Ok so if I understand this correctly from reading the comments and such. 1. There is no need to remove the CAMP, however if one does, you lose everything built by the CAMP. Correct? 2. You need to build a second camp [or third or tenth etc] in chemistry for each individual CAMP you want to build. Correct? 3. You can place a CAMP any place on the map so long as it does not over lap another "workshop". Correct? 4. You can build as many CAMP's and use as many CAMP's as you wish in the game. Correct? 5. You can not fast travel to these CAMPs. Correct? 6. You can not use settlers or Sim Settlements or location markers for set up a supply route correct?
1 no, you just should not scrap the last one at a location.Maybe in the future i'll add 'packing it up' 2 yes, build a lot of them, each one will be a new playerhome with the full settlement menu to build from. 3. yes. 4. yes, up to whatever limit the game has on the workshop array, it may be 128? 5. Correct, that is not implemented at this time. 6. no, you can use settlers, I use synth settlers from robot home defense and i can assign them jobs, other mods that let you add settlers may work, your millage may vary, but no to supply routes, or reassigning settlers from another location to these.
very cool mod! it would be nice though if you could send settlers to the C.A.M.P area. i would like to send a couple of Minutemen to guard Diamond City.
I had given it a try but there are one or two things disturbing me: 1. The workbench is flying like a radroach on jet when you accidently bump into it. I solved this problem by using place everywhere and "killing" the physics. 2. I would prefer to fast travel to my settlements, this would be nice in further versions 3. Even with scrap everything it is not possible to scrap everything. I tried other loadorders, checked the latest version and so on, nothing worked for me. Even if they worked together in my loadorder without any other problems I couldn´t scrap (In both environments and I mean here with physics and without physics as described in Nr. 1)
Promise: If you can solve these problems I really will use the mod again.
Ey cancerous, I think i would like to report a bug? In my making for Sanctuary Metropolis, It is very, very good to use the first times, but sometimes, like my connection route from Vault 111 to Sanctuary, it says you need to clear the enemies from the location, even know it is cleared of.
Does it mean of the settlers nearby or something? Because no enemies are available, i even tried console commands to get rid of the supposed "enemies" nearby.
Nothing works. Can you fix this, or try and disable that requirement? :/
I'd be careful about setting down another workshop so close to another's area and possible over lapping ? Also any time I've got that message for any of the vanilla workshops, there is actually enemies counted to be in the area, and sometimes if your able you may need to use console command tcl to find them >< and certain console commands for others like killall be careful with that one, not sure what command u you used thoJust saying
Re Edit I know a post mentions not being able to use settlers, or aquire settlers from other settlements but I was thinking what if you could try using a settler beacon perhaps at each one ? ( i know everything locked so no replies , ) so I;'m going to try that beacon thingy
It's not a bug. It's repeated about 5 times in the comments. You're too close, if it detects another workshop assigned to that location, regardless of boundaries, it wont activate and you'll get that message. If there isn't a workshop assigned to that location, it will activate, and it will set the area cleared regardless of enemies
You can use one of SKK's mods - SKK Workshop Ownership Utilities - to 'upgrade' the settlement to a full, working settlement. Beacons will not work to attract settlers, but the mod comes with its own version of the 'summon settler' button (a radio), and that works great. If you are able to do this correctly, you should be able to send even companions to them (haven't tested it with companions, but if done right, the settlement shows up in the menu of settlements to choose from when sending setllers).
WARNING!!! In order to make it a permanent part of the worshop system and fully functional, the C.A.M.P must be placed in a NAMED cell!!! If not, you will get the 'Commonwealth' bug and ruin your settlement system! There is no fixing it! Always SAVE FIRST and test!!! Most of the cells in the Boston area are fortunately named, but many in the wilderness areas are NOT. Also, just like using CAMP in the normal fashion, make sure you are not too close to another settlement (or cell you have turned into a settlement). Overlap will also screw-up your settlement system. Nuka-World is notorious for having almost no named cells, which is why its nearly impossible to make settlement mods there - I have only had success with this method in Nuka-Town USA. YOU HAVE BEEN WARNED!!! That all being said, I have yet to find a vanilla interior cell that can't be turned into a fully functional settlement, because those are all named, AFAIK. With modded-in interiors, your mileage may vary. I know with Thuggy's mods you can't do this because he uses 'room bounds' to increase framerates, which blocks the settlement system. Once again, you have been warned. LASTLY, never delete a settlement made this way (by scrapping the workshop). You will just break your settlement system completely. This is why I say ALWAYS SAVE. I save just before throwing down a CAMP to see if it will work properly. Its a good habit to get into, even if you don't plan on upgrading it with this method (because sometimes the damn CAMP itself drops through the ground, etc.)
The above Warning ONLY applies if you want to use the SKK mod to make a settlement PERMANENT and have functional settlers, etc. If you use it as intended, ignore the warning - the mod WORKS GREAT.
Been debating between this and Conquest for a long time, and ultimately decided on this one as it fits my needs better. I like to play a reclusive and self-sufficient loner, and this combined with Fully Functional Wild and Fresh Crops as well as mods and edits in FO4Edit to make the silly "you need to be a career con man to build a crafting table" requirement go away, and it gives me the best such experience I've been able to find.
Combine all that with a Mark & Recall mod, and I can even teleport myself to my C.A.M.P. area.
I only have one single gripe: that the C.A.M.P. is set up to be a grenade, which makes it either bounce around or worse yet clip into the ground and disappear. But using E to hold it just before it lands (doesn't always work, as sometimes the clipping is too fast to catch; it's why I now save the game before deploying) does allow you to alter the position and save it from sinking into solid ground, so that's more just a minor thing than anything game-breaking.
I done some attempt with camp today. I builded my house, placed several decorations and etc. Everything seems to work well for the moment. Afterward I thought to destroy the building to search another spot away from there and build from scratch, but if I understand well I can't pack up the camp and also scrapping it the build system continues to be active until the end of my gameplay. Or maybe am I missing something to disable it without corrupt my session?
right, fallout 4 just doesnt work like 76, you made a new workshop. you can scrap everything you built if you want or just abandon it. don't overthink it, it doesnt sound like you're experiencing any problems?
It was only to avoid leaving workbenches around the Commonwealth or having editable cells. I'm very cautious xD But to be honest c.a.m.p. works great. Nice job Cancerous.
TBH ... when it WAS working - I could use "Cheat Terminal", or SKK's "Combat Settlers" button push podium to recruit settlers that COULD (past tense) be assigned to: Food Artillery Security etc.
Now, no joy! Artillery cannot be assigned, and in one instance of a settlement I still have, settlers were successfully assigned to artillery, except now, when I toss out a flare, the Castle Radio Freedom RTO reports being out of range, meaning the game is not recognizing artillery placed in settlements built with your mod. I have just spent the entire day building places with your mod to test this out and attempt to figure out a solution. As far as I can tell, this also includes food, beds and whatever else is normally assignable. I would really like to understand why and what may be going on here? Even better, how to fix this?
Does your mod have an issue with "off-map" locations, or even just the "Glowing Sea" in general?
idk what you're asking exactly, its covered pretty well that this mod is not for or about settlers, you can make camps off-map, did those other mods break? There was a big update recently that broken a lot of things that need f4se but theyre all getting fixed now, this mod doesnt need it tho.
It sounds like you didn't install the mod, or activate it plugin, or some other mod is breaking the chem station, or it would be there with the grenades. You could double check to make sure it's activated, or try deactivating mods that would change the chemistry workbench.
no you cannot send settlers to it, but if you read the pinned comments there are workarounds to get them there. I really should make a real mesh and texture for this huh? I was hoping someone would make an addon with a good one.
417 comments
1. There is no need to remove the CAMP, however if one does, you lose everything built by the CAMP. Correct?
2. You need to build a second camp [or third or tenth etc] in chemistry for each individual CAMP you want to build. Correct?
3. You can place a CAMP any place on the map so long as it does not over lap another "workshop". Correct?
4. You can build as many CAMP's and use as many CAMP's as you wish in the game. Correct?
5. You can not fast travel to these CAMPs. Correct?
6. You can not use settlers or Sim Settlements or location markers for set up a supply route correct?
Thank you for your time and patience :)
2 yes, build a lot of them, each one will be a new playerhome with the full settlement menu to build from.
3. yes.
4. yes, up to whatever limit the game has on the workshop array, it may be 128?
5. Correct, that is not implemented at this time.
6. no, you can use settlers, I use synth settlers from robot home defense and i can assign them jobs, other mods that let you add settlers may work, your millage may vary, but no to supply routes, or reassigning settlers from another location to these.
I appreciate all you and the other modders do for free for us.
Thanks again :)
https://www.nexusmods.com/fallout4/mods/5787?tab=description#
There is also the spawn settler button mod.
https://www.nexusmods.com/fallout4/mods/27979
1.
The workbench is flying like a radroach on jet when you accidently bump into it. I solved this problem by using place everywhere and "killing" the physics.
2.
I would prefer to fast travel to my settlements, this would be nice in further versions
3.
Even with scrap everything it is not possible to scrap everything. I tried other loadorders, checked the latest version and so on, nothing worked for me. Even if they worked together in my loadorder without any other problems I couldn´t scrap
(In both environments and I mean here with physics and without physics as described in Nr. 1)
Promise:
If you can solve these problems I really will use the mod again.
It will explain some things you need to understand about scrapping and mods that edit the worldspace.
In my making for Sanctuary Metropolis, It is very, very good to use the first times, but sometimes, like my connection route from Vault 111 to Sanctuary, it says you need to clear the enemies from the location, even know it is cleared of.
Does it mean of the settlers nearby or something? Because no enemies are available, i even tried console commands to get rid of the supposed "enemies" nearby.
Nothing works. Can you fix this, or try and disable that requirement? :/
Also any time I've got that message for any of the vanilla workshops, there is actually enemies counted to be in the area, and sometimes if your able you may need to use console command tcl to find them >< and certain console commands for others like killall be careful with that one, not sure what command u you used thoJust saying
Re Edit I know a post mentions not being able to use settlers, or aquire settlers from other settlements but I was thinking what if you could try using a settler beacon perhaps at each one ?
( i know everything locked so no replies , ) so I;'m going to try that beacon thingy
KAH, that is the command to kill hostiles in area.
I am not finding them though...
WARNING!!!
In order to make it a permanent part of the worshop system and fully functional, the C.A.M.P must be placed in a NAMED cell!!! If not, you will get the 'Commonwealth' bug and ruin your settlement system! There is no fixing it! Always SAVE FIRST and test!!! Most of the cells in the Boston area are fortunately named, but many in the wilderness areas are NOT. Also, just like using CAMP in the normal fashion, make sure you are not too close to another settlement (or cell you have turned into a settlement). Overlap will also screw-up your settlement system. Nuka-World is notorious for having almost no named cells, which is why its nearly impossible to make settlement mods there - I have only had success with this method in Nuka-Town USA. YOU HAVE BEEN WARNED!!!
That all being said, I have yet to find a vanilla interior cell that can't be turned into a fully functional settlement, because those are all named, AFAIK. With modded-in interiors, your mileage may vary. I know with Thuggy's mods you can't do this because he uses 'room bounds' to increase framerates, which blocks the settlement system. Once again, you have been warned.
LASTLY, never delete a settlement made this way (by scrapping the workshop). You will just break your settlement system completely. This is why I say ALWAYS SAVE. I save just before throwing down a CAMP to see if it will work properly. Its a good habit to get into, even if you don't plan on upgrading it with this method (because sometimes the damn CAMP itself drops through the ground, etc.)
Combine all that with a Mark & Recall mod, and I can even teleport myself to my C.A.M.P. area.
I only have one single gripe: that the C.A.M.P. is set up to be a grenade, which makes it either bounce around or worse yet clip into the ground and disappear. But using E to hold it just before it lands (doesn't always work, as sometimes the clipping is too fast to catch; it's why I now save the game before deploying) does allow you to alter the position and save it from sinking into solid ground, so that's more just a minor thing than anything game-breaking.
TBH ... when it WAS working - I could use "Cheat Terminal", or SKK's "Combat Settlers" button push podium to recruit settlers that COULD (past tense) be assigned to:
Food
Artillery
Security
etc.
Now, no joy! Artillery cannot be assigned, and in one instance of a settlement I still have, settlers were successfully assigned to artillery, except now, when I toss out a flare, the Castle Radio Freedom RTO reports being out of range, meaning the game is not recognizing artillery placed in settlements built with your mod. I have just spent the entire day building places with your mod to test this out and attempt to figure out a solution. As far as I can tell, this also includes food, beds and whatever else is normally assignable. I would really like to understand why and what may be going on here? Even better, how to fix this?
Does your mod have an issue with "off-map" locations, or even just the "Glowing Sea" in general?
Thanx!
1. is there a way to send settlers to C.A.M.Ps?
2. when texture update [ the C.A.M.P. is a textureless black ] current texture feels out of place