First and foremost, I want to apologize to the users who downloaded the settlement and encountered issues.(My other settlements mods also). When I initially created my settlements, I hadn’t fully understood how to properly set up precombines and previs. I followed some tutorials that, while helpful, were a bit outdated. Thankfully, I came across a post from MisterNumbers3k's, who pointed out the issues with my settlement mods and provided invaluable notes. A huge thanks to MisterNumbers3k's for his patience, guidance, and direction in teaching me how to properly handle precombines and previs for settlements. Without his insights and support, I would still be uploading broken settlement mods.
Changelog version 2.1:
Fixed the travel marker and attack markers.
Made most objects as scrapable SCOL objects, now most objects and trash piles are scrapable.
Fixed some initially disabled items.
Changelog version 2.0:
Fully updated precombines/previs patches, including support for both PRP NG and PRP OG versions.
Settlement is now fully scrapable, except for the red and green trucks (visible in the screenshots).
Completely navmeshed with precuts for smooth navigation.
Added travel doors: one connects to the diner on the Diamond City wall, and the other to the terrace. (Only the player can access those doors).
Hostile NPCs, such as dogs and radroaches, should no longer respawn after being cleared out.
The workshop unlocks as you approach the settlement workshop workbench.
Note for PRP Users: Manually sort the main plugin (TheOuterJewelSettlement.esp) before PRP.esp and the TOJPRPPrevis.esp plugin below it in your load order. Alternatively, you can use LOOT for automatic sorting. Important Note: I’ve been advised that since this settlement is located in the Diamond City area, it’s recommended not to build excessively, as it could potentially cause performance issues. That said, feel free to build as you like—it's your game!
Building a modlist using The Midnight Ride as a base, and it seems that Hole's in the ceiling and wall! First pic has no flicker, but I can fall through the ground and into the hallway beneath, while in the second picture there's still collision on the wall, however it flickers fairly heavily depending on what angle I look at that section. I have the main file before PRP in my load order, and the previs file after it. I'm not too good at advanced modding, but I think it may have something to do with the previs or precombines? Took these images with only this mod + The Midnight Ride loaded. Its very late as I'm typing this so I'll going to be taking a closer look at this tomorrow when I'm home from work.
Edit: Seems like the cieling isn't actually this mod causing it, however the flickering wall is still something I'm going to try and figure out, what I get for typing this out at 4:30 am LOL
this settlement is great. trying to make it with conquest but fail due to town range restriction so this mod is a blessing. the only problem is when i fast travel to the settlement my game always just freeze. i can still travel to diamond city tho so its fine. great mod
It looks very tempting. But I only got rid of the crashes in this area six months ago by installing Buffout mods on my 500+. I'm just tracking it for now.
This is an excellent spot for a settlement. Too bad one of the Red Rocket settlements is just a street over and likely affects the same cells to some mild extent. I'll likely use this on another save where I don't have the red rocket settlements mod installed.
Settlement does not have proper fast travel marker, the one linked with mapmarker.
Also attack markers needs to be fixed, as current locations are almost center of settlement.
Otherwise everything is working fine. I really like added door, as way to move upstair. This settlement works very well, for anyone using FSD quest mod.
Nice neighborhood. A school close by and with a pair of psychotic raiders den nearby. Look it up on Zillow!
But seriously. Good location idea and nice work. The only low point is that you cannot get rid of those pesky leftover trucks. Still cool, tracking for now!
Hello! can i run this with Story wealth Collection?. i just downloaded that and wasnt sure if itll be safe to add this. cause the location seem cool and i would like to play this.
Hello! I looked through the mods collection, I guess there will be conflicts with The Fens Sheriff Department and maybe Eli's Armour Compendium (I haven't seen the mod in the collection, maybe I missed it idk), because they have edits in the same previs CELLs that the settlement located in, and it needs Previs patching unfortunately. For those two mods and any other mods that touches the Settlement CELLs. Edit : I checked the previs with The Fens Sheriff Department, I'm not certain if there's conflicts, anyway i will build a previs against it if there is a conflict. and please report if there's any mod from the Storywealth Collection that may have conflict with mine.(If you used my settlement mod ofc lol)
46 comments
When I initially created my settlements, I hadn’t fully understood how to properly set up precombines and previs. I followed some tutorials that, while helpful, were a bit outdated.
Thankfully, I came across a post from MisterNumbers3k's, who pointed out the issues with my settlement mods and provided invaluable notes.
A huge thanks to MisterNumbers3k's for his patience, guidance, and direction in teaching me how to properly handle precombines and previs for settlements. Without his insights and support, I would still be uploading broken settlement mods.
Changelog version 2.1:
- Fixed the travel marker and attack markers.
- Made most objects as scrapable SCOL objects, now most objects and trash piles are scrapable.
- Fixed some initially disabled items.
Changelog version 2.0:
- Fully updated precombines/previs patches, including support for both PRP NG and PRP OG versions.
- Settlement is now fully scrapable,
- Completely navmeshed with precuts for smooth navigation.
- Added travel doors: one connects to the diner on the Diamond City wall, and the other to the terrace. (Only the player can access those doors).
- Hostile NPCs, such as dogs and radroaches, should no longer respawn after being cleared out.
- The workshop unlocks as you approach the settlement workshop workbench.
-------------------------------------------------------------------------------------------------------------except for the red and green trucks (visible in the screenshots).Note for PRP Users:
Manually sort the main plugin (TheOuterJewelSettlement.esp) before PRP.esp and the TOJPRPPrevis.esp plugin below it in your load order. Alternatively, you can use LOOT for automatic sorting.
Important Note:
I’ve been advised that since this settlement is located in the Diamond City area, it’s recommended not to build excessively, as it could potentially cause performance issues. That said, feel free to build as you like—it's your game!
Edit: Seems like the cieling isn't actually this mod causing it, however the flickering wall is still something I'm going to try and figure out, what I get for typing this out at 4:30 am LOL
Also attack markers needs to be fixed, as current locations are almost center of settlement.
Otherwise everything is working fine. I really like added door, as way to move upstair.
This settlement works very well, for anyone using FSD quest mod.
But seriously. Good location idea and nice work. The only low point is that you cannot get rid of those pesky leftover trucks. Still cool, tracking for now!
cause the location seem cool and i would like to play this.
The Fens Sheriff Departmentand maybe Eli's Armour Compendium (I haven't seen the mod in the collection, maybe I missed it idk), because they have edits in the same previs CELLs that the settlement located in, and it needs Previs patching unfortunately. For those two mods and any other mods that touches the Settlement CELLs.Edit : I checked the previs with The Fens Sheriff Department, I'm not certain if there's conflicts, anyway i will build a previs against it if there is a conflict. and please report if there's any mod from the Storywealth Collection that may have conflict with mine.(If you used my settlement mod ofc lol)