version 1.7 uploaded... Fixes for kids sleeping issue... removed laser turret reference that conflicted with a turret mod... Havent redone precomb/previs on this one...I will a.s.a.p
Great work on this mod. The one thing I always hated about this settlement is that I could never figure out how to work around that steep hill. But you worked it quite nicely.
BTW, had to use console commands to disable the dog. It was the only way to stop the caravan guards from attacking it. He was such a good boy. RIP
Also, if you didn't use mods, how did you expand the settlement? I'd like to learn that trick.
all mods like mine are done using the game's official editor ...(creation kit) These are not in game creations... This mod for example took over 600 hours of work in the editor.....Not much of trick...Just hard work..
Sad to say I found an issue with the Xbox one port
The rabbits at somerville, don't build a robot workbench and then any robots they will atttack he rabbits and the rabbits are immortal So the robots will just keep attacking Can this be fixed
Listen friend i gave permission to a couple of people to port certain mods to console... I warned that somethings may or may not work as intended... As for robot workbenches in Someville ?....lol Didnt even cross my mind that people would put hitec stuff like that there especially... Ill be honest ...i really cant troubleshoot something as random as this.... You can however remove the rabbits with console commands...(in PC )....Dont know how you do it with a game console...
My ONLY issue was with the dog - he got shot by accident during a settlement attack by a trader, and he would NOT stop attacking the Bunker Hill traders present (there were several there - the trading post is bugged). This started the great Bunker Hill/Somerset war, which would have been eternal if I had not gone back to an earlier save. LOL
I have since gone and added the BH trader faction to the dog, and its a good heads-up about the rabbits. They can be tagged with the 'prisoner' (no aggro anyone) faction easily enough. I had a very similar problem with the alien animatronic turret - it fires at EVERYTHING that isn't part of the settlement.
EDIT: Oh, and I think this mod makes the kids into normal settlers? Its either this one or another I have that flags all kids thusly. Anyhow, I found an issue with Scrap Everything - it seems that great mod rewrites nearly all the NPC data for some reason, and since it comes last in a load order, it winds up rewriting (turning back to 'vanilla') a LOT of stuff. I just had to build a patch for it and Unique NPCs, which it was screwing up royally. Anyhow, if this is the mod that flags those kids with the workshop script, then folks should consider putting it AFTER SE.
Just noticed the update. I've been using this mod for quite some time and LOVE it. I think I had a conflict with another mod concerning the build-area, but I disabled that one (ASE) just to get this one working properly, I love it so much. Somerville was one of the few places I had no idea what to do with, and I was never happy with any of my own builds there. Now I don't have to worry about it - its PERFECT! Thank you for all your hard work for the community. Cheers
EDIT: The one thing I did was 'grab' the pedestal turret stand and make it buildable - that thing is awesome and I use it everywhere! If you ever do yet another update, you should consider adding that to the mod!
Well, Heather 2.3 forced me to start a new play through and I was looking to "enhance" as many vanilla settlements as possible and SO far, yours has the least bugs identified. Then I noticed from your post back in 2017 that you hadn't redone the precomb/previs and wondered if that was still the case.
if it was a blue print it would be tagged as such... This is a single mod...that only requires the mentioned DLC's.. Note: if you like this location look at my latest thats sort of similar but at a new location... Away From It All a.k.a. The pond
What am I doing wrong? It all loaded in beautifully but the lake you added isn't there and the large barn is mostly under dirt. I'm sure this is user error, I was just hoping someone could tell me what I did to make the terraforming go away. :(
Used this mod on my last play-through and I love it and I'm about to use it again. Amazing build! I did notice that the boundary for the settlement ended BEFORE the building way in the back - is that normal? I am only asking because I was wondering if it was supposed to be that way, or if its a mod conflict (I also use All Sets Extended).
115 comments
Fixes for kids sleeping issue...
removed laser turret reference that conflicted with a turret mod...
Havent redone precomb/previs on this one...I will a.s.a.p
BTW, had to use console commands to disable the dog. It was the only way to stop the caravan guards from attacking it. He was such a good boy. RIP
Also, if you didn't use mods, how did you expand the settlement? I'd like to learn that trick.
These are not in game creations...
This mod for example took over 600 hours of work in the editor.....Not much of trick...Just hard work..
The rabbits at somerville, don't build a robot workbench and then any robots they will atttack he rabbits and the rabbits are immortal
So the robots will just keep attacking
Can this be fixed
Ill be honest ...i really cant troubleshoot something as random as this....
You can however remove the rabbits with console commands...(in PC )....Dont know how you do it with a game console...
The guy that uploaded it...ported it...
It's just users on the Bethesda site are kinda hard to contact
I have since gone and added the BH trader faction to the dog, and its a good heads-up about the rabbits. They can be tagged with the 'prisoner' (no aggro anyone) faction easily enough. I had a very similar problem with the alien animatronic turret - it fires at EVERYTHING that isn't part of the settlement.
EDIT: Oh, and I think this mod makes the kids into normal settlers? Its either this one or another I have that flags all kids thusly. Anyhow, I found an issue with Scrap Everything - it seems that great mod rewrites nearly all the NPC data for some reason, and since it comes last in a load order, it winds up rewriting (turning back to 'vanilla') a LOT of stuff. I just had to build a patch for it and Unique NPCs, which it was screwing up royally. Anyhow, if this is the mod that flags those kids with the workshop script, then folks should consider putting it AFTER SE.
EDIT: The one thing I did was 'grab' the pedestal turret stand and make it buildable - that thing is awesome and I use it everywhere! If you ever do yet another update, you should consider adding that to the mod!
This is a single mod...that only requires the mentioned DLC's..
Note: if you like this location look at my latest thats sort of similar but at a new location...
Away From It All a.k.a. The pond