OMG, i just read this bit of the description. " Failed (kisumi dies). Once the quest is complete you will be able to use the workbench at the settlement.
i have never failed that quest, but i suppose i can fail it, i didn't honestly know that was an option lol. maybe when i do an institute playthrough play as the bad guy and destroy the synth refuge just to unlock the nakano residence, so messed up lol.
You must have misunderstand this This turns the Nakano Residence into a fully function Settlement that will not interfere with the main quest line of FarHarbor. Before the workshop at the Nakano Residence can be used the quest "Close to Home" must be completed or Failed (kisumi dies). Once the quest is complete you will be able to use the workbench at the settlement. She doesn't have to die or failing the quest. Just finish that quest. If you still don't have access to workshop, there must be some other problem.
i'm confused by the requirements for this settlement mod, so it shows the requirement list are these 2 mods, but when you look at the crazy long list of requirements for the required mods it's this crazy long list of mods and you rethink getting any of it because that list is too crazy long.
i apologize, it's just i'm used to stand alone settlement mods that don't require other things that lead to other requirements to the point where it's an endless laundry list of requirements.
an example, i recently got a mod to turn a location into a settlement, the mod only required the base game and all it's DLC's that was easy enough because i have all these things, no need for other requirements, it was an instant download and i loved that location.
bit late, but you misread. The only mod this one requires is The Far Harbor DLC. The other list is mods which USE this one not things you need for this one to run
Just downloaded this and when going there for the first time after talking and getting the quest works as it should. 2nd time fast travel there they run to there beds during the day and sleep. All times going there they either standing at the back right corner or run to there beds and sleep.
After Far Harbor quest is over and going to the boat shed and taken control over the site all 3 just stand at the back right corner behind the house and can not assign anyone to food, send a new settler there and still can not assign to food.
Great idea but its broken and at this time should not be used.
As a settlement, great that almost or all trash can be scrapped. A settler arrived at once so no issue with recruitment. I moved the provisioner from Coastal to Nakano then reassigned the same job so no probs with moving. The borders although invisible is quite easy. I just used lamposts technique where it loses the bright green color when not placeable or in this case out of bounds. With place Everywhere there's still a green but just the outline remains. Backup a little then place. The back side of the settlement is end of map. Road to coastal border at the front just before the beach umbrella and on the other side just after where Grandpa N was buried. Waterline border is enough to place the largest water purifiers.
Bedtime - aaaah, this falls under a few settlements with wonky AI. I term it as wonky because they don't complain about bed problems. They just sleep standing up. As long as the settlement hits 100% happiness like all others, it's fine with me. For now, I scrapped original beds and let the Nakano's join the settlers at the big appartment. See if it improves.
Now to get bikinis from the never ending respawn of the bikini babes across Nordhagen and put it to good use ...
EDIT: still can't get the settlers to go to bed except for lucky times I arrive there thru fast travel around 3am and I find them in bed. *Will try with my other playthrough with just the Nakanos and their original beds plus just one settler for provision.
EDIT 2: Tried on a separate save on my new playthrough. This one without scrapping mods. Just the 3 of them. Come night time they go outside the main house and just stand there. Same as before. Same location. It's really like this. Not an effect of Scrap Everything. Will not make Nakanos a settlement for now in this other playthrough till hopefully a fix for this comes up.
Can it be that this mod is incompatible to: Wasteland Heroines Replacer (Kasumi Nakano) Scrap Everything
If I understand FO4Edit correctly there is in this mod at STATIC some what is overwritten with empty entries of Scrap Everything and at Wasteland Heroines Replacer under NON-PLAYER CHARACTER (Kasumi Nakano) the same. Can anyone confirm this or do I not have to worry
Thanks, I love being able to fix up the Nakanos' home. And more settlement building is definitely a plus, especially with its size. Only things that kind of annoy me are the lack of green borders and the beach umbrellas and lifeguard posts can't be deleted.
Recruitment Radio Beacon not work. Any idea ? Thanks in advance ! Later edit: I already finish the quest, after that, I use to install this mod. Still I Can't assume Kasumi's parents to work, or to add other settlers there, just I can to scrap or build. NOBODY HERE WHO CAN ANSWER ME !?!
1. Go to your Fallout 4 game folder, example D:\games\Fallout 4 2. make a new txt file called UnlockSettler.txt 3. Paste the following text into the UnlockSettler.txt file:
;'Bat UnlockSettler' ;To make any settler movable, commandable, and able to become provisioners ;(useful for fixing Sturges, Mama Murphy and Smiling Larry, as well as the ;companion dismissal glitch). The changes will be immediate, this is an ;improvement to the previous bat I had in this guide. ;(click on the settler) setpv bAllowCaravan 1 setpv bAllowMove 1 setpv bCommandable 1 addkeyword workshopallowcommand addkeyword workshopallowmove addkeyword workshopallowcaravan
4. Make sure not to copy anything after this tho. Anyways. Now, open Console, and MARK the settler that won't respond properly. 5. now write (in colsole) bat UnlockSettler 6. now the settler should be working as intended.
completely agree! I use this same code for my own bat file and it works like a charm. Combine this with Amazing Follower Tweaks (there is an option for "make settler" or "make follower" out of ordinary NPCs in AFT) and you gain ALOT of flexibility for who can and can not follow your orders.
Personally I use this bat file on Jun Long in Sanctuary. The bat works like a charm and you can send him (or anyone else for that matter) off to whatever the out of the way corner of the map, effectively banishing him. I always figured I'd rather put up with Marcy being angry than Jun feeling sorry for himself.
I'd love to find the options to assign to an NPC a Minuteman AI package, such that when you meet a randomly spawned NPC that you like the way they are geared you have the option to recruit them to the Minutemen via the bat file. After which point they would properly refer to you as General, etc.
Ah wow, I totally forgot about AFT. I love that mod, but there's so much to it, I know I'm only probably dipping into about 30% of it. I forget that you can turn people into settlers. Between the two of these things, it should work! Thanks to everyone who answered on this thread. Kudos to you all.
85 comments
i have never failed that quest, but i suppose i can fail it, i didn't honestly know that was an option lol.
maybe when i do an institute playthrough play as the bad guy and destroy the synth refuge just to unlock the nakano residence, so messed up lol.
This turns the Nakano Residence into a fully function Settlement that will not interfere with the main quest line of FarHarbor. Before the workshop at the Nakano Residence can be used the quest "Close to Home" must be completed or Failed (kisumi dies). Once the quest is complete you will be able to use the workbench at the settlement.
She doesn't have to die or failing the quest. Just finish that quest. If you still don't have access to workshop, there must be some other problem.
i apologize, it's just i'm used to stand alone settlement mods that don't require other things that lead to other requirements to the point where it's an endless laundry list of requirements.
an example, i recently got a mod to turn a location into a settlement, the mod only required the base game and all it's DLC's that was easy enough because i have all these things, no need for other requirements, it was an instant download and i loved that location.
2nd time fast travel there they run to there beds during the day and sleep.
All times going there they either standing at the back right corner or run to there beds and sleep.
After Far Harbor quest is over and going to the boat shed and taken control over the site all 3 just stand at the back right corner behind the house and can not assign anyone to food, send a new settler there and still can not assign to food.
Great idea but its broken and at this time should not be used.
Bedtime - aaaah, this falls under a few settlements with wonky AI. I term it as wonky because they don't complain about bed problems. They just sleep standing up. As long as the settlement hits 100% happiness like all others, it's fine with me. For now, I scrapped original beds and let the Nakano's join the settlers at the big appartment. See if it improves.
Now to get bikinis from the never ending respawn of the bikini babes across Nordhagen and put it to good use ...
*Will try with my other playthrough with just the Nakanos and their original beds plus just one settler for provision.
EDIT 2: Tried on a separate save on my new playthrough. This one without scrapping mods. Just the 3 of them. Come night time they go outside the main house and just stand there. Same as before. Same location. It's really like this. Not an effect of Scrap Everything. Will not make Nakanos a settlement for now in this other playthrough till hopefully a fix for this comes up.
Can it be that this mod is incompatible to:
Wasteland Heroines Replacer (Kasumi Nakano)
Scrap Everything
If I understand FO4Edit correctly there is in this mod at STATIC some what is overwritten with empty entries of Scrap Everything and at Wasteland Heroines Replacer under NON-PLAYER CHARACTER (Kasumi Nakano) the same.
Can anyone confirm this or do I not have to worry
greetings P
Later edit: I already finish the quest, after that, I use to install this mod.
Still I Can't assume Kasumi's parents to work, or to add other settlers there, just I can to scrap or build.
NOBODY HERE WHO CAN ANSWER ME !?!
2. make a new txt file called UnlockSettler.txt
3. Paste the following text into the UnlockSettler.txt file:
;'Bat UnlockSettler'
;To make any settler movable, commandable, and able to become provisioners ;(useful for fixing Sturges, Mama Murphy and Smiling Larry, as well as the ;companion dismissal glitch). The changes will be immediate, this is an ;improvement to the previous bat I had in this guide.
;(click on the settler)
setpv bAllowCaravan 1
setpv bAllowMove 1
setpv bCommandable 1
addkeyword workshopallowcommand
addkeyword workshopallowmove
addkeyword workshopallowcaravan
4. Make sure not to copy anything after this tho. Anyways. Now, open Console, and MARK the settler that won't respond properly.
5. now write (in colsole) bat UnlockSettler
6. now the settler should be working as intended.
Personally I use this bat file on Jun Long in Sanctuary. The bat works like a charm and you can send him (or anyone else for that matter) off to whatever the out of the way corner of the map, effectively banishing him. I always figured I'd rather put up with Marcy being angry than Jun feeling sorry for himself.
I'd love to find the options to assign to an NPC a Minuteman AI package, such that when you meet a randomly spawned NPC that you like the way they are geared you have the option to recruit them to the Minutemen via the bat file. After which point they would properly refer to you as General, etc.