next gen update, you MUST use this version of Drumlin Diner Settlement for it to work correctly. DDS includes scripts in the archive, which won't fire if they're loaded in the wrong version. :). (edit for new users using this mod: this info is now outdated. 1.1.1 of the mod is the way to go.)If you want to update DDS from 1.0 to 1.1 in old FO4, use this update file (have your mod manager merge and overwrite the esp, don't let it erase your old BA2)
Use this V3.0.1 version of Better Drumlin Diner. No other mods required.
If you follow that, everything should run together perfectly for you. :)
Version 1.1 (Relocates the workshop and allows it to be moved anywhere the player likes within the settlement. Full info in pinned comment.) added at the end of the process.
But....
and I talked to Trudy prior and got a reward and completion of the quest.
Then travelled back to Sanctuary and did many thing. This set of mods and patch only just added altogether, many game days later, to arrive at.......
And yet....
everything is still red and will not allow me to claim the settlement, as such..?
EDIT: Note this has been noted on your other mod page....
no feedback from the other user who posted. But I too seem to be in the similar position wit ha completed quest and no way to take ownership.
I have tried ver 1.00 and then the 1.1.
So realistically, this compatibility patch has only been tested with nextgen 1.0 and nextgen 1.1, because I'm on nextgen - I don't officially offer support for oldgen, I only added it after being inundated with requests for it. I didn't believe there was any reason why the oldgen 1.0 version wouldn't work, but it does seem like yet again folk are having issues with that version. I suspect a lot of these issues are boiling down to this whole mixing versions.
I assume you're already doing this, but definitely make sure you have these mods nearest to the end of your load order as you can.
Please open your console and type "sqs drumlinsettlement_unlockquest", and paste a screenshot or copy the readout, so I can see what's happening on your end. :)
I ran that command previously and it returned a whole list of stages, all not set. Each had a progressive stage number.
I'm out now but will post the screenshot later.
I did try just the settlement mod WITHOUT the other and no compatibility patch and still had issues wuth ownership
Thanks again.
If the console reported the quest as "stopped" with no completed stages, that means the scripts aren't running. Which means your game is ignoring the BA2. Your BA2 must still be nextgen. So that at least narrows the issue down to the BA2 itself, and compatibility with your oldgen installation.
Go into your mods installation folder, and ensure that "drumlindinersettlement - main.BA2" is actually there, alongside "drumlindinersettlement.esp". If it is, run it through BA2 Archive Version Patcher to make certain that it's converted to an oldgen BA2, then attempt the whole mod again on a brand new game.
Unfortunately, any existing save you have made with this mod will never work, because scripts - including broken ones - are baked into your save. You need to either revert to a previous save, or wait for me to make a "rescue patch" which I've decided to do since three people have had oldgen complications. I've also retired all oldgen files; there's obviously some issue with them and it's not one I can test myself sadly. Thank you for reporting this and in the detail you have!
ran on build 163 OG game.
mod installed correctly.
Can't be patched, as such...
already the correct version.
I just have to be really careful at my choices here, my goodness would it help if we could name our saves, I do not wish to completely mess up my saves.
There does seem to be something going on, perhaps associated with the NG <> OG combination that is leading to issues.
At least issues in the way of the needed scripts not starting with the noted completion of the Order Up quest.
As stated before, I do recommend reverting to a save from before you installed any of the mods, and trying again with the 1.0 oldgen version. Forget the 1.1 version entirely. "1.0 downgraded" was confirmed by other users to be fully working with their oldgen games.
I'm working on the "rescue" patch at the moment as something of a hotfix. You'll be able to use it on your existing save game if you really really don't want to revert and try anew, but it won't be as immersive.
Thanks for your continued support. I have to preface what I write with an understanding I'm a sample size of one.
There could also be some other issues going on here with my save game or something yet unknown, well to me anyway.
Of course there is the OG <>NG situation that could or could not be meaningful, certainly not helpful.
I will post these here as links rather than insert more large screenshots...
https://i.postimg.cc/V6VhT0dR/20240703201952-1.jpg
https://i.postimg.cc/qMyks45Y/20240703201802-1.jpg
https://i.postimg.cc/XYg4Px3k/20240703202006-1.jpg
I am struggling a little going back in my saved game timeline to find reasonably close the Drumlin saves that are clean and not potentially compromised.
The above, reasonably sure, shows what happened on this run. This time I talked to Wolfgang and Trudy only AND I decided to allow the quest to end with no one being killed. It ended fine, as it did previously, but this time testing just the "Drumlin Diner (Settlement and Trudy and others as settlers)" mod at version 1.1 with no other mod and no compatibility patch at all.
It seemed to be fine and completed. That also allowed the noted mod to trigger appropriately and permit the use of the workshop.
I hope that the above provides you with some clues, not sure how much can be read into a sample size of one for it to be guaranteed accurate or valid.
I will not continue with that game as there are too many gaming hours between that and where I am currently for me to consider trying to make the time up and certain RNG type luck that occurred in that time period.
For now I have refrained from continuing to try various combinations on my current saved game that I am using. My time line of saves have the potential to be compromised with scripts not working as intended. I think that you might appreciate, yourself having greater experience of course, that you can understand my concerns.
Obviously I do not know what was going on with other peoples issues on getting the ownership of the settlement, even when the Order Up quest was completed.
No point in labouring this, but how I do wish we could name our saves.
Many thanks.
I see, so 1.1 of DDS is actually working for you, so long as it is not combined with BDD and the patch. I don't think this is something I can replicate, as in my testing all three worked with each other perfectly, so I suspect there is definitely some oldgen/nextgen issue happening.
I've finished the "rescue patch", I'm just entering testing with it. Hopefully it'll be ready today or tomorrow.
Just lmk if you wish me to do that :)
Perhaps that will be a moot point anyway, due to your up and coming patch. 👍🏻
You're welcome btw
The best thing I can do now is make the rescue patch, and then at least users with edge cases like yours will have an option to restore saves into a working order. :)
This patch will kill the existing quest/scripts running to make sure they aren't hanging in your game, then add any alive NPCs to the workshop and grant ownership of it with no prerequisites.
To use this patch: install it, load your save, wait for it to display a message box to display telling you it worked (Should be near instantaneous. If it's not and never displays, something has gone wrong, at which point I think I'd recommend taking a serious look at your modlists and savegame health.), give it another few seconds to shut down just to be safe then save and quit, and uninstall the patch.
tried again with the combination mods, saved and then exited. Then added the rescue patch and here it is, a claimed settlement.
For those less than obvious situations, for a preferred outcome, where the completion of the Order Up quest does not trigger the scripts for the ownership transfer to start, this seems to work fine.
Well done and thanks for the heads up :)
Interestingly, it seems like it didn't assign anybody to their jobs for you though, which it definitely should have. However, it's clear that the other part of the script ran, otherwise you wouldn't have been granted the workshop and the NPCs wouldn't have been added to it. I'd recommend giving it another shot, just in case it was script lag! If Patrick is alive, you should be granted 6 food and 6 water because he'll assign to an invisible work object, and if Simone is alive you should be granted a total of 11 defense as she has 5 bonus defense and will assign to invisible defense objects.
The patch is definitely working, just seems like assignment has weirdly hiccupped. Although it could be that because your save game already has something baked into it, the work objects are somehow no longer accessible to the script.
I know you probably want to get on with actually playing your game, so since they didn't assign themselves, you can use the following commands on them to be able to assign them to new jobs: setpv bcommandable 1
:)
Still, I made sure that they were in the correct order and positioned at the end of the load list.
Each of the settlers is showing to be unassigned.
The game that I loaded is vanilla, absolutely none of the previous events had occurred within that save. I even made sure when I exited it I was looking at my pipboy, it refuses to then save on exit.
I can go back to that saved version to test things out, as long as I do not save it afterwards.
Each settler was showing to not be assigned to any job.
No one died during that process.
I'll probably give it another go later.
This time NEVER visited Drumlin on this save, it noted that in the video...
this time all three mod combination, NOT the fix tho, were used.
Not as intended, I know. But the outcome seems sound.
I think we may have unfortunately reached the threshold where I can't help any further. :( The script to assign settlers to the workshop and to assign them to the work objects are the same script; it's just one large script, so if the game loads one part it's loading the whole thing. I can't think of a single scenario where the game would be unable to access the work objects - they aren't selectable by the player so it isn't possible for the player to block them or store them or scrap them. I wish I knew what had happened to those objects in your save.
All I can suggest at this point is starting from scratch with v1.1.1 of Drumlin Diner Settlement (has been downgraded for oldgen, uploaded today) and trying the process from the very beginning, or continuing with the bugged save that has inaccessible work objects - the good news is these objects won't ruin your save or anything, they'll just be like if you had an unassigned scavenging station in your settlement. Nothing bad will happen. Use that bCommandable 1 command if you'd like to assign Trudy/Wolfgang/Patrick/Simone to any new work objects you build.
Edit: I see we both replied at the same time! Yep, I think that video pretty much proves that each of the mods work fine, something has bugged out in your current save and gotten baked in - and unfortunately there's likely no way back from that without actually reverting. You can continue your current save without ill effects, you just unfortunately can't make use of the bespoke work objects.
My playing save is my safe save and most unaffected, the one where I am continuing to play the game without absolutely any involvement of these patches, that is what I mean.
However, the prior saves have been compromised, in part, due to testing and retesting, rinse repeat, to find a working solution, with your help.
At this point it would be reasonable to expect a working outcome when I decide to go ahead and go back to Drumlin Diner, do that anyway for copper purchasing, with these mods installed.
I'll probably, in time, have a few more dry runs to ensure a consistent outcome before risking it on my play save, making a backup first.
Overall, a positive outcome and thanks for your help.
It does seem that there is a working solution for most use cases here, OG or NG.
BTW Just replaced with the 1.11 version.
Thanks again.
You should be safe to install all 3 mods together mid-game, but I'd recommend before you do so, going to an interior cell and try waiting 20+ in-game days to reset the Drumlin cell, or following this which would guarantee to reset it. You can try without doing this, but definitely drop a hard save first just in case you need to revert.
Better Drumlin Diner is a storytelling and QoL mod aimed at immersion and survival playthroughs.
Drumlin Diner Settlement is a vanilla-integrated settlement mod that provides a building sandbox. They're two very different mods that happen to use the same cells. Some players want the benefit of both of these mods in one, hence this patch to allow them to work together.