Another great mod - always annoying I come back to Vault 88 to find the entrance crawling with raiders, and this lets me put in some much-needed defenses.
The only issue I'm running into is that Quincy Quarries is not adding to my settlements list on the pip boy or on the "move to" screen. The first part doesn't matter, but the second is making it impossible for me to deploy robot guards that a build in Vault 88.
I'm not sure if this is an issue with the mod itself, or the settlement registration script misbehaving. I manually registered the workbench with the console, but that only added a "commonwealth" entry on my pip boy and didn't fix the 'move to' menu at all.
Any recommendations to overcome this, or am I going to have to make do with whatever I can make "on site"?
I don't have this problem myself and it seems to randomly pp up to different people at different settlement MOD's and usually either changing Load Order or just plain starting all over with the settlement, (discovering, taking ownership, etc.) helps. I am sorry if this didn't help any!
Add Quincy Quarry to the top of the loading order, or as high up as you can. many mods stop working, for some reason, when lower down, even if they were working before, so anything essential should always be on top. I also found that the "Geck commonwealth settlements" has to be lower in the loading order, it seems that one breaks the scripts for the raider settlements, at least if you're raiding them for nuka world(can't place flags to finish "capture" quest)
Ragoda, I got a problem. I was able to set up the quarry as a nuka-raider settlement, but the issue I have now is that the generic raiders respawn. Is that supposed to happen? I don't mind a fight, but respawning enemies in a location means that everything I build disappears as well: beds, turrets, anything else I build. This happens in other settlements as well, how do you set a cell to never respawn, like with vanilla settlements?
I'm having the bug with disappearing assets happen in a few other settlements. I dunno what's causing this, but I have a few of your other settlement mods, and they all work fine. I'm going to unistall this mod, just to be sure, but I should mention that build a few radiation removers(Since I got settlements in the glowing sea), and to prevent my dumbass operators from walking into the water and dying, I covered the entire area in them. The asset requires quite a lot of power, so had several 10 power generators build. Everything was gone with a raider respawn, EXCEPT for those generators, and a unrelated stairway that lead to a shack, where I house some beds for the operators. The stairs were close to the shack with the workbench, the generators are all near the area with the water, obviously, but just noting this for the future, in case anyone else has this bug. I should mention that I have dozens of settlement mods, and all of them have stayed 100% intact, and that also includes other settlements where the enemies spawn inside, or close to them, so I know they're not the culprit by themselves
Re-spawning enemies and disappearing assets are not connected. How I know? I have tested this and I get no no such behavior myself. I only wish I could give you good advice on this instead of the generic ones like 'try changing load order'.
settlement mods should be as low as possible in the load order and you can still move them with vortex by locking them into a load order slot or creating a group at the end of vortext sorting list to place settlement mods. There are tutorials for that kind of stuff.
Hey not sure if you still look at this mod page but i cant get the quincy red rocket from the red rocket settlements mod to work while i have this installed. This settlement works fine but the quincy red rocket is unavailable to send any settlers or caravans etc. to. Any help is greatly appreciated.
Red Rocket settlements isn't my MOD, so there must be some kind M OD conflict. You can try changing the load order between these two, that might help, no guarantees though.
Is this mod compatible with City of Quincy - New Settlement by CaporegimeMarcus? I cannot see how the border is made up here so I do not know if the border crosses over with that one?
That is a rare thing to happen, but it does happen sometimes. As to how to fix it? I have nothing concrete, but you might try to look into Load Order, as this might well be about MOD conflict.
I see a couple of posters saying that the raiders have respawned here. Respawning raiders are most likely because the place is in a list of radiant quest locations used by all the factions like Minuteman (kill some local raiders type quests) or BoS. Any location can be removed from those lists, the relevant quest will just have one less place to spawn in. I've used Cartmans mod for clearing the raiders permanently from this location for at least 5 playthroughs - he removed the location from the radiant lists and its caused no issues whatsoever and no respawning raiders lol. However it would be better to be able to build something properly as an entrance to the vault so it would be nice to use this mod instead - could you confirm that the location isn't in the radiant location lists anymore please? :)
I've got 2 "Quincy Quarry Settlement" on the "send to" list, and they both count as Vault 88, so I can't actually send any provisioners to Quincy Quarry. Any idea what I did wrong?
I would endorse if there weren't any radiation. I know the mod description implies that most of it has been removed, but I can still hardly take a step in any direction without being irradiated. Can you make a version without radiation?
Endorsed you rotten so and so for making me download yet another time wasting and life changing great and exceptional mod that you made. Sheesh, I may never have a life at this rate LOL Keep up the good work
I just noticed something. Does this mods boundaries touch your other mods borders? https://www.nexusmods.com/fallout4/mods/34431 If so then that could be cool because if they are a tad less than one wall tile apart then you can combine them into one big settlement They could be connectable.
51 comments
Another great mod - always annoying I come back to Vault 88 to find the entrance crawling with raiders, and this lets me put in some much-needed defenses.
The only issue I'm running into is that Quincy Quarries is not adding to my settlements list on the pip boy or on the "move to" screen. The first part doesn't matter, but the second is making it impossible for me to deploy robot guards that a build in Vault 88.
I'm not sure if this is an issue with the mod itself, or the settlement registration script misbehaving. I manually registered the workbench with the console, but that only added a "commonwealth" entry on my pip boy and didn't fix the 'move to' menu at all.
Any recommendations to overcome this, or am I going to have to make do with whatever I can make "on site"?
There are tutorials for that kind of stuff.
https://www.nexusmods.com/fallout4/mods/22036?tab=posts
Thanks for replying.
Respawning raiders are most likely because the place is in a list of radiant quest locations used by all the factions like Minuteman (kill some local raiders type quests) or BoS. Any location can be removed from those lists, the relevant quest will just have one less place to spawn in.
I've used Cartmans mod for clearing the raiders permanently from this location for at least 5 playthroughs - he removed the location from the radiant lists and its caused no issues whatsoever and no respawning raiders lol.
However it would be better to be able to build something properly as an entrance to the vault so it would be nice to use this mod instead - could you confirm that the location isn't in the radiant location lists anymore please? :)
Thanks
I could make version totally free of radiation, but to me that would diminish this place too much, sorry.
Keep up the good work
Does this mods boundaries touch your other mods borders?
https://www.nexusmods.com/fallout4/mods/34431
If so then that could be cool because if they are a tad less than one wall tile apart then you can combine them into one big settlement
They could be connectable.
ps. THE SLUG is even closer to THE SLOG!:P