I found out why it happens: Deleted vanilla refs are the culprit :) After undeleting and disabling references from Kendall Hospital Parking mod with FO4Edit, it works fine now! Reason is probably that I'm using Commonwealth GECK mod, which also edits the area. So, mod tries to edit deleted vanilla ref and then BOOM. But it's very easy to fix, literally just a few clicks in FO4Edit. I can also send you a msg with all the details, if you like?
Anyway. Love the place, many thanks for making it a settlement Ragoda! I have to rethink supply line layout for the area now :)
Well, if you have a fixed version of the MOD, you can either publish it yourself, or send it to me and I publish it as optional MOD with us both as creators.
Another of your mods I am interested in. Two of the areas are places I planned to build settlements using Conquest, and another I have also been considering. However, the others will cause me problems, especially the Kendall one (I use the Red Rockets settlements, and the Kendall RR is RIGHT THERE). The others are just too close to existing settlements (or gunners) for me to want them. Too bad you didn't offer this in a FOMOD with choices.
Glad I am not the only one who thought that weird spot over near Mass Bay was PERFECT - the rooftops and that train are excellent spots!
Cheers
EDIT: Anyway I can get you to provide maps, like you do with your others? Its very hard to tell what area is covered by the pics (the Lynn Pier one especially - does it extend to the bridge/water?) I'm thinking I could just ignore (not use/take) the ones I don't want.
Installed Haymarket only. Got two interesting bugs. First - the FPS in the area dropped 3 times. If previously I had 75 FPS, now it's only 25. Second - lost ability to assign and move settlers in other settlements. While the second may be some sort of settlement related script go haywire, the first is certainly related to this mod.
Loaded all saves with this mod - problem persists. Removed mod and loaded previous save - no problems. Too bad, the roof above Boston is an ideal place for turrets.
Great to see somebody else with the idea of starting Settlements in the car parks! With Free Parking in a bit of a stalemate, I'm definitely interested in this mod. How much exactly of Kendal is incorporated into the Settlement? And is it safe to remove existing buildings (except the car park itself, as I plan to rebuild the old military base I made way back, with FP) such as where the Workbench is located? Ideally, I'd like to move it somewhere closer to the car park itself. I know it's sort of safe to do, so long as it isn't "too" far from the original spot.
There is one thing that was present in Free Parking, that is in this mod too. It's minor, but thought I would mention it. Three of the concrete sections on the roof of Kendall need to be rotated. This is a vanilla thing (sloppy Bethesda, as usual), but having spent so much time at Kendall with the other mod, I always have to sort it as it looks daft.
These are the ones I mean:
Spoiler:
Show
Screenshots are from my old game with Free Parking, but they are still the wrong way around lol.
Quite easy to resolve in-game. Open the console with Tilde (`) and click the concrete section. They are marked 000b91b2, 000b91b3 and 000b91b4 (to make sure you have the right ones) and enter the following after clicking each one separately: "setangle z 129" (without quotation marks). This will rotate them as needed, to be flush with the rest of the concrete. Like so:
Spoiler:
Show
Job done.
Also, I forgot that there is a hole in one of the exterior corners, where you can see through to the interior.
Kendall has a few "House" parts dotted around in some of the ceilings and one flooring section near where the water is, on the lower level. Wooden planks, by the looks of it. I disabled and marked for delete, and there are no gaps or anything so I can only assume there are left over from something else?
There are thin gaps in some of the squared flooring sections. It seems to be where they aren't flush with one another. Looks like you changed the original flooring from the car park perhaps? Or that might be a texture from Realistic Roads. I'm not sure. But there are definitely some small gaps in the floor. Not overly noticeable, to somebody who isn't looking but I see everything lol.
You can't surface snap furniture to some of the flooring either. I can't quite remember if this was an issue with Kendall in Free Parking, to be honest. It was some time ago now.
EDIT: Yeah, you have definitely changed the flooring. Looking at my old screenshots, you can clearly see it's different. What was the reason for this? The original floor worked fine, from what I can remember.
The floors are uneven at Kendall. You can see it when you try to place down the mats. It's not by a huge amount, but would need fixing in the future. That and the no surface snapping. A bit frustrating when you try to move things around.
Ah, I see what the planks were doing now, having clipped through the flooring and had a peek. They were providing some surfaces under the flooring, which for some reason doesn't have the same properties as normal floors (i.e. can't place furniture on them). Might want to look at a better solution to that, though. It's okay as a temporary measure, if you are still working on this mod. But even with these planks, there are places you can't drop furniture and such. Also, they clip through the floor and it looks a bit unsightly.
For now, I've used Snappy's HouseKit flooring, which is much thinner, to create a surface that covers the entire area (rounded corners included). It doesn't clip through any of the floors or ceilings. I know you are probably trying to stick to vanilla assets only, but it's a more elegant solution.
Still unsure as to why the original flooring was changed. I played at Kendall for many hours, and only had to place navmesh fixers in some doorways (as they don't actually have navmesh in the bottom of the doorway itself). But hey, it's your mod lol. I'm not being an arse about it, just curious as to why.
Personally, I think the Kendall area is far too large. You've got it so most of the other buildings surrounding it can be demolished (something you shouldn't really do, as it can break things). The area is ridiculously-big, for just a car park. It crosses lots of spawn areas as well, right up to the Ghouls in the graveyard and Raiders in the nearby buildings. I'm finding Settlers just wandering away from the car park itself, and ending-up in places they clearly shouldn't be. I've just watched two walk right into Raider territory.
There appears to be some pathfinding issues within the car park too. Might be attributed to the lack of surface snapping, or perhaps navmesh-related. I don't know, just guessing. But there are some definite problems.
I would recommend having it as just the car park, with a little of the surrounding area out back perhaps. Nowhere near how large it is now. Not trying to tell you how to mod. I'm just speaking from experience with Kendall. I spent many hours building there, and play-tested Free Parking quite extensively over a long period (I was also the original concept creator).
Shrinking the Settlement area will make management easier of both the Settlement and the Settlers, as they won't wander off so much.
EDIT: I'm going to have to uninstall for now. There are just too many annoyances with Kendall for me, even compared to Free Parking, which is a little odd at times lol. Please don't take what I've said in the wrong way. I'm only trying to help. But hopefully it's given you some food for thought and some potential "cleaning" ideas for Kendall. Best of luck.
About Kendall, yes, it is big area, mainly because I got carried away, LOL. If I hear others to complain also about the size of area, I might change it smaller.
Yeah, I'm a regular saver. It's just good practice to get into. Nothing worse than losing lots of progress. And with how crashy Bethesda games, even without mods, saving often and on different slots is an absolute must.
I spoke to JKalts, who built Free Parking, about this mod. He mentioned that you have to duplicate each section of the car park and assign workshopsnappable in the CK. It's a lot of work, so understandable if you don't want to do that. I wouldn't lol. I'd be bored after about five minutes of creating mods. I can play-test and game, but when it comes to creating, patience is not a virtue for me. It's a lengthy process. Time-consuming, for sure. But perhaps something to look into anyway, or do a few pieces at-a-time.
Haha, I can see you got carried away. It's so big lol. I wouldn't worry, though. It's just me being a fussy arse, really. You do your thing and make the mod how you want. ;)
I was having some occlusion issues with both mods, but that was my own fault for not activating True Storms via the Holotape. /facepalm Completely forgot you had to do that. Been like a year or so since I've played, but still. A rookie mistake lol.
Indeed, nearly all my settlements can be used as standalone settlements, and this pack of settlements is especially so, since only common thing they have is the fact that they are based in Parking Buildings!
Looking forward to using this mod...but Merge Plugins is having issues with it, saying it had errors. When I go to try and fix the errors, it's causing Merge Plugins to lock up. Have you considered doing an All-In-One?
Love your settlement mods! These are proving essential to my "slow and easy" playthrough where I'm avoiding fast travel and limiting myself to relatively short, sensible supply lines. I just got Med Tek Parking Lot up and running and its looking great. I've previously done Lynn Pier and (from your separate Fun and Games mod) Lexington.
One minor issue I have noticed, which may or may not be a conflict with other mods. In Lexington and Med-Tek, in most of the zone the settler bell and the food & drink stores menu pages are missing. In Lexington at least there is a small area where I can access them (and then move them) but I haven't located such a place yet in Med-Tek. Have not tested Lynn Pier yet. Also, in Lexington, I cannot get into dialogue with any store operators (regardless of whether or not I could build the store 'on the spot'). I have a creeping suspicion that the problems are related.
I haven't observed this issue with my other modded-in settlements yet.
This isn't a game breaker, as the stores still generate caps and I can always do my trading at other sites (there's always something in walking distance on this game...), but I wanted to bring it up in case others were seeing this problem.
Like I said, not a dealbreaker, just a minor glitch. Looking forward to adding more of your settlements in the future!
About that issue you have, I am well aware of it. It seems that if you go too far away from Workbench you loose Bell from building mode. I have circumnavigated this myself by activating the bell on build mode close to Workbench and then walking it to place where I want it.
As to no dialog with shop keepers, that also happens when you build shops too far from Workbench, especially Food & Drinks is very vulnerable to that. I don't think that this is about my settlement building style in Creation Kit, but then again, I could be wrong. I get past this by placing stores close enough to Workbench itself. However, I'd really like someone to tell me if there is some solution to this little problem especially if it bugs me only, as it irritates me too.
Any way you could include a nexus mod manager download? Although the zip can be imported, the nice thing about the manager download is it has a link back to this page. Handy for tracking version/bug fix updates. Also good for users who like the mod and want to endorse.
I'll look into that next week, since some others have asked for it also. I never use manager myself, so I did things the way I know will work, but I guess it isn't rocket science.
I have tested allowing the mod manager in downloads with my latest MOD, and it seems to work fine, as I have not heard any complaints. Next time I add a MOD, or bundle or MODs, I probably allow manager for all my published MODs.
Tried KENDALL HOSPITAL (it's in Cambridge) and it works 100%. Likes: Workshop was easy to find on the roof, thanks for NOT hiding it but also keeping it for players to find (easily!) *IF* they explore (a reward!). IT WORKS AND DOESN'T CAUSE CTD'S (important!) Plenty of 'roofed over space' for players who don't want to build a lot, this may be useful (though I am the opposite, I build until the FPS hits rock-bottom). Comes with water pumps that just need to be hooked up first in the parking deck without having to flood a parking-lot unrealistically with water, etc. Easy to repair anything not suited to taste with the 'GROUNDED' mod for roads, sidewalks, rubbish piles and bridges, and the Snappy House Kit mod for buildings. Dislikes or nit-picks: None, but I did have to hit INS key with F4SE/Place Everywhere (already loaded and run all the time) to scrap two (flat, backless) wooden benches in rubbish piles in the road, they aren't by default included in scrap list. If you wish to fix this (you do not have to, not everyone uses or has the FPS cushion to use scrap mods), keep an eye out for unscrappable bathroom fixtures and those mentioned upside-down or toppled benches in rubbish piles. To be honest and frank, this is the first time I've ever run into anything like this in your settlement and it does not have to be fixed for me, I've already taken care of it. If anyone else has an issue and doesn't have 'Place Everywhere' and scrap mods loaded in, then click the desired unscrappable while in console, and type disable, if the right thing disappears, type markfordelete, if the wrong thing disappears, do not type markfordelete, type enable and it will return, now you can try again. Sometimes you will click 'ground fog FX' in certain places of the game that feature it or other things like invisible monster-spawn points (don't delete those or you'll CTD on cell refresh only disable those) or AI behavior markers (like 'lean on wall', or 'hammer wall' etc). So yes, this is awesome, I haven't tried the others yet of THIS pack yet, but I am PROUD to say I've not had any issue with your mods that was not related to something lazy on Bethesda's end or another mod causing an issue. Looking forward to more when you have time. P.S. TaxiVader is looking into doing some settlements for Far Harbor too, keep in contact with him so you both don't do double-work on any place IF you shall plan to do anything. You could always make a new area like Vault 88, though that being said, someone made a few different vault settlements that you can find if you look about (I think one's "vault 85" RIGHT BY NATICK, one is "vault 119" by your Coastal Church settlement, one is "vault 98" possibly IIRC there was also another somewhere that eludes me.). Could also do something (brainstorming here, duck the incoming lightning), on the coast, extending the coast line in one cell for like 2x4 city blocks, with nothing but rubble piles and flat streets with sidewalks where it would look like the previous town was taken out by water. Could be done by the area with the 'cannery' guy, near the 'park-it-market' settlement mod - which is just west of the coast area, it's the area south of Kingsport Lighthouse but north of the other settlement that's on a large peninsula (I forget the name!). Not much touches this space except park-it market mod which is the parking deck itself and a super small chunk of ground outside of it for planting. Or even, just SW of here, just north of Easy City Downs (Mods1984 did a settlement there but his mods make my PC hitch up when getting near them all the time, I don't like that plus they get the 0% happiness bug more often than not, his all in one settlements mod gave me mega CTD's too). --Cheers!
Glad you liked Kendall Parking Settlement! I feel you might like other parking settlements in this group also, especially Mass Bay Medical Center Parking Settlement.
I also have now published 3 + 1 settlement combo that's concentrated at Cambridge, and this group includes Kendall as the +1 settlement. So since you already have it playing, there is no need to add it again.
I don't know what's going on with those benches, and I'll try to fix them if people ask me to, but as of now I think I'll leave them be. I also thank you for all the site ideas, I am sure to check them out in near future.
Believe it or not, but I don't currently have any DLC's yet. I've been thinking of getting some, but have not yet, hahaa. So I have no plans for Far Harbor settlements!
It's always a pleasure to converse with you, have fun playing!
As I've stated much in previous (since I border on talking to much, admittedly), this is what I thought the game was promising originally when it was about to come out. Thanks for realizing a dream here. It's fun and it definitely redefines the character progression.Now if only Bethesda's coding was as reliable as you.
...now to just *FIND* where all these places are and *then* find the benches :) Here's to hoping I don't get cat-launched while in the build-mode (settlers+ fat man "CAT MAN" mod + nearby enemy just strolls on by = REEEAAARRRROOWWWW-BOOM *death animation* *swearing*).
Cat Launcher :) https://www.nexusmods.com/fallout4/mods/5546?tab=description Yes, it's priceless. I have a mod to make (craftable) mini-nukes. It's awesome (amongst other ammo you can make). Give them to the settlers when I get extra Cat Launchers. Get enough of them going and an enemy strolls in it's fairly priceless unless you happen to be building near-by.
37 comments
Anyway. Love the place, many thanks for making it a settlement Ragoda! I have to rethink supply line layout for the area now :)
Glad I am not the only one who thought that weird spot over near Mass Bay was PERFECT - the rooftops and that train are excellent spots!
Cheers
EDIT: Anyway I can get you to provide maps, like you do with your others? Its very hard to tell what area is covered by the pics (the Lynn Pier one especially - does it extend to the bridge/water?) I'm thinking I could just ignore (not use/take) the ones I don't want.
About maps, send me private message and I see what I can do once I know which Settlements in this pack you use.
Loaded all saves with this mod - problem persists. Removed mod and loaded previous save - no problems. Too bad, the roof above Boston is an ideal place for turrets.
These are the ones I mean:
Screenshots are from my old game with Free Parking, but they are still the wrong way around lol.
Quite easy to resolve in-game. Open the console with Tilde (`) and click the concrete section. They are marked 000b91b2, 000b91b3 and 000b91b4 (to make sure you have the right ones) and enter the following after clicking each one separately: "setangle z 129" (without quotation marks). This will rotate them as needed, to be flush with the rest of the concrete. Like so:
Job done.
Also, I forgot that there is a hole in one of the exterior corners, where you can see through to the interior.
There are thin gaps in some of the squared flooring sections. It seems to be where they aren't flush with one another. Looks like you changed the original flooring from the car park perhaps? Or that might be a texture from Realistic Roads. I'm not sure. But there are definitely some small gaps in the floor. Not overly noticeable, to somebody who isn't looking but I see everything lol.
You can't surface snap furniture to some of the flooring either. I can't quite remember if this was an issue with Kendall in Free Parking, to be honest. It was some time ago now.
EDIT: Yeah, you have definitely changed the flooring. Looking at my old screenshots, you can clearly see it's different. What was the reason for this? The original floor worked fine, from what I can remember.
The floors are uneven at Kendall. You can see it when you try to place down the mats. It's not by a huge amount, but would need fixing in the future. That and the no surface snapping. A bit frustrating when you try to move things around.
For now, I've used Snappy's HouseKit flooring, which is much thinner, to create a surface that covers the entire area (rounded corners included). It doesn't clip through any of the floors or ceilings. I know you are probably trying to stick to vanilla assets only, but it's a more elegant solution.
Still unsure as to why the original flooring was changed. I played at Kendall for many hours, and only had to place navmesh fixers in some doorways (as they don't actually have navmesh in the bottom of the doorway itself). But hey, it's your mod lol. I'm not being an arse about it, just curious as to why.
There appears to be some pathfinding issues within the car park too. Might be attributed to the lack of surface snapping, or perhaps navmesh-related. I don't know, just guessing. But there are some definite problems.
I would recommend having it as just the car park, with a little of the surrounding area out back perhaps. Nowhere near how large it is now. Not trying to tell you how to mod. I'm just speaking from experience with Kendall. I spent many hours building there, and play-tested Free Parking quite extensively over a long period (I was also the original concept creator).
Shrinking the Settlement area will make management easier of both the Settlement and the Settlers, as they won't wander off so much.
EDIT: I'm going to have to uninstall for now. There are just too many annoyances with Kendall for me, even compared to Free Parking, which is a little odd at times lol. Please don't take what I've said in the wrong way. I'm only trying to help. But hopefully it's given you some food for thought and some potential "cleaning" ideas for Kendall. Best of luck.
I HIGHLY RECOMMMEND FREQUENT SAVIING SO IF THINGS GO WRONG YOU CAN BACKSTEP AS LITTLE AS POSSIBLE!
I spoke to JKalts, who built Free Parking, about this mod. He mentioned that you have to duplicate each section of the car park and assign workshopsnappable in the CK. It's a lot of work, so understandable if you don't want to do that. I wouldn't lol. I'd be bored after about five minutes of creating mods. I can play-test and game, but when it comes to creating, patience is not a virtue for me. It's a lengthy process. Time-consuming, for sure. But perhaps something to look into anyway, or do a few pieces at-a-time.
Haha, I can see you got carried away. It's so big lol. I wouldn't worry, though. It's just me being a fussy arse, really. You do your thing and make the mod how you want. ;)
Love your settlement mods! These are proving essential to my "slow and easy" playthrough where I'm avoiding fast travel and limiting myself to relatively short, sensible supply lines. I just got Med Tek Parking Lot up and running and its looking great. I've previously done Lynn Pier and (from your separate Fun and Games mod) Lexington.
One minor issue I have noticed, which may or may not be a conflict with other mods. In Lexington and Med-Tek, in most of the zone the settler bell and the food & drink stores menu pages are missing. In Lexington at least there is a small area where I can access them (and then move them) but I haven't located such a place yet in Med-Tek. Have not tested Lynn Pier yet. Also, in Lexington, I cannot get into dialogue with any store operators (regardless of whether or not I could build the store 'on the spot'). I have a creeping suspicion that the problems are related.
I haven't observed this issue with my other modded-in settlements yet.
This isn't a game breaker, as the stores still generate caps and I can always do my trading at other sites (there's always something in walking distance on this game...), but I wanted to bring it up in case others were seeing this problem.
Like I said, not a dealbreaker, just a minor glitch. Looking forward to adding more of your settlements in the future!
About that issue you have, I am well aware of it. It seems that if you go too far away from Workbench you loose Bell from building mode. I have circumnavigated this myself by activating the bell on build mode close to Workbench and then walking it to place where I want it.
As to no dialog with shop keepers, that also happens when you build shops too far from Workbench, especially Food & Drinks is very vulnerable to that. I don't think that this is about my settlement building style in Creation Kit, but then again, I could be wrong. I get past this by placing stores close enough to Workbench itself. However, I'd really like someone to tell me if there is some solution to this little problem especially if it bugs me only, as it irritates me too.
Next time I add a MOD, or bundle or MODs, I probably allow manager for all my published MODs.
Likes:
Workshop was easy to find on the roof, thanks for NOT hiding it but also keeping it for players to find (easily!) *IF* they explore (a reward!).
IT WORKS AND DOESN'T CAUSE CTD'S (important!)
Plenty of 'roofed over space' for players who don't want to build a lot, this may be useful (though I am the opposite, I build until the FPS hits rock-bottom).
Comes with water pumps that just need to be hooked up first in the parking deck without having to flood a parking-lot unrealistically with water, etc.
Easy to repair anything not suited to taste with the 'GROUNDED' mod for roads, sidewalks, rubbish piles and bridges, and the Snappy House Kit mod for buildings.
Dislikes or nit-picks:
None, but I did have to hit INS key with F4SE/Place Everywhere (already loaded and run all the time) to scrap two (flat, backless) wooden benches in rubbish piles in the road, they aren't by default included in scrap list. If you wish to fix this (you do not have to, not everyone uses or has the FPS cushion to use scrap mods), keep an eye out for unscrappable bathroom fixtures and those mentioned upside-down or toppled benches in rubbish piles. To be honest and frank, this is the first time I've ever run into anything like this in your settlement and it does not have to be fixed for me, I've already taken care of it. If anyone else has an issue and doesn't have 'Place Everywhere' and scrap mods loaded in, then click the desired unscrappable while in console, and type disable, if the right thing disappears, type markfordelete, if the wrong thing disappears, do not type markfordelete, type enable and it will return, now you can try again. Sometimes you will click 'ground fog FX' in certain places of the game that feature it or other things like invisible monster-spawn points (don't delete those or you'll CTD on cell refresh only disable those) or AI behavior markers (like 'lean on wall', or 'hammer wall' etc).
So yes, this is awesome, I haven't tried the others yet of THIS pack yet, but I am PROUD to say I've not had any issue with your mods that was not related to something lazy on Bethesda's end or another mod causing an issue. Looking forward to more when you have time.
P.S. TaxiVader is looking into doing some settlements for Far Harbor too, keep in contact with him so you both don't do double-work on any place IF you shall plan to do anything.
You could always make a new area like Vault 88, though that being said, someone made a few different vault settlements that you can find if you look about (I think one's "vault 85" RIGHT BY NATICK, one is "vault 119" by your Coastal Church settlement, one is "vault 98" possibly IIRC there was also another somewhere that eludes me.).
Could also do something (brainstorming here, duck the incoming lightning), on the coast, extending the coast line in one cell for like 2x4 city blocks, with nothing but rubble piles and flat streets with sidewalks where it would look like the previous town was taken out by water. Could be done by the area with the 'cannery' guy, near the 'park-it-market' settlement mod - which is just west of the coast area, it's the area south of Kingsport Lighthouse but north of the other settlement that's on a large peninsula (I forget the name!). Not much touches this space except park-it market mod which is the parking deck itself and a super small chunk of ground outside of it for planting. Or even, just SW of here, just north of Easy City Downs (Mods1984 did a settlement there but his mods make my PC hitch up when getting near them all the time, I don't like that plus they get the 0% happiness bug more often than not, his all in one settlements mod gave me mega CTD's too).
--Cheers!
I also have now published 3 + 1 settlement combo that's concentrated at Cambridge, and this group includes Kendall as the +1 settlement. So since you already have it playing, there is no need to add it again.
I don't know what's going on with those benches, and I'll try to fix them if people ask me to, but as of now I think I'll leave them be. I also thank you for all the site ideas, I am sure to check them out in near future.
Believe it or not, but I don't currently have any DLC's yet. I've been thinking of getting some, but have not yet, hahaa. So I have no plans for Far Harbor settlements!
It's always a pleasure to converse with you, have fun playing!
...now to just *FIND* where all these places are and *then* find the benches :) Here's to hoping I don't get cat-launched while in the build-mode (settlers+ fat man "CAT MAN" mod + nearby enemy just strolls on by = REEEAAARRRROOWWWW-BOOM *death animation* *swearing*).
Cat Launcher :) https://www.nexusmods.com/fallout4/mods/5546?tab=description
Yes, it's priceless. I have a mod to make (craftable) mini-nukes. It's awesome (amongst other ammo you can make). Give them to the settlers when I get extra Cat Launchers. Get enough of them going and an enemy strolls in it's fairly priceless unless you happen to be building near-by.