I've always thought to myself when passing this area, damn this would make a bomb settlement, it's big, it's relatively flat to build on. I installed it, sadly even with the scrap everything mod I cannot scrap everything ending up with floating doors and whatnot. Sad because the other one seems to have tons of problems with the area resetting and people losing their builds.
Do not scrap or disable that blue mail box or a railroad quest is undoable! and i´m curious what happend to the spawns of the Mutants and what happend if they spawnd. For explanation: there is another mod what did the same and some people say it works but it wont work on my game. Every time the mutants respawn the whole settlement or area will get a cell reset even if the mod say "no cell reset".
So if you build in West Everet, a really great place i would love i could build in, test this settlemnt. do not scrap and build much, just build some things and wait for the super mutants. if they do not spawn and there is no cell reset, yeah lucky man . West Everet is a bit different from all the other settlement areas.
I do not wanna say this mod will not work. i just wanna say be carefull there. I hope it works but i can't test it yet.
Edit: it took more than a ingame week till i experienced the cell reset on this area...
You can activate the workbench at anytime I set it to player owned from start to try and avoid some of the problems that other mods for this area have. I have removed the cell reset triggers from the area so after you delete the dungeon it will be like any other mod. And if you do the railroad quest then don't delete the mail box in the center of town until after you do that quest. As for the concerns of Graslama all I can say is it works perfectly on my end if you are having some issues let me know and I am happy to take a look and see what I can do to help you .
What exactly do you mean by "After you delete the dungeon"? There is a second mod that turns WestEverette into a settlement, and I am struggling to get it not to reset the cells. I created a ESP that flags the Encounter Zone as "Never Resets" and stuck it at the bottom of the load order, but the cell still respawns.
I'd give this mod a try to see if it's better than the other, but I already have a pretty substantial workshop built up with the other mod, and I'm pretty sure switching mods with workshops results in bugs. So my only recourse is to try and fix the other mod.
i have problems with getting settlers i used cheat terminal to spawn settlers normally but dont work here plus vanilla beacon dont get settlers so i used console spawn settlers code they spawn but dont do anything not even count in workshop mode so maybe i can only send companions dinnt try that but it sucks like this any tips or help here ???
Have you tried mods like Wintermute - Cyborg Companion or Construct a Custom Companion? At least you could create as many as you like and let them work for you
The zero happiness issue along with the apparition of a Commonwealth entry in the PipBoy's settlement list indicates that this mod's map marker has been badly done. When a map marker isn't implemented like it should, the game cannot "see" where the location is situated and replaces that location with Commonwealth.
This results in also not knowing where to send settlers nor supply lines. Sadly, the Commonwealth issue can influence other -even vanilla- settlements and makes using a mod such as this one rather risky.
The map marker implementation is often bugged when one turns an existing location with an existing map marker into a settlement and the existing map marker is tinkered with.
The only solution to this is for the mod author to have close look at the map marker in the creation kit and look for errors.
the happiness bug is a common issue with mods and has nothing to do with my mod. This area already had a map marker from the vanilla game and location. if your having these issues it's mostly a mod conflict or a save issue.
You're wrong. I've done some serious testing for a few people who made large settlement mods (and very long talks with them) and the problems all arise from a badly implemented map marker or a location marker not rightly connected to the WorkShop.
I haven't yet used this mod and my comment was aimed at everyone who has a problem with whatever settlement mod to make sure they haven't got a Commonwealth entry in their PipBoy's settlement list.
So, I wan't implying you messed up the map marker, just notifying folk that other settlement mods they use can cause the issue.
If you want to know more about the issue, talk to Tarsis31, m0ds1984 or SpeedyNL.
I am also getting the 0 happiness and no settlers bug. I have another custom settlement mod working fine without this kind of issues, so I do believe, seeing that this has happened to other players that this might indeed be a bug in this mod.
Killroyics, it would be great if you could have a look and see if that could be fixed. I am trying to learn how custom settlements creation works so I could fix it myself, but well, it would still leave this awesome mod with an issue.
I plan to do at least one more update to all my mods in the near future but I have recently moved to a new location and am still trying to set up my new home and business location and I have not had the time to look into anything at this time. I hope everyone can be patient and enjoy the updates when I have time to do them. At that time I will try to address all bug issues.
if your happiness is 0 then you have a save problem. This is know and the 0 happiness bug. you can try to load an earlier save or try the 0 happiness bug fix. Unload the mod, open the game go to a new area in the game save and exit. enable the mod open the game and go back to the are if 50 happiness then all is good if not try again. could also be a mod conflict. If all else fails try starting a new games or loading a save with no other mods installed to debug the problem.
i didt try "Unload the mod, open the game go to a new area in the game save and exit. enable the mod open the game and go back to the are" now it ctd when i move that is no matter where i am can not play even whitout the mod
Well that seems to be a save issue, this happens sometimes not sure what to do other than start a new play through. Sorry your having issues with the game.
nice i always wanted a settlement for this place for years now.. worth the wait finally aha. now if only someone can find away to make that cranberry bog island a large settlement in far harbor as im kinda sad that it wasent one in the first place which it should of been. would made more sense then those other small places we were given.
I am glad you are enjoying the mod please let me know if you find any bugs. I will be doing a few more mods I can add cranberry bog to the list and take a look at it.
Somehow I doubt it, but maybe if I loaded Taffington Island second? Probably make some of the existing structures non-removable, but maybe I'll give it a try anyway.
Great work on the mod it appears to be working pretty well in my game. One issue I ran into is that some items are not scrapable even with Scrap Everything running. While this would not be a huge issue, one annoying spot that appeared was the radiation barrels along the way in from the north entrance (on the right side if coming from the north). I can't seem to scrap or move them which is a little annoying. Other than this it works good.
you could use the console command to disable the item just open the console click on the item you want to delete and type disable and hit enter if you disable the wrong thing just type enable and hit enter again no problems.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
Yuppers console was the next thing to try as for place anywhere, sure do. Unfortunately the items are not selectable in the settlement mode so i cant interact with them in anyway. Will have to use the console to disable it.
48 comments
game on
KillroyICS
Do not scrap or disable that blue mail box or a railroad quest is undoable!
and i´m curious what happend to the spawns of the Mutants and what happend if they spawnd.
For explanation: there is another mod what did the same and some people say it works but it wont work on my game. Every time the mutants respawn the whole settlement or area will get a cell reset even if the mod say "no cell reset".
So if you build in West Everet, a really great place i would love i could build in, test this settlemnt. do not scrap and build much, just build some things and wait for the super mutants. if they do not spawn and there is no cell reset, yeah lucky man
I do not wanna say this mod will not work. i just wanna say be carefull there. I hope it works but i can't test it yet.
Edit: it took more than a ingame week till i experienced the cell reset on this area...
Game on
KillroyICS
I'd give this mod a try to see if it's better than the other, but I already have a pretty substantial workshop built up with the other mod, and I'm pretty sure switching mods with workshops results in bugs. So my only recourse is to try and fix the other mod.
At least you could create as many as you like and let them work for you
This results in also not knowing where to send settlers nor supply lines. Sadly, the Commonwealth issue can influence other -even vanilla- settlements and makes using a mod such as this one rather risky.
The map marker implementation is often bugged when one turns an existing location with an existing map marker into a settlement and the existing map marker is tinkered with.
The only solution to this is for the mod author to have close look at the map marker in the creation kit and look for errors.
I haven't yet used this mod and my comment was aimed at everyone who has a problem with whatever settlement mod to make sure they haven't got a Commonwealth entry in their PipBoy's settlement list.
So, I wan't implying you messed up the map marker, just notifying folk that other settlement mods they use can cause the issue.
If you want to know more about the issue, talk to Tarsis31, m0ds1984 or SpeedyNL.
Killroyics, it would be great if you could have a look and see if that could be fixed. I am trying to learn how custom settlements creation works so I could fix it myself, but well, it would still leave this awesome mod with an issue.
Thanks,
SameOldBard.
Thank You and Game on
KillroyICS
Cheers
However I can't seem to save my settlement at this location using the Transfer Settlement mod.
Any ideas about this?
Among other things a name of the settlement in some location seems to be missing in that the xfer process just finds the name as "Commonwealth"
Thanks and game on.
KillroyICS
Teffington Island
Somehow I doubt it, but maybe if I loaded Taffington Island second? Probably make some of the existing structures non-removable, but maybe I'll give it a try anyway.
I always wanted to clean that mess up.
Could try to pick it up with that using the Extra Object toggle [INS]