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Tenhats

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  1. tenhats
    tenhats
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    Locked
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    Compatibility
    • SS2 Compatible.
    • Alternative versions made for use with PRP. Use instead of default file.
  2. Geministar
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    So happy to see this! I play survival mode and the Thuggyverse mods most times, so there is a lot of boring travel to get to the far West side of the map and having this settlement just across the lake is PERFECT!

    Thanks so much tenhats!
  3. abstergemods
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    Xbox version is now available thanks to your open permissions! <3

    Xbox Download
  4. puppeteer11
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    Hi Tenhats, I have a strange problem, killed the mirelurks, got the settlement, but when I assign a supply route the building resources, food and water are not shared with this settlement. Tried different supply routes with different settlers - same thing. Tried to uninstall the mod, then installed it again and this time everything went fine the supply route works but this is not a solution, because now every time I load a save, I got a message that there are corrupt records in my save and it's not recommended to continue. So my question is, is it possible to reset the already acquired settlement, so I can get it again, or maybe manually start an acquire settlement quest (if such thing exists)?
    1. tenhats
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      Ah yeah sounds like on first initialization something overrode the cell's location info breaking registration. Only solution is, unfortunately, to load back to before you installed so it can register again.
    2. puppeteer11
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      Thanks! But sadly I can't... :)
      Is it possible to run this first initialization manually from the console? Is it a script or quest?
    3. tenhats
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      It's a quest that calls on the workshop script and fires immediately on first load. No console commands can fix it that I know of.
  5. o3yahn
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    Hey Tenhats, Happy New Year! What if we've already been there? Is it safe to still add it mid-game, as long as I am far, far away?
    1. tenhats
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      Yup, totally safe to add mid-game, just be far enough away that the cell isn't loaded.
  6. Dscott401
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    Default file works great. Awesome job. TYVM for the work and for sharing.  Endorsed.
  7. axio922
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    would love a desperado patch 69 if possible :)
    1. tenhats
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      I'll look into it, but no ETA. If anyone else would like to do so before I do they have my permission.
    2. axio922
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      cheers take your time :) hope you do it tho ^^
  8. axio922
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    builded abit outside the land in the water and the bar npc is under the house I built in the water 
    1. tenhats
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      Yeah that's a Bethesda bug, where an npc can load before the settlement objects, causing them to fall underneath. Sleep or fast travel back and forth and it should fix itself.
    2. axio922
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      ty ^^
  9. boblimovo38
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    thanks, works perfectly (69 prp version). great spot with ample space. attack markers fine. cheers
  10. rickard
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    I've installed and visited three of your new settlement mods, and they have been working nicely.
    Nuka-World Transit Center Settlement
    Fiddler's Green Settlement - With Immersive Repair
    Lake Cochituate Village Settlement

    When I claim each settlement I take a look at the markers with the mod "Move Workshop Markers by SKK" by SKK50.
    I noticed a couple of things :
    1. The new settlements do not have a caravan marker, unlike most of the vanilla FO4 settlements.

    2. For Lake Cochituate one attack marker (at the north western side of the settlement, beside the lake) is just inside the settlement border.
    I like to build a chain-link fence round the settlements, but these attackers will be spawning inside the settlement.
    (The SKK50 mod lets you pick-up markers and move them outside the settlement, which is a useful feature.)
    1. tenhats
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      In vanilla only the settlements that have folks already living there come with caravan markers, which is about half. The other half, such as Starlight or Zimoja, do not unless the player places a Caravan Workshop Item, which will also work for my settlements. Most of my settlements do not have friendly NPCs by default, but perhaps I could add a marker to Charlesview since they aren't hostile right off the bat.

      And I'll check on that attack marker, thanks for the report. All of them were supposed to be beyond the borders, but I may have misplaced one by mistake.

      Edit: I checked the attack markers in CK and all appear to be beyond the workshop's borders. Could you provide the ID of the offending marker? There's a fast travel marker(FExxx00F) at the location you describe, but it's not hooked up to be valid for attacks.
    2. rickard
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      In vanilla only the settlements that have folks already living there come with caravan markers, which is about half. The other half, such as Starlight or Zimoja, do not unless the player places a Caravan Workshop  Item, which will also work for my settlements.
      I thought they all did, but you're right - some do, some don't. Sanctuary and Abernathy Farm do, whereas Red Rocket and Starlight Drive-In do not.

      Edit: I checked the attack markers in CK and all appear to be beyond the workshop's borders. Could you provide the ID of the
      offending marker? There's a fast travel marker(FExxx00F) at the location
      you describe, but it's not hooked up to be valid for attacks.
      How can I find the ID of the marker?
      The mod "Move Workshop Markers by SKK" places a cone labelled "Attack Marker". I can click on the cone, and look in the console to see its position is
       pos-x  -79568.77
       pos-y  -37109.21
       pox-z    1893.31
      This did not seem to match any of the attack markers I could see in the mod's .esp

      I also had a look at the attack markers with the "Settlement Management Software" - that also shows an attack marker at the same location, just inside the settlement boundary.
    3. tenhats
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      That's so strange, I checked with CK and I couldn't find anything at that location. The closest thing to it is again the fast travel marker, but that doesn't have any of the key words to allow it to also be used as an attack marker. In theory if these mods make the markers visible then the number that appears when you click in console should be the number that corresponds to the marker. Give me that and I'll check to be sure.
    4. rickard
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      > In theory if these mods make the markers visible then the number that appears when you click in console should be the number that corresponds to the marker.
      That does not work for me when I try it.
      The SKK mod places a cone at the marker location, and when you click in the console on the cone, you get the cone object from the mod, not the marker.
      The "Settlement Management Software" mod adds a floating marker at the location of the attack marker, and when you click on it in console it looks through the floating marker and gives you the landscape object behind it.
      But the location does look like the fast travel marker as you said.

      From what I can tell the game handles fast travel markers in a way which makes them look like attack markers to mods. So you can't entirely rely on the "attack markers" reported by these mods. The "Move Workshop Markers by SKK" mod has a recent change which attempts to fix the problem with fast travel markers in the base game, but I don't think it handles mod-added settlements.

      The vanilla game itself does not seem to be very consistent in the way it handles attack markers. According to mod author SKK50, attacks can occur from markers that have WorkshopLinkAttackMarker or LocationEdgeMarker, or ideally both.
      CochitAttackMarker01 has both.
      CochitAttackMarker02 has both.
      CochitAttackMarker03 has WorkshopLinkAttackMarker, but is missing LocationEdgeMarker.
    5. tenhats
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      Not all attack markers need the edge marker designation, in fact they can be entirely separated and still function as expected. I combined 2 of them, but 3 attack markers and 2 edge markers, 5 total, would work just as well as 2 attack/edge markers and 1 attack marker.
  11. blackboy2
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    Ran into a bit of an issue, but haven't tried to replicate it to see it it's a recurring problem. I cleared out and claimed the settlement, moved in some Settlers and built up the place for them with some basic resources, and then left to do some exploring. When I came back many in-game days later, two of the Mirelurks respawned, a Glowing Mirelurk and a Softshell Mirelurk. The Glowing Mirelurk was hostile, but the other one was passive towards everyone. I did install this mod on a game in progress.
    1. tenhats
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      Hmm, I wonder if they don't have the correct location data and thus aren't set to not respawn. I'll look into it, thank you.
    2. blackboy2
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      Thanks for looking into the issue. Hopefully you can figure out what's wrong, or if it was a problem I caused.

      Also, I had the same issue happen with Glitchfinder's Natick Substation settlement mod, where the Behemoth and two Deathclaws there would regularly respawn even after having claimed and populated the location. Just like with your Cochituate mod, I installed the Natick one in a game already in progress.
    3. tenhats
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      Oh you know what it could be -- in existing saves(new saves wont have this issue) npcs that have already loaded in have their location data baked in, such that even with the mod changing it they'd still retain the old data causing them to keep respawning. The solution to this would for the mod author to make identical copies of the originals and then disable those originals. This way the user experiences the exact same monsters, but they retain the correct location data and don't respawn.

      I'll do some testing to make sure there aren't other things going on here, but that might be the solution I update this with and may also be what Natick Substation needs.
    4. blackboy2
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      Now that I think about it, I think Glitchfinder gave me the same explanation when I brought up the respawning enemies at Natick to her. Thankfully, the save that I'm playing on is only meant for testing mods, not for a legit playthrough.
    5. Hbcda
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      Since we already had this convo at the other lake and Fiddlers Green, I'll just leave some IDs here for you -

      (0003f2c4)[PP]
      (0003e27b)[PP]
      (0004d401)
    6. tenhats
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      Oh good, thank you much. Hopefully I can just do the same fix here I did for Fiddler's Green, assuming the fix at Fiddler's Green works correctly. If not I do have a different more brute force solution, but I prefer elegant solutions when possible. I think I'll probably update this within the week.
    7. tenhats
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      Alright, made the same change I did with Fiddler's Green to hopefully prevent them from respawning. If it doesn't work let me know and I have a more brute force method I can do.