in your 1st photo which shows the extended BUILD border area . . the Main Vanilla Building's ROOF looks like it's still wrecked was this photo taken B4 you renovated? or did you not touch that Main building?
to UNlock Echo Lake as a settlement it requires a FH Quest and a visit to Echo Lake so should we I guess install this B4 starting those or visiting AT all?
I just spent 8 days developing Longfellows up only to learn that GUARDS would not go enywhere near the Western 1/3 of the island "where the gulpers freely navmesh" :( so i'm rolling back and . .
Certainly, it would be safer to install before unlocking the settlement. Having visited it or started the quest but not having taken over should not be a problem. The problems might arrive when workshopparent registers the place with its location and associated cells, which are more than in Vanilla. To be honest, I was touching the place in CK even after having taken over the settlement and did not experience problems in my safe, but who knows, these things depend on several things.
I also run ASE but prefer your treatment of this location, especially as regards the buildings. I wonder if I keep ASE, but I add your mod and make sure it loads after ASE it would work?
I just tested the two possible load orders: A) ELLE after ASE (your suggestion) B) ASE after ELLE Results: A) The build area is that of ASE. Green borders are those of ELLE. Buildings are accessible as in ELLE. Objects in cells added to the settlement by ASE cannot be scrapped. B) The build area is that of ASE. Both Green borders are visible. Buildings are NOT accessible as in ELLE. Objects in cells added to the settlement by ASE can be scrapped. Conclusion: one would need to make a patch for these two to work properly together having having all the benefits of both.
Thanks. The build area is already extended in this mod though not as much as in ASE (I assume you mean all settlement extended-far harbor). Sorry, but no. I prefer to leave the building area as I have made it. However, I imagine it would be possible to make a patch to use both the buildings in this mod and the area in ASE.
Expanding this settlement is absolutely the right idea. Everything is logical and objective. “Opening houses” is also absolutely right. I use neeher pack, but it is already old and needs final polishing (the building zone and sandbox require treatment). I myself, yesterday and today made improvements on three locations: GreenTop Nurs, Taffington Boat, Tenpines_Blaff.
I hope I did it right. I would appreciate if you could test this and let me know your impressions. I experienced no sandboxing or building problems, despite the fact that the vanilla settlement is not defining explicitly a sandbox area at all. I preferred to leave this untouched and so far it works just right: settlers move all around the settlement and go to the assigned working places also in the extended area.
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I just spent 8 days developing Longfellows up only to learn that GUARDS would not go enywhere near the Western 1/3 of the island "where the gulpers freely navmesh" :( so i'm rolling back and . .
I'll try this :)
To be honest, I was touching the place in CK even after having taken over the settlement and did not experience problems in my safe, but who knows, these things depend on several things.
thanks I'm itching to try it out :)
I wonder if I keep ASE, but I add your mod and make sure it loads after ASE it would work?
What do you think?
A) ELLE after ASE (your suggestion)
B) ASE after ELLE
Results:
A) The build area is that of ASE. Green borders are those of ELLE. Buildings are accessible as in ELLE. Objects in cells added to the settlement by ASE cannot be scrapped.
B) The build area is that of ASE. Both Green borders are visible. Buildings are NOT accessible as in ELLE. Objects in cells added to the
settlement by ASE can be scrapped.
Conclusion: one would need to make a patch for these two to work properly together having having all the benefits of both.
I'd love a patch but dont want to put more work on you.
I think Option A) sounds fine for now.
The build area is already extended in this mod though not as much as in ASE (I assume you mean all settlement extended-far harbor).
Sorry, but no. I prefer to leave the building area as I have made it.
However, I imagine it would be possible to make a patch to use both the buildings in this mod and the area in ASE.
Everything is logical and objective.
“Opening houses” is also absolutely right.
I use neeher pack, but it is already old and needs final polishing (the building zone and sandbox require treatment). I myself, yesterday and today made improvements on three locations: GreenTop Nurs, Taffington Boat, Tenpines_Blaff.