this is a brilliant mod for SS2 users. Now that free open space is a prime real estate for an awesomely large SS2 settlement that can be used along with instant vault so its chapter 3 ready(the war chapter).
Do you ever get the issue where ss2 plots are completely invisible and locked in the "plot is completing an operation"? I can't seem to use any Bedford settlements or West Everet Estate settlements because of it.
First I'm hearing about this, AdventTalon. I don't use SS2 (I actually prefer SS1, but been too busy to test that here) - is it happening with my mod or just with other Bedford mods? Sometimes invisible stuff is caused by previs and load order issues. Are you using PRP?
Missed this one on launch. Considering how UWF is super buggy and Battle Train has way too much unscrappable stuff, it's always great to see more modders taking a swing at making more settlement locations.
Hi, after 10 minutes of trying to find the workbench I realized that the plugin didn't load. It seems it has a bunch of Enclave Creation Club DLC as required masters aside from NewBorders.esl. Are they required or is this an error?
EDIT: NVM, My Fallout 4 is isolated in Mod Organizer and has not been updated for while (no NG for me). Just refreshed the steam copy and now have those CC files. I was able to edit the CC masters files out and now it's working.
Yeah, most of the DLC is only indirectly needed because of the UFO4P requirement. One thing I'm considering is removing the UFO4P requirement so that none of the DLCs would actually be required.
When I ran "Clean Masters" in FO4Edit it only removed the CC stuff, both the UFOAP and NewBorders.esl as masters remained. The settlement seems to be working fine. Bear in mind that I'm not an expert on this and I'm running Fallout version .163, not the NextGen update.
I did some tweaks to make it a light ESP and when I run Clean Masters it keeps Automatron, despite no records seeming to use it. But at least all the CC stuff is no longer needed.
It is a pretty big area and your plan should work fine. As mentioned on the description page, you will probably only run into trouble if you are building a full city here and in either of the other two nearby... and even then it'll depend on the specs of your machine.
I had no idea that those settlements were so problematic, now I see why there aren't so many blueprints in Nexus for those settlements, thanks for the advice, I'll try it. 👌
It isn't so much that they are problematic, in themselves. It is when combined with other places.
Here's a more technical explanation: https://simsettlements.com/site/index.php?threads/understanding-ctds-in-the-triangle-of-death-sanctuary-abernathy-farm-and-red-rocket.6964/
Essentially, because my mod puts a settlement in between Starlight and Tenpines, it can lead to the same situation as above. But using all three is fine, just like using Sanctuary, Red Rocket, and Abernathy Farm together is fine. You just want to use moderation in how much stuff you put in all of them at once. If you build big in Starlight or Tenpines, use Bedford as a smaller outpost; if you build a big town in Bedford, keep Tenpines a farm and Starlight a waystation. That kind of thing.
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EDIT: NVM, My Fallout 4 is isolated in Mod Organizer and has not been updated for while (no NG for me). Just refreshed the steam copy and now have those CC files. I was able to edit the CC masters files out and now it's working.
When I ran "Clean Masters" in FO4Edit it only removed the CC stuff, both the UFOAP and NewBorders.esl as masters remained. The settlement seems to be working fine. Bear in mind that I'm not an expert on this and I'm running Fallout version .163, not the NextGen update.
I did some tweaks to make it a light ESP and when I run Clean Masters it keeps Automatron, despite no records seeming to use it. But at least all the CC stuff is no longer needed.
Here's a more technical explanation:
https://simsettlements.com/site/index.php?threads/understanding-ctds-in-the-triangle-of-death-sanctuary-abernathy-farm-and-red-rocket.6964/
Essentially, because my mod puts a settlement in between Starlight and Tenpines, it can lead to the same situation as above. But using all three is fine, just like using Sanctuary, Red Rocket, and Abernathy Farm together is fine. You just want to use moderation in how much stuff you put in all of them at once. If you build big in Starlight or Tenpines, use Bedford as a smaller outpost; if you build a big town in Bedford, keep Tenpines a farm and Starlight a waystation. That kind of thing.