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homodemiks

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homodemiks

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32 comments

  1. homodemiks
    homodemiks
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    Sticky
    If i accidentally answer you on the wrong account sorry i have two lol. tristanosb is me homie
  2. AnAtheistBear
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    Does this mod break precombines? I'm getting a ctd on workshop start at Gray Garden and Lynn Woods.

    Update:

    I deleted all the temporary files from under the cell category (kept the persistent) and now everything works fine.

    Great mod! I had to have Lynn Woods as a settlement!
  3. Mornedil
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    Hi, thank you for creating this, love the trash can that scraps all the junk laying around!

    I've run into a problem however... Settlers can't move into Lynn Woods, settler count is stuck at 0.
    Have tried sending followers there, using a recruitment beacon, and using the "Move Settler" button while in another settlement. But NPCs refuse to show up there.

    It's worth noting that I did install this mod mid-playthrough after already clearing the raiders... Usually it seems fine to install mods mid-playthrough, but in this case I'm wondering if this may be the issue?  Or is anyone else having problems with settlers not moving in?
    1. AnAtheistBear
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      Did u try putting it toward the bottom of your load order?
    2. Mornedil
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      I had it near the bottom, with nothing else below it that should have conflicted.

      I ended up using conquest instead to place a workbench. Not as nice as having a mod specifically for the location, but it worked well enough.
  4. Drivinghard
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    I have a worbench at Lynwoods using console, and withOUT God mode, it has 50% happiness and fully functioning but i cannot scrap those mouldy vanilla shacks at all so i never go there anymore... Is there a SAFE way to remove a workbench you have placed with CONSOLE ?? I don't even want to go there..
    playthrough is almost 2 years old and that workbnech was placed there a year or more ago
  5. YouDoNotKnowMyName
    YouDoNotKnowMyName
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    Thank you for creating this great mod!

    I always wanted to make that location into a settlement, and with this mod, it's finally possible!

    <3
  6. dferstat
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    I confess I had an interesting time trying to get this to work.

    I loaded up v1.1 on a save that had not had any version loaded, climbed to the top of the tower, but couldn't find a workshop. I pulled a funny face, reverted to v1.0 and tried again, also to a clean save. Hey presto, workshop was present.

    I pulled a face again, tried v1.1, and, believe it or not, the workshop was right where you said it would be. Go figure.

    Sometimes I think the engine throws an RNG check just for shits 'n giggles.


    Still, the settlement seems to be working fine, and that trashcan is a minor godsend.

    However, if there was any way you could see your way to extended the boundary to the lake, I'm sure my settlers would thank you for their increased access to water, fish, and mirelurk steaks.
    1. tristanosb
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      Odd, don't know what's going on there.
      I considered bringing it down to the lake but the visible borders are all static items, so there's no way I could fit a border to that long downslope. I may end up doing an extended area version, but it'll have to be without a visible border :/
    2. tristanosb
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      Make sure your game is up to date, that may have been the issue with the user below your comment
    3. dferstat
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      Neeher has posted a tutorial on creating custom settlement border walls here:

      https://www.youtube.com/watch?v=3PI1zY8FOZg


      Steam keeps my game updated automatically, so that oughtn't be the problem.
    4. tristanosb
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      Yeah I know dude but that's super time consuming and I have other things to be doing. If someone else would like to painstakingly guess and check the slope shape in outfit studio they're more than welcome to send me the object file tho
    5. dferstat
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      Perfectly understandable.

      What I don't understand is this:

      Why on earth is a settlement boundary an object? Why not get the game engine to generate the boundary as an graphical effect, based upon the existing boundary? For a one-time expense to code the effect, you'd get the gratitude of landscape designers, in-house and after-market, for years.

      There are times when I really wonder at BethSoft. :)
    6. homodemiks
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      I'm amazed the devs didn't blow their brains out having to do it 30+ times for places with completely different landscapes. Mayhaps there was a way to generate them automatically they used, but whatever it is has been lost to the sands of time...
    7. dferstat
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      Well, whaddayaknow ...

      Just released are these two tutorials:

      https://www.nexusmods.com/fallout4/mods/45671

      and

      https://www.nexusmods.com/fallout4/mods/45672
  7. love7732851
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    This is a great work. The only problem is that the deathclaw will be reborn
  8. Laccza
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    Hi homodemiks,

    Just like JonarusDrakus a few comments below, I had the idea too to use 'Conquest' in order to set up a settlement here at Lynn Woods.

    I feel the same like the others, it's a must have settlement! :)

    You have written in the Description that the Workshop is located at the top of the stone tower.

    Well, I did not find any workshop up there, not even a half...
    (Raiders, deathclaws have been eliminated, the latter have been cooked, eaten up long ago...)

    Does your mod require runtime 1.10.163? (I play on 1.10.82)

    Thanks a lot!
    1. homodemiks
      homodemiks
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      Are you certain it's activated in your load order? Hop into the mod list menu in the game and check first
      I made and tested this mod on the latest version of the game. I can't say with certainty that it's functional on older versions or not, but I unaware of any reason it shouldn't be. I don't really have the time to get an older version of the game and rebuild the mod using that, so I hope it's just a load order issue. If not, Conquest is almost as good anyway!
    2. Laccza
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      Hi homodemiks,

      Thank you for your answer!
      I checked, yes, it is activated.
      It just popped into my mind:
      What, if the workshop is there, but it's disabled, and simply, I just should enable it (prid RefID)?
      Now, the question is, that has the workshop in your mod got a permanent, fixed RefID (determined by you), or does it get a randomly generated RefID, which is generated during the installation process?
      If the workshop has a permanent, fixed RefID, could you, please, provide me with that RefID?
      I think, it might worth to give it a shot!

      Thank you very much!
    3. tristanosb
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      I don't think that only the workbench would be disabled, if it's not there that wouldn't make any sense as at no point is it is told to start disabled. If that trash can isn't on that tower as well, it is definitely an installation error, or because you're using an older version of the game. Wish I could help more, but it is seeming to be on your end I think. Could also be a conflict, but few other mods do anything in that cell at all. Try shuffling it around in your load order see if that helps any :)

      I didn't set an ID, though I probably should've. But odds are typing it in and setting it enabled isn't gonna do bum squat sorry to say.
  9. Basil44
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    please disable FireHazardLight85 (ID 0019590A). The fire is removed, but the fire damage remains
    1. homodemiks
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      Thanks for pointing that out, putting out an update soon.
  10. a1racer
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    does this break precombines and how does it handle the raider and deathclaw spawns ? do they stop spawning after you take the settlement ? always thought that would make a good settlement location as well.
    1. homodemiks
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      Well, scrapping things like those trees that were already there can sometimes be tricky with precombines, but worse case scenario you have some flickering lod. I scrapped everything then fast traveled there and back a few times and didn't have any issues regarding that so you're probably fine. About the spawns, my belief is that since it's a clearable location those raiders won't respawn so long as you've killed all of them, and the deathclaws were a one time spawn only.
    2. a1racer
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      thanks next playthrough will use this.
  11. BobFnord
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    In retrospect I don't know how Lynn Woods hasn't been done before, it does seem like a no-brainer for a new settlement. Good on you for putting this together!
    1. Ragoda
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      Probably because it is a difficult spot to build a properly working settlement. Trust me, I know, I tried long time but never got it to work like I really wanted. I am glad someone else took a stab at this and made it working!

    2. c0c0c0
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      I clicked through just to say this. Lynn Woods should have been in the base game.
    3. Ragoda
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      I agree, and it's not the only place.