Using the mod in older versions of Fallout 4

This mod is made with and tested in the latest version of Fallout 4 (as of June 2024), which means it is likely incompatible with older versions of Fallout 4 due to using archives. I can't offer support for an older version of FO4, as I'm unwilling to downgrade my game - sorry.

However, here's some options for you if you're desperate to have this in an older save:

The better way that allows the mod to run as intended:

  • Use BA2 Archive Version Patcher to downgrade BillysHouseSettlement - Main.BA2 to an older version of the file format. In theory, this is all you need to do, and you can go ahead and use the mod no problem.

The brute force I-don't-care-about-immersion method:

  • Select Matt or Carol (NOT Billy, you'll break him), and type the following commands: AddToFaction 000337F3 1, AddToFaction 000C8608 1, AddToFaction 00155251 1
  • Select Billy, and type the following command: AddToFaction 000337F3 1
  • Use SKK Workshop Utilities to take control of the workbench, or click on it in console and type the command "setpv OwnedByPlayer True" (you may have to fast travel away and back again).
  • In build mode, highlight the Peabody family members, press your "move" key, and move them to Peabody Home. If you can't move them, click on them in console and type "setpv bAllowMove 1" (again, you may need to fast travel away then back again).
  • In general, go to a far away cell, save, close your game, reopen, etc. You should now have the mod working roughly the same as if the scripts had been able to fire.

Scrapping stuff in the mod


The main version of this mod does not break anything out of precombines. This means very little in the area is scrappable - it's a surprisingly optimised space, I've never actually seen a Fallout 4 cell that keeps so many statics in the precombine.

If you're desperate to tidy the place up and put your mark on it, here are your options:

Change your INI file to break precombines. Very easy to do, tbh, and likely has the highest compatibility with the most mods (in theory).
OR:
Use the optional version of the mod that has the precombines broken. This version of the mod will likely fight with mods such as PRP, as they clash on whether the cells have precombines or not. You must load this settlement AFTER all other mods that affect the same cells.

I can't tell if things are working or not????
"sqs BHS_SettlementUnlockQuest" will return a readout of quest stages and what their statuses are. If working as intended, the quest should be sitting at stage 5, up until you finish Kid in a Fridge, at which point it will rapidly jump through 10, 15, and 20, before shutting down.

If you are sitting at stage 5, and haven't done the quest or are in the middle of the quest; everything is working as intended!
If all the stages are done, but nothing has happened, then you might be running the mod with an older version of the game; see above on how to fix that.

Bug Reporting
Bug reporting has been turned off for all of my mods, I'm sorry. With the sole exception of one single time when a mod of mine was missing archives (thank you to the user who reported that!), every single bug report I have received has been due to a load conflict in the user's mod list. Unfortunately this is not only useless to me as there's nothing I can do about it - your mod list and load order are your responsibility - it also gives the impression to others that my mods have bugs they don't have. Helping people diagnose their mod list issues takes time away from my life and time away from making awesome mods, so I just can't do it anymore. I'm sorry to everyone who uses bug reporting correctly!
If you do encounter an issue, please post it in comments, with as much information as possible, and please make sure you've narrowed down mod conflicts before you do this. I respond to comments frequently, so if you're facing a real issue, I'll get back to you pretty quickly.

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