Hey guys! Welcome to the third (actually 4th, I made a settlement at Fort Strong and it's nearly done. Just got stuck on one part and moved to this for a break.) I hope you guys enjoy. Let me know if you experience any issues. I know that the locked doors are able to be opened by interacting with them directly. I couldn't figure out how to get them to work the way they originally did but honestly figured it wouldn't matter much anyway.
I am not currently taking any suggestions. I have several projects that I plan to do right now and as such, I don't need to add more potential projects to the list.
EDIT 5-15-25: Thanks guys for getting this mod to the front page of the FO4 Nexus page! It is a cool feeling to see it there.
I am using 1.10.163.0 for my game. As with any settlement, a new save is recommended. If you are referring to tree mods, it would depend on the mod. I could potentially make a patch though.
I just tried it and I'm having a lot of issues, you know, that thing where you move the camera and walls, floors, etc. disappear, and when you move it again they appear, and all those things we all know. Since I'm not that far along in the game, I'm going to make a new game to see what happens and I'll let you know, okay? I can tell you that I have more than 800 mods installed.
That is definitely most likely a previs conflict. I would recommend loading your entire load order in xEdit and seeing which of your mods is altering the cells that this mod takes place in. A patch could be simple or it could be complicated depending on the degree of conflicts
I made a new game and it's still the same, so it's a conflict with my other mods, don't worry I'll look into it and see if I can make a patch, thanks for your mod.
New saves aren't typically needed for settlement mods. Older settlement mods that used the 2 quest registration method would need new saves, but the modern 1 quest registration method does not. If the registration quest provided in my tutorial was used then installation mid game is safe and fine.
New/old game isn't the issue, it's 100% a previs/precombines conflict. Any time items flicker in and out of existence it's previs/precombines.
I'm glad you are doing something with Ft.Strong it has great potential. I tied to find mods that worked but to no avail. Great Job!!!!! Endorsed and voted
I hope to get the issue straightened out soon so I can publish it. It has been at the 99% mark for almost two weeks. I just got burnt out on it and needed a break from it for a while.
I absolutly love settlement mods like this, makes places I feel would be great for bases, bunkers or even just more raider locations around the commonwealth! I hope you do more of these in the future I know of a lot of places that need more settlements and would love to see more! :3
I have several locations on a list that I plan to do settlements at. I have one at Fort Strong that is at basically 99% finished but I am having an issue that makes the sub level effectively unbuildable. While I could package it as is, I’d rather publish something that is in a finished state.
Ohhhh- weird, what makes the sub level unbuildable? That seems like a weird issue- Is it just the interior of Fort Strong or also some of the surrounding buildings? cause either way, that sounds like it'd be a great BoS outpost to build in :P
Because it wasn't a vanilla settlement, the floors do not have proper object collision when in the workshop. By this, what I mean is that the objects do not snap to the floor and will simply clip through the ground. Imagine when you are moving a settlement object in the air. There is nothing to catch the object so it moves freely but when you put it on the ground, it gets stuck against the ground. The issue here is that the ground doesn't catch it. Effectively just makes it so that it is too frustrating and tedious to get everything elevated correctly.
The issue is only affecting the sublevel, the portion after the elevator with all the nukes at the back. The surface building and the exterior are perfectly fine and are ready for release minus the automatic corpse cleanup. I know this issue is related to the previs/precombines simply because on the surface level as well as my Electrical Hobbyist's Club settlement, the ground did not have collision until I got those generated.
Don’t be surprised if you see another one that is shared. I just checked your mods and I already began progress on a location that you did too. I promise I’m not checking against your mods though. I’m just going through the map for locations I like as settlements
Honestly I am not sure. I have never used SS2 so I don't know exactly what would need to be done to make a compatibility patch or if it even needs one.
1.02 Fixed invisible furniture. Altered trash on small roof to enable scrapping. Altered navmesh to address issue in second floor back corner office. Not fully fixed but I will continue to work on it. Recompacted for ESL. New save only
This file is currently being uploaded to our CDN servers. If this is taking longer than expected, please contact a moderator or email us.
This is what I am currently seeing 3 hours past upload.
Liking this idea and definitely the repair function is my favorite. Just a shame that PRP is now suddenly receiving a moderate amount of updates now, that now apparently override the previously-functional building repair mods I had before. Even changing it in my load order doesn't seem to matter as the old parts don't despawn anymore and the repaired structures and the old ruined ones both stay and create some z-fighting, among other things.
You likely need a patch specifically made against PRP for it to function properly. It is on my to do list to learn how to make patches for PRP but I do not have a timeline for it yet.
That won't happen. You can only have 128 settlements. My save was destroyed when I loaded more. You could save but you couldn't load those saves anymore.
Also, an in-game, easy-to-use quest builder would be terrific. To go along with that, some sort of AI voice generation for the main characters. The awkward way modders need to repurpose existing lines into their mods would be gone.
Before those, though, if the NPCs could just walk wherever I walk, that would be good.
in notized some issues, the small staircase that leads into the building has no collision, and on the 2nd floor when you come up the stairs, the back left room has navmesh problems
and some invisible furniture, 2 garden chairs and a mattress on the roof, 6 chairs on the 1. floor, and a sofa on the 2nd floor
I think this has something to do with your layer, it only makes the furniture invisible, but in workshop mode the outlines are visible and NPC use them GMB_TempLayer [LAYR:XXXXX0FB] found this in xedit
I noticed the same thing at the Electrical Hobbyist's Club, there was a cigarette machine and one more thing i dont remember about the Electrical Hobbyist's Club , on my end both mapmarker show the statistics of the outer settlement and thanks for the mod, it's a good place, unfortunately I can only add 2 more settlements now
The invisible furniture is an issue with the previs. This was the first time I had an issue where I actually noticed the invisible furniture but it is a bit hard to notice it in some cases. This settlement kept having the garage containers and a few terminals get pulled into the previs and permanently invisible so I had to duplicate and replace them. In this case, I missed the furniture because it was harder to notice that they were invisible because nothing was floating. I will investigate and try to see if I can push out a patch.
For the small staircase that has no collision, are you talking about the one that is next to the side entrance with the destroyed van? And do you mean workshop collision or player collision?
For the navmesh issue, are you speaking of the main building or the second building with the carpet? If it is the main building, do you mean the room where the floor is initially destroyed and leads to the ground, or the one where the roof is destroyed and leads to the roof?
I will take a look at EHC too. I plan to go through and try to fix a few thing that people mentioned on it soon.
Edit: Found the invisible objects. Should have those fixed shortly. The stairs having no collision is an issue with the precombines. I apologize for that one. I forgot those stairs are even there so I forgot to check if they function correctly.
the navmesh issueis on the 2.flloor main building the 3 room on the left , a long small room
and dont apologize (mann übersieht bei den vielen sachen die bethesdha dort plaziert hat schnell was , und wenn du dabei bist villeicht machst du den trash auf dem unteren dach auch srcapable oh english) It's easy to overlook the many things that Bethesda has placed there, and while you're at it, maybe you can make the trash on the lower roof srcapable too
and now I'm trapped, I've placed a conquest workbench very close, now there's a location override, and I can't send any more settlers there, damn it
but I don't need them anymore, it's good that you can pack them up again
Which lower roof are you talking about? The one directly over the entrance that you can get to with the fire escape? I did make the trash scrappable on it. Edit: I see what you mean now. It is scrappable but there isn't something with collision to actually select to scrap it. I have been using the scrapall command to test scrapability. I will add something to make it scrap.
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I am not currently taking any suggestions. I have several projects that I plan to do right now and as such, I don't need to add more potential projects to the list.
EDIT 5-15-25: Thanks guys for getting this mod to the front page of the FO4 Nexus page! It is a cool feeling to see it there.
New/old game isn't the issue, it's 100% a previs/precombines conflict. Any time items flicker in and out of existence it's previs/precombines.
The issue is only affecting the sublevel, the portion after the elevator with all the nukes at the back. The surface building and the exterior are perfectly fine and are ready for release minus the automatic corpse cleanup. I know this issue is related to the previs/precombines simply because on the surface level as well as my Electrical Hobbyist's Club settlement, the ground did not have collision until I got those generated.
Endorsed!
Also, will the settlement show on the map and take assignments along IDEK Logistics systems?
Fixed invisible furniture.
Altered trash on small roof to enable scrapping.
Altered navmesh to address issue in second floor back corner office. Not fully fixed but I will continue to work on it.
Recompacted for ESL. New save only
This file is currently being uploaded to our CDN servers. If this is taking longer than expected, please contact a moderator or email us.
This is what I am currently seeing 3 hours past upload.
What's next? Mass Fusion building?
Also, an in-game, easy-to-use quest builder would be terrific. To go along with that, some sort of AI voice generation for the main characters. The awkward way modders need to repurpose existing lines into their mods would be gone.
Before those, though, if the NPCs could just walk wherever I walk, that would be good.
It isn't a good idea, but could be possible.
in notized some issues, the small staircase that leads into the building has no collision, and on the 2nd floor when you come up the stairs, the back left room has navmesh problems
and some invisible furniture,
2 garden chairs and a mattress on the roof, 6 chairs on the 1. floor, and a sofa on the 2nd floor
I think this has something to do with your layer, it only makes the furniture invisible, but in workshop mode the outlines are visible and NPC use them
GMB_TempLayer [LAYR:XXXXX0FB] found this in xedit
I noticed the same thing at the Electrical Hobbyist's Club, there was a cigarette machine and one more thing i dont remember
about the Electrical Hobbyist's Club , on my end both mapmarker show the statistics of the outer settlement
and thanks for the mod, it's a good place, unfortunately I can only add 2 more settlements now
For the small staircase that has no collision, are you talking about the one that is next to the side entrance with the destroyed van? And do you mean workshop collision or player collision?
For the navmesh issue, are you speaking of the main building or the second building with the carpet? If it is the main building, do you mean the room where the floor is initially destroyed and leads to the ground, or the one where the roof is destroyed and leads to the roof?
I will take a look at EHC too. I plan to go through and try to fix a few thing that people mentioned on it soon.
Edit: Found the invisible objects. Should have those fixed shortly. The stairs having no collision is an issue with the precombines. I apologize for that one. I forgot those stairs are even there so I forgot to check if they function correctly.
and dont apologize (mann übersieht bei den vielen sachen die bethesdha dort plaziert hat schnell was , und wenn du dabei bist villeicht machst du den trash auf dem unteren dach auch srcapable oh english) It's easy to overlook the many things that Bethesda has placed there, and while you're at it, maybe you can make the trash on the lower roof srcapable too
and now I'm trapped, I've placed a conquest workbench very close, now there's a location override, and I can't send any more settlers there, damn it
but I don't need them anymore, it's good that you can pack them up again
Edit: I see what you mean now. It is scrappable but there isn't something with collision to actually select to scrap it. I have been using the scrapall command to test scrapability. I will add something to make it scrap.