So this is not a blueprint that I need to import via my pitboy? So how do I know it is a settlement? Where is the workbench? Is it possible to convert this esp file into a blueprint json file, please
I suppose since it's been so long you are no longer working on this settlement, I had downloaded a friends settlement mod 'A Day at the RACES' and had built a house and greenhouse and fence and defense, but couldn't scrap some dead bodies and heaps of trash in the middle along with some chairs and so on. So I went looking for a mod that fixed it all, especially the trash heap and also the bleachers which I could not scrap the roof laying on the bleacher. I was so happy to find this mod, the only thing is with my friend's settlement, I already got one settler after only putting up a beacon after a short time, an hour or so. What I am seeing here is many cannot get settlers to come here, I would love to use this mod if settlers can come and live in the nicely repaired building you have made. I am curious if you put a regular workshop in instead of a settlement workshop like conquest uses and my friends mod uses. I would love to use this one instead but not wanting to just have it as a place for people to go. Just curious if you put a settlement workshop in or if it's just a regular workshop. That might explain the reason people can't recruit settlers to this location with your mod. There aren't too many mods out there for this location that scraps all the raider crap, which I painstakingly done but can't seem to scrap various things like the canopies and some dead bodies. I was hoping the game would remove them after a while but went back and they are still there, and found a new raider there, and had to kill him. The reason is also that my friend did a settlement called 'A day at the opera, an unfinished opera, and I plan to build a settlement there as well. This would sort of make this area one huge settlement with Northagen Beach and don't really care about the fast travel since I can fast travel to Northagen and walk over to Easy City downs. Just thought I would as and see if you would look into the workshop and if it's actually a settlement one, and maybe fix it. I would love to add this to my groups in that area and use that building as you had fixed it up so nicely. Thanks for your work, I love how you fixed the Museum of Freedom in Concord...that s a great one there too.
I'm 600 hours into the game. I have about 35 settlements with about 20 settlers in each.I've downloaded several Nexus settlements and got them going with NO PROBLEM whatsoever.The POINT: I'm no newbie when it comes to building and managing settlements.On this settlement (Easy City Downs) I've spent about 2 days clearing up stuff and making it spit-and-polish.
THEN I noticed that after two game days, nobody showed up.Usually I erect the RECRUITMENT BEACON while constructing the settlement so I have settlers working on crops before I finish.So I said "heck, I'll just go over to a nearby settlement and MOVE some settlers here".To my great surprise:
Easy City Downs does not show up on the list of settlements...therefore I can't assign anybody to it. My fast travel mat (for the first time) doesn't work (it's ignored)
I went to my savegame taken BEFORE I did anything to see if there was something I did to cause the settlement not to show up on my settlement list.Same issue (before or after) -- it does not show up as a settlement -- therefore no settlers show up.
Looks like a great mod -- but if I've entirely missed it, please advise.
Repaired Friendly Easy City Downs Test: https://www.youtube.com/watch?v=9pdZgUHdsUQ
I downloaded this, plus all of the mods you listed in the YouTube video description, but your additions are not there. No tower, no infield, just the work you did in Creation Kit shows. Do you have a list or screenshot of the esp names from a year ago? I'm guessing either Homemaker, OCDecorator, or SOE changed their esp name since you made this.
I am the creator of Friendly Easy City Downs and I think the mods will work perfectly together, so plmk if I can get yours running again.
According to the video, all mobs and quest objects were left in place, so I don't see why you would need to. If you install it before you clear it, it will just be a prettier location to kill raiders in.
In response to post #41502745. #41503775 is also a reply to the same post.
Spoiler:
Show
paladinx829 wrote: Just to make sure I don't do something really stupid, I'm to install this after clearing the area of bad guys, right?
SenecaLaptop wrote: According to the video, all mobs and quest objects were left in place, so I don't see why you would need to. If you install it before you clear it, it will just be a prettier location to kill raiders in.
Creator of Friendly Easy City Downs here. Sorry for the necro, but I'm just now seeing this. Outstanding work. I love the tower and the justification for each addition was spot on.
Were the NPC refs deleted? If so, they could probably be restored in FO4Edit and your track (perfect, imho) would have a friendly crowd of spectators. At least in theory, pending navmesh testing. Hell, a working combination of the 2 might make scripting races and gambling worthwhile after all. If you don't mind, I'd like to look into it.
Also: Did you find/delete landmines and scavenger attacks? I assumed they were Random Encounters (RE) code but never found them. I haven't removed ECD as a kidnapping quest location either.
Not sure if you were aware, the bridge over the track, while super handy, is too short to walk under when you're walking outside the ticket/radio building. I was able to work around this by scrapping a couple pieces of rail in front of the outdoor dining area and adding steps. I haven't had any settlers move in yet, so I don't know if this will be an issue for them.
But otherwise, this was well done and very handy for a spot just begging to be a settlement. Thank you!
PS to others: Make sure the robots' combat inhibitors are turned on. I left mine off by accident after I ninja'd all the raiders and triggermen. They didn't go hostile to me, but they kept attacking my provisioner XD
Not sure what I am doing wrong, but when I install and head to easy city downs all of the old structures are still in place and clipping through the repaired structures.
Edit: Moved the mod to the bottom of my load order and created a new save. This removed all of the old structures and left your modded area intact.
I did notice a few issues though. There are a bunch of chairs, TVs, etc that can not be scrapped and a few that are unable to be moved or stored but there are other chairs next to them that can be stored and moved. Also the ramp over the race track prevents the SS from walking along the sidewalk but NPCs can travel under it fine.
Here is a video showing everything I found. Please excuse the potato quality; my pc isn't nearly as awesome as yours!
14 comments
Just curious if you put a settlement workshop in or if it's just a regular workshop. That might explain the reason people can't recruit settlers to this location with your mod. There aren't too many mods out there for this location that scraps all the raider crap, which I painstakingly done but can't seem to scrap various things like the canopies and some dead bodies. I was hoping the game would remove them after a while but went back and they are still there, and found a new raider there, and had to kill him. The reason is also that my friend did a settlement called 'A day at the opera, an unfinished opera, and I plan to build a settlement there as well. This would sort of make this area one huge settlement with Northagen Beach and don't really care about the fast travel since I can fast travel to Northagen and walk over to Easy City downs. Just thought I would as and see if you would look into the workshop and if it's actually a settlement one, and maybe fix it. I would love to add this to my groups in that area and use that building as you had fixed it up so nicely. Thanks for your work, I love how you fixed the Museum of Freedom in Concord...that s a great one there too.
this settlement has 0 happiness
even if you sneak up on the terminal with a stealth boy and hack the racing robots to be friendly to you, they'll still murder your settlers.
even mods that pride themselves on campatibility with custom settlements, like immersive teleportation, do not recognize it
settlers cannot be sent here
settlers cannot be recruited here.
the catwalk is too low and you cannot walk under it.
THEN I noticed that after two game days, nobody showed up.Usually I erect the RECRUITMENT BEACON while constructing the settlement so I have settlers working on crops before I finish.So I said "heck, I'll just go over to a nearby settlement and MOVE some settlers here".To my great surprise:
Easy City Downs does not show up on the list of settlements...therefore I can't assign anybody to it.
My fast travel mat (for the first time) doesn't work (it's ignored)
I went to my savegame taken BEFORE I did anything to see if there was something I did to cause the settlement not to show up on my settlement list.Same issue (before or after) -- it does not show up as a settlement -- therefore no settlers show up.
Looks like a great mod -- but if I've entirely missed it, please advise.
Thank you
https://www.youtube.com/watch?v=9pdZgUHdsUQ
I downloaded this, plus all of the mods you listed in the YouTube video description, but your additions are not there. No tower, no infield, just the work you did in Creation Kit shows. Do you have a list or screenshot of the esp names from a year ago? I'm guessing either Homemaker, OCDecorator, or SOE changed their esp name since you made this.
I am the creator of Friendly Easy City Downs and I think the mods will work perfectly together, so plmk if I can get yours running again.
Creator of Friendly Easy City Downs here. Sorry for the necro, but I'm just now seeing this. Outstanding work. I love the tower and the justification for each addition was spot on.
Were the NPC refs deleted? If so, they could probably be restored in FO4Edit and your track (perfect, imho) would have a friendly crowd of spectators. At least in theory, pending navmesh testing. Hell, a working combination of the 2 might make scripting races and gambling worthwhile after all. If you don't mind, I'd like to look into it.
Also: Did you find/delete landmines and scavenger attacks? I assumed they were Random Encounters (RE) code but never found them. I haven't removed ECD as a kidnapping quest location either.
Not sure if you were aware, the bridge over the track, while super handy, is too short to walk under when you're walking outside the ticket/radio building. I was able to work around this by scrapping a couple pieces of rail in front of the outdoor dining area and adding steps. I haven't had any settlers move in yet, so I don't know if this will be an issue for them.
But otherwise, this was well done and very handy for a spot just begging to be a settlement. Thank you!
PS to others: Make sure the robots' combat inhibitors are turned on. I left mine off by accident after I ninja'd all the raiders and triggermen. They didn't go hostile to me, but they kept attacking my provisioner XD
Edit: Moved the mod to the bottom of my load order and created a new save. This removed all of the old structures and left your modded area intact.
I did notice a few issues though. There are a bunch of chairs, TVs, etc that can not be scrapped and a few that are unable to be moved or stored but there are other chairs next to them that can be stored and moved. Also the ramp over the race track prevents the SS from walking along the sidewalk but NPCs can travel under it fine.
Here is a video showing everything I found. Please excuse the potato quality; my pc isn't nearly as awesome as yours!
https://youtu.be/rhNHmtFO6tE