Yeah i lost the int to continue modding for f4, it was back when players almost demanded free stuff and didnt care what you tought. and the stealing of mods, and creation club went live :P i felt like we modders worked for the game but for free while game devs took the credits. Gues thats why i left it
But if theres any one else out there in modding community who feel they want to continue my work, that would be great. upload to beth modding site or even port to xb1. but not for creation club. this should stay free.
Thank you
18 feb 2020. wow its still active eh? from 2016 to 2020. Well thanks for trying this out. again if someone wants to take this further on. or port to xbox etc.im sry i cant fix the issues with this mod. it started before we got the creation kit. happy crafting :) Ludvig
may 2022: Hello world to the many mails i've gotten about this mod. im sure theres bugs. this mod was worked on the early days, and im sure theres some creative players out who like to tune it up to date. feel free to do what ever you want with it :) just a little thanks back is more then enough.
For anyone who is interested https://drive.google.com/file/d/1M0ruIFvY2wUzWQJWwDY7YfyUkG7FUxa5/view?usp=sharing
This is a version that contains the original mod, the Fixes and Tweaks by Babaloo321 (Tweaked version), the crash fix by CrEaToXx and a non conflicting method for the harvest items in the workshop, for the WorkshopParent Quest. It also contains the fixed uninstaller script.
With the readme bit mentioning the install, it mentions 'only install one'. Are you meaning to only install the main file as it contains all of them worked into it? Or just the files themselves with/without the readme? It may be a good idea to clarify that, as some people are not the best at manually adding mods or are leery of doing that kind of thing.
Aside from that, like the other comments for the most part say, thanks for doing this. I used this mod way back in the day before the updates broke it, so it'll be good to have it fixed up and tweaked.
thank you so much for this. i ran into a problem however... every object i placed from the unfixed version, is now gone.
EDIT: probably no solution as its a different esp file with its own objects. had the same outcome with Northland Diggers - Lite Edition.
if one were to start a new game however, when importing a Transfer Settlements BP, renaming every "Northland Diggers New.esp"(original, abandoned mod v1.4) to "Northland Diggers.esp" imports every object correctly. although i haven't tried this the Lite Edition.
Как решить все таки эту проблему? Ни одна из моих работ ничего не производит. Вооще ничего. Ни через игровой день, ни через неделю и даже месяц в мастерской ничего не появляется. Здесь было высказано предположение, что это зависит от количества еды в поселении. Но у меня полно еды в поселениях. Но до сих пор ничего не делается. Перемещение по списку модов тоже не работает. Кто-нибудь сталкивался с этим? Как решить проблему?
Please patch this mod https://www.nexusmods.com/fallout4/mods/34144 because its nowhere to be found in the workshop menu. Thanks for your great mod and great work!
Downloaded, installed, showing up in console, but not in the workshop menu selection. No clue how to fix this. And no, the workshop menu missing tabs fix doesn't fix it. I can't even find the name of the chem to install or uninstall this mod.
Erm, You do have the mod activated after download , do you ? Try workshop menu fix with this https://www.nexusmods.com/fallout4/mods/22205 , or on bethe mod page , not sure if its still there, there was a mod called settlement objects expansion fix ...
Can anyone confirm that this mod adds back the bug with the re-spawning Mirklurk Queen at Murkwater Construction? This was fixed in the Unofficial Fallout 4 Patch patch.
I've seen a lot of bug reports saying that workbenches don't produce anything. I had the same problem and found that any mod that overrides the WorkshopParent quest (like StartMeUp or Wild Plants Farming), breaks this one, in that quest this mod sets all its outputs, so you need to make a patch to merge the differences in FO4Edit. Or put this one in a later load order and break the others....
I looked at the settlement management scripts, and there are some further issues. The mod works by treating the work stations as harvestable crops, so any other mod that overrides the arrays designating the crops in WorkshopParent does indeed break this one.
However, resources are potentially also not produced because there isn't enough food output: The script will only look at adding crops into the workbench when there is more food than settlers, and will do so by cycling through all the crops (and "crops") and selecting them semi-randomly, with the actual food items prioritised as they are earlier in the array. So if you don't have a food surplus, the stations will produce nothing -- and may produce nothing even if you do, depending on luck.
1660 comments
i felt like we modders worked for the game but for free while game devs took the credits. Gues thats why i left it
But if theres any one else out there in modding community who feel they want to continue my work, that would be great. upload to beth modding site or even port to xb1.
but not for creation club. this should stay free.
Thank you
18 feb 2020.
wow its still active eh? from 2016 to 2020. Well thanks for trying this out. again if someone wants to take this further on.
or port to xbox etc.im sry i cant fix the issues with this mod. it started before we got the creation kit.
happy crafting :)
Ludvig
may 2022:
Hello world to the many mails i've gotten about this mod. im sure theres bugs. this mod was worked on the early days,
and im sure theres some creative players out who like to tune it up to date. feel free to do what ever you want with it :) just a little thanks back is more then enough.
https://drive.google.com/file/d/1M0ruIFvY2wUzWQJWwDY7YfyUkG7FUxa5/view?usp=sharing
This is a version that contains the original mod, the Fixes and Tweaks by Babaloo321 (Tweaked version), the crash fix by CrEaToXx and a non conflicting method for the harvest items in the workshop, for the WorkshopParent Quest. It also contains the fixed uninstaller script.
Aside from that, like the other comments for the most part say, thanks for doing this. I used this mod way back in the day before the updates broke it, so it'll be good to have it fixed up and tweaked.
EDIT: probably no solution as its a different esp file with its own objects. had the same outcome with Northland Diggers - Lite Edition.
if one were to start a new game however, when importing a Transfer Settlements BP, renaming every "Northland Diggers New.esp"(original, abandoned mod v1.4) to "Northland Diggers.esp" imports every object correctly. although i haven't tried this the Lite Edition.
because its nowhere to be found in the workshop menu.
Thanks for your great mod and great work!
And no, the workshop menu missing tabs fix doesn't fix it. I can't even find the name of the chem to install or uninstall this mod.
This one: https://drive.google.com/file/d/1M0ruIFvY2wUzWQJWwDY7YfyUkG7FUxa5/view?usp=sharing
Don't thank me, thank Battousai124
Try workshop menu fix with this https://www.nexusmods.com/fallout4/mods/22205 , or on bethe mod page , not sure if its still there, there was a mod called settlement objects expansion fix ...
This was fixed in the Unofficial Fallout 4 Patch patch.
need to make a patch to merge the differences in FO4Edit. Or put this one in a later load order and break the others....
However, resources are potentially also not produced because there isn't enough food output: The script will only look at adding crops into the workbench when there is more food than settlers, and will do so by cycling through all the crops (and "crops") and selecting them semi-randomly, with the actual food items prioritised as they are earlier in the array. So if you don't have a food surplus, the stations will produce nothing -- and may produce nothing even if you do, depending on luck.
Doh!