This mod looks great, a settlement that should have been included as a base game settlement. Any chances of this mod being released for PlayStation users as well? Would love to include it in my playthrough.
The idea is good, only this mode need to be refined. i would suggest a couple improvement
make the gore, spike and supermutan's s#*! been removable (are just not there at all)
make the damage building either reparable or scrapable
reduce the buildable area (who space for 200 house when 95% of the computer's cannot even run 40 NPC at the same time)
personally i uninstall this mode because there is no way i would send people in a settlement that is full of blood and human's flesh. i like the town of Natick Bank, i would really want to turn it into a settlement but not in this current form
hey, thanks for the feedback. The one remark i have is that i make these mod for myself and put them on here because maybe other people enjoy the settlement adjustments too. all the super mutant things should be removeable or gone already. there might me some gore left because i like the uncleaninish of it. but that's just my way of building.
My apologies if someone posted about this already. The workbench is "strange". It shows on the map as 0 settlers 0 happiness. The vanilla default is 0 / 50. I checked the workbench with SKK Workbench and it has keyword errors. It is flagged settlement but perhaps not properly. That 0/0 tells me I can't send settlers to it, or companions, and that the beacon won' t register with Preston. When a vanilla settlement hits 0 happiness you lose control of the workbench.
It can't be cleaned. Lots of garbage and undesireables can't be removed. The Red Rocket is impervious to cleaning almost everything the same to the supermutants bodies and objects. The junk fences returned, the destroyed buildings can't be scrapped, there is no collision on the floors ( can't put anything on them ), there is no veil on the limits of the settlement constructable area, in the church the benches can't be scrapped, so the supermutants camp things. Many grave stone and dead trees can't be scrapped. I've installed and re-installed 3 times. No problems with supply lines .
yeah, problem with these locations is that the stuff like garbage is not ussually used in the vanilla settlement location. i highly recommend downloading the place everywhere mod. its actually the best mod out there i think: https://www.nexusmods.com/fallout4/mods/9424
also the border edges (i think you mean that with veil) can't simply be drawn. you need to grab the border edges from other locations so thats why they dont fit needly with the settlement area.
Hi! I'm mostly commenting because I see you're trying to clear up a glitch with sending settlers to this settlement, so I wanted to say I am NOT having that glitch and provide some data on my settings in case it helps you. I just lost the file I was playing on because I basically went Monster Factory on it and glitched it to death, but until that point (which had nothing to do with this mod--I just tried to expand my build area in Sanctuary by too much), here's what it looked like for me:
1) Borders to the settlement looked just fine. Food, water, beds, and turrets all placed correctly. I will confess I was using mine as a placeholder ("I'll get back down here and build it into a proper settlement eventually"), but the basics I needed were all working.
2) I have a mod that lets me spot synths in my settlements. I like to send them all to a single settlement to keep my happiness rating in other settlements up nicely, and I used this location for that. Because of the whole "synths bring down your happiness rating" thing, it's actually really easy to see if the happiness meter is working correctly on any given synth-dump settlement. In this one, it appeared to be doing so.
3) I didn't set up a beacon because this was a synth dump, but I had no problem sending my synth infiltrators there. I never actually assigned a provisioner, but when I was setting up provision lines elsewhere, I did have the option of setting one up with this settlement.
4) Trying to post a mod load order would be an exercise in futility because I have almost 250 of the damned things, but I do run through F4SE. (I also have South of the Sea, and the two appeared to play nicely together. Had my file survived my idiocy, Natick Banks actually would've been a "provisions stop" for me on my way into the Glowing Sea, because there's quite a lot happening near there in that mod.)
5) Windows 10, mods handled through Vortex, and while I do theoretically use FO4Edit to clean up my files, I hadn't done it in a bit, so I never touched this file.
6) From my perspective, 10/10 and will be reinstalling it on my new computer.
happy to see your reply. i changed it a while ago until it worked for me and then put the file on here. im really happy to see a conformation that the glitch is finally fixed. Thanks
I hate to say it, but I still can't send settlers here, and the 0 happiness glitch keeps popping up. I did a clean save a good ways away, in an interior cell, before enabling. Fast traveled over, but still had happiness start at 0 about four times. After reinstalling and finally getting 50 happiness on activating the workshop, I walked to Roadside Pines to build a robot provisioner, but this settlement won't come up to send them to. I don't have any scrapping mods for this to interact with. Only thing I can think of that might conflict is Roadside Pines itself, though I don't think the borders overlap, and I had these same kind of problems with version 1 of this mod, without Roadside Pines active.
I hope this feedback helps in some way for troubleshooting, or someone can figure out what might be an issue on my side. This settlement looks great, so I'd love to see it working.
hey Astyth, thanks for your feedback. I have no 0 happiness glitch myself and I'm not able to find what might cause the clitch. I put a new update in there which might fix the issue. Another thing you could try is to lower the mod in the load order. prefably below place everywhere. I have an answer for the other issue you're having. This update should fix the issue you're having. If not then please do tell me so I can give another go at it.
Well, good news/bad news. Good news is I was able to activate the workshop twice without the 0 happiness bug, so it seems like the update fixed that. Bad news is I still can't send settlers from other settlements. I messed with load order, putting it down to almost the very bottom of the list (just above AFT and some LOD stuff), but still no dice. I did see that suggestion about Place Everywhere, but PE doesn't use a plugin anymore, apparently, so I don't think it can be adjusted.
I appreciate the effort, man. Making mods is hard as hell, settlement mods especially. Wish I could offer something more helpful with my feedback.
hey, Again, thanks for the feedback. It helps making this mod better. I see the problem and i think it might have something to do with the mapmarkers of Natick banks and the police building. I'll try fiddling with that.
I know I'm a bit late, but do you have Place Everywhere or Scrap Everything or a similar scrapping mod? If so, make sure that the scrapping mod is *below* this mod. I don't know if it'll fix the supply line issue, but moving my scrapping mod further down in my load order has fixed scrapping issues for me in the past
Late reply aswell, but the issue finally seems to be fixed. I dont know if it's the load order that fixed the issue (thanks Branchy for the feedback) or that the changes that i made did something, but it just works :). expect an update next week.
Pretty nice mod, so far. However, I noticed that there's some issues trying to place furniture or other items in the old antiques shop, especially on the 2nd floor.
Looks nice, I'll dl this and leave feedback if I have any. From the pics it looks like the interiors of the buildings are opened up which is awesome :D
29 comments
personally i uninstall this mode because there is no way i would send people in a settlement that is full of blood and human's flesh. i like the town of Natick Bank, i would really want to turn it into a settlement but not in this current form
thanks for the feedback.
The one remark i have is that i make these mod for myself and put them on here because maybe other people enjoy the settlement adjustments too.
all the super mutant things should be removeable or gone already. there might me some gore left because i like the uncleaninish of it. but that's just my way of building.
https://www.nexusmods.com/fallout4/mods/9424
also the border edges (i think you mean that with veil) can't simply be drawn. you need to grab the border edges from other locations so thats why they dont fit needly with the settlement area.
ill check for the collision for the floors.
1) Borders to the settlement looked just fine. Food, water, beds, and turrets all placed correctly. I will confess I was using mine as a placeholder ("I'll get back down here and build it into a proper settlement eventually"), but the basics I needed were all working.
2) I have a mod that lets me spot synths in my settlements. I like to send them all to a single settlement to keep my happiness rating in other settlements up nicely, and I used this location for that. Because of the whole "synths bring down your happiness rating" thing, it's actually really easy to see if the happiness meter is working correctly on any given synth-dump settlement. In this one, it appeared to be doing so.
3) I didn't set up a beacon because this was a synth dump, but I had no problem sending my synth infiltrators there. I never actually assigned a provisioner, but when I was setting up provision lines elsewhere, I did have the option of setting one up with this settlement.
4) Trying to post a mod load order would be an exercise in futility because I have almost 250 of the damned things, but I do run through F4SE. (I also have South of the Sea, and the two appeared to play nicely together. Had my file survived my idiocy, Natick Banks actually would've been a "provisions stop" for me on my way into the Glowing Sea, because there's quite a lot happening near there in that mod.)
5) Windows 10, mods handled through Vortex, and while I do theoretically use FO4Edit to clean up my files, I hadn't done it in a bit, so I never touched this file.
6) From my perspective, 10/10 and will be reinstalling it on my new computer.
happy to see your reply. i changed it a while ago until it worked for me and then put the file on here. im really happy to see a conformation that the glitch is finally fixed.
Thanks
I hope this feedback helps in some way for troubleshooting, or someone can figure out what might be an issue on my side. This settlement looks great, so I'd love to see it working.
thanks for your feedback.
I have no 0 happiness glitch myself and I'm not able to find what might cause the clitch. I put a new update in there which might fix the issue. Another thing you could try is to lower the mod in the load order. prefably below place everywhere.
I have an answer for the other issue you're having. This update should fix the issue you're having. If not then please do tell me so I can give another go at it.
I appreciate the effort, man. Making mods is hard as hell, settlement mods especially. Wish I could offer something more helpful with my feedback.
Again, thanks for the feedback. It helps making this mod better.
I see the problem and i think it might have something to do with the mapmarkers of Natick banks and the police building.
I'll try fiddling with that.
I see it now. Something is going wrong in the scripting, but I dont know what exactly. Ill fix it as soon as possible.
expect an update next week.
I forgot to give those floors some extra settings.
Expect an update next week.