Are ghouls suppose to respawn EVERY time I leave and come back? I haven't finished building to move anyone to the settlement yet, but every time I come back from buying more scrap theres two ghouls standing in the middle of the main room and two in the back storage room where Josh's body was. Is this intended behavior?
Alright then. If I happen to find a solution i'll be sure to let you know what I did. It's kinda funny. I'm building a nightclub in the building and every time I walk in there's just Feral Ghouls on the dance floor lol.
(Repost from Yagisan's city plan thread, https://www.nexusmods.com/fallout4/mods/89303?tab=posts&BH=0)
For some reason, the floorplan isn't clearing out properly. For example the oval frozen food coolers don't scrap out, so pathing is broken badly, and the shelving units where the armory builds make that impassible too.
Am I missing a mod or plugin that would be necessary to completely clear the space?
Hmm... I thought I had, but I forced it into the Nexus "Late Loader" group and now it seems to have cleaned up. Fingers crossed that this didn't just embolize my game...
I downloaded it because I like indoor settlements.
As I was walking around dismantling trash and repairing damage, I noticed that a piece of the floor at the bottom right of the map had disappeared. When I checked in xEdit, the floor (000ed1ae) was linked to the ghoul corpse (000ef0f9). I was using the "Scrap dead things" mod to clean the ghoul corpses, so when I rewound the save and checked, the floor disappeared as soon as I cleaned the ghoul corpses.
I can't say it's a bug because it happened due to synergy with other MODs, but I didn't understand why the floor and the corpse were linked, so I'd like to report it just to be sure.
The ghoul corpses have a stupidly big selection box in CK, it probably got mislinked by accident, I will address it next update, no ETA though I am afraid.
thank you. I wanted to see if there were any objects in a similar state, but I gave up because there were too many to check. If you want to remove corpses or skeletons, it's safe to hide them using a console command.
Everything. No exaggerating. After scrapping everything in the store, the entire part of the cell I'm facing just flickers. There's no real pattern to it.
I really have no answer for you, no one else has reported it and I have not run into it. I still believe its probably a conflict of some sort, but I am not sure what.
Very likely, yes. Scrap mods like spring cleaning and scrap everything break precombines, which drags down performance anc causes other issues. If you are using that there really is nothing I can do to help you.
like in the middle abit lower down from the entrance where all the shelvs used to be and the damaged roof I asigned them to food / bar and they dont go to the store they just stand still in the mid part
If it where the large debris pile from the roof is/was its because there is no navmesh there. I debated changing it, but messing with Navmesh can cause alot of issues, especially crashing, so I chose to leave it be. YOu can always place wooden floors or navmaesh helpers from WRK there if you want and it should help.
So I'm having... what I can only describe as a headscratcher, really. Probably a mod conflict of some kind, but this settlement is where it's taking place.
You know how Minutemen patrols have a chance to spawn whenever you travel to a settlement you control? Yeah, for some reason a patrol spawns *inside the mart*, and this somehow counts them as settlers despite being unable to work or be assigned or ordered. Is there a spawn marker in there that *you* can disable, or do I need to look elsewhere?
I have not set any spawns for that no, and it is not set to spawn MM settlers, just normal ones, so I would assume it is some sort of conflict, I have not had any other reports like this though so I am not sure what would cause that.
I'm having an issue with the scrapping, most stuff won't scrap and some of the things that do, don't go away almost like there is another store underneath. The repairable objects don't actually get repaired. There is no other mod touching this cell.
A have same problem. But Im using Vortex and i dont know how i can change load order for mods which dont have conflits. also i have "Scrap Everything" and "The Rebuild Collection - AIO"... So i will be happy if somebody can help me with my problem. =)
I am afraid if you have scrap everything there is not much I can do to help, that mod is notorious for causing issues in games. as for Vortex, I moved away from it several years ago and I am afraid I dont remember how to manage LO either, sorry.
Thanks for the answer. I would never have thought that this mod could create some strange things. Before that, everything worked perfectly, considering that more than 100 mods are working at the moment. And about Vortex, is it bad in any way? I thought that at the moment it is the best mod organizer. I know that there is MO2, but I have never used it, because there you have to manually configure everything and something will definitely break ))) Thanks again for the answer and all the best, maybe someday on another mod build I will be able to play with the settlement in this store.
I'm no expert, but in In Vortex, to change load order for mods without conflicts, click 'Plugins' on the left (two below Mods). Find the mod and towards the right (might have to scroll over) there is a heading 'Dependencies'. Click and hold on your mod under that heading, then drag to whatever other mod you wish to move it below.
Hope this helps. I don't use 'Scrap Everything' so can't help there if that's causing any problems.
It took me some time, but I figured out how to do it. There is an even more convenient way - in the top panel on the plugins tab there is a button "Manage Rules" with it you can immediately find the necessary plugin and determine after or before which one it should be loaded. But unfortunately, I could not clean the location normally, although I tried to load "Super Duper Market" before and after "Scrap Everything" and even turned off "Scrap Everything" and still not even the shelves were deleted. When I delete a shelf, I delete only a copy along with some things on this shelf and not all of them. Sometimes I delete a cabinet and the boxes just remain hanging in the air and you can not interact with them in any way. I saved before the first interaction with the workbench located in "Super Duper Market", but after clearing it of mobs. Maybe I should have saved before the first visit to this location?
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Edit* fallout diddnt load the xml check the ingame mod menu load order ..... facepalm
Ham Radio Settlement Beacon
For some reason, the floorplan isn't clearing out properly. For example the oval frozen food coolers don't scrap out, so pathing is broken badly, and the shelving units where the armory builds make that impassible too.
Am I missing a mod or plugin that would be necessary to completely clear the space?
https://drive.google.com/file/d/1i8cszn7RW7OQXslJijqTzlFz-TUzqyH-/view?usp=drive_link, https://drive.google.com/file/d/1yTxk3kccIIT2BCEw6SAa2G5pFtzAuqoC/view?usp=drive_link, https://drive.google.com/file/d/1tbDIkQm7iUKfsWlub6VndJ2DCDd7quud/view?usp=drive_link
Thanks.
As I was walking around dismantling trash and repairing damage, I noticed that a piece of the floor at the bottom right of the map had disappeared.
When I checked in xEdit, the floor (000ed1ae) was linked to the ghoul corpse (000ef0f9).
I was using the "Scrap dead things" mod to clean the ghoul corpses, so when I rewound the save and checked, the floor disappeared as soon as I cleaned the ghoul corpses.
I can't say it's a bug because it happened due to synergy with other MODs, but I didn't understand why the floor and the corpse were linked, so I'd like to report it just to be sure.
I wanted to see if there were any objects in a similar state, but I gave up because there were too many to check.
If you want to remove corpses or skeletons, it's safe to hide them using a console command.
It seems that NPCs that you want to respawn also disappear, so I no longer use it.
Great mod, btw! A clean and buildable Super Duper Mart is awesome.
You know how Minutemen patrols have a chance to spawn whenever you travel to a settlement you control? Yeah, for some reason a patrol spawns *inside the mart*, and this somehow counts them as settlers despite being unable to work or be assigned or ordered. Is there a spawn marker in there that *you* can disable, or do I need to look elsewhere?
Hope this helps. I don't use 'Scrap Everything' so can't help there if that's causing any problems.
It took me some time, but I figured out how to do it. There is an even more convenient way - in the top panel on the plugins tab there is a button "Manage Rules" with it you can immediately find the necessary plugin and determine after or before which one it should be loaded. But unfortunately, I could not clean the location normally, although I tried to load "Super Duper Market" before and after "Scrap Everything" and even turned off "Scrap Everything" and still not even the shelves were deleted. When I delete a shelf, I delete only a copy along with some things on this shelf and not all of them. Sometimes I delete a cabinet and the boxes just remain hanging in the air and you can not interact with them in any way.
I saved before the first interaction with the workbench located in "Super Duper Market", but after clearing it of mobs. Maybe I should have saved before the first visit to this location?