SS2 Compatible. FOMOD includes a minor patch to lock this location behind SS2's quest "A Kiss Before You Leave Me", so that the quest doesn't require you to kill your own settlers.
Alternative versions made for use with PRP. Use instead of default file.
The super mutants at this location should not respawn, but I’ve had one report of someone having that happen anyway. If it’s a problem I might do a brute force route, but they don’t respawn for most people.
If it happens to you then target their bodies in console and type “disable” and then “markfordelete” without the quotes.
Just want to say that this is a great mod! I installed it at the bottom of my load order (I have a small section for mod settlements) and it played nicely with both Amazing Follower Tweaks and Workshop Framework. Everything scrapped easily and my supply line works great.
Mechanics aside, I agree with the other posts: Breakheart Banks should have always been a settlement site. Every playthrough frustrated me with clearing the area of Supermutants only to have them respawn later, and Preston's commentary made it all the more tragic.
Thanks to this mod, I was able to put the settlers to rest and fortify the settlement properly. I'll post a few pics later. I used We are the Minutemen to transform the site into a Northern stronghold and permanent Minuteman patrol route.
i can't use the workshop. it says i have to clear the area of enemies first and i used berry mentats and tlc'ed through the whole area, but there are no enemies. And i dont wanna claim the settlement via Mod, cause i dont want to break anything.
I mean i can scrap it and everxthing, but not via workbench, hence its not in my pipboy settlement list.
Installation error, something in your load order is overwriting this cell's location data preventing settlement registration. Move this mod to the bottom of your load order and then load back to before you installed it. Here's a short guide I wrote with more details.
thanks for the replay, i got you. i read the guide before. Unforunatly (or not) i don't use vortex for my mods ( too many reports of bugs/errors/problems from ppl using it) and i dont use a separate "Previs" plugin and also it is at the end of my load order, plus the save i made before installation was at Home Plate.
Yeah you're right but it wasn't the load order. I'm using a mod called Super Mutant Redux AWKCR-Free Lite. The author just updated it today but for whatever reason it caused super mutant heads to become invisible. I had to disable and reenable it via Vortex and it appears to have fixed it.
Yeah, sorry, river. I just thought that, if the border already goes to the middle of the water, it would not take much to expand a little bit on the other side. But I'm no modder so I have no real ideia of how much work it would take. Just a random tought that came to me, you know, havinf one more settlemente that goes across a body of water. Anyway, great work on those settlements, I'm looking foward to staring a new playthrough with them
Any idea why I can't assign or send settlers to settlement in workshop? I get the popup box and dialog, click settlement and ok, NPC stands in place and settlement shows 0 settlers. I have not tried beacon yet. I installed in current game. Do I need a new game? Thank you for sharing your mods.
Sounds like it failed to register, likely due to the cells it uses being overwritten at the time of installation. Can you send supply lines to this location?
Settlements need to be at the bottom of your load order. I recommend loading back to before you installed the mod and making sure it’s at the bottom of your load order.
Ya, it's at the bottom. I forgot to add that in my last message. I'll try to send supply line. I installed it many, many saves ago and did not check on it.
It may be at the bottom now but the time of installation is what’s important. The problem you’re experiencing, which supply lines not working confirms, is caused by a failed registration which itself has 3 primary causes. 1. Cell override at time of installation 2. Having had another settlement mod installed at the location in the past 3. Save file corruption (save file corruption is typically caused by uninstalling mods that use scripts mid-save)
Unfortunately there’s no console commands to fix it. You could test with a very old save, if you have any, to confirm. If it truly is at the bottom now then it should work on any save from before it was first installed.
It has been at the bottom from installation. I did have a different settlement mod installed before and removed it (it had happiness at 0 and stuff floating everywhere) shortly after starting this playthrough about 160 levels ago (I'm about level 180 now). Your mods happiness is 50. That's probably the reason. I'll just spawn a bunch of prostitutes from Fusion City Rising and build a bordello for this playthrough. They don't need to be assigned, they just make themselves at home wherever you spawn them. Thank You!
I started a new game using only 3 settlement mods, all yours, Breakheart, Prospect, and Atom Cats all at bottom of LO. Breakheart and Atom Cats worked flawlessly but I had problems with Prospect at level 28 most likely due to mods I am using and the central location. Prospect became a slide show.. Breakheart and Prospect were buillt up about the same with the only real difference is I used Whispers Institute build kit for Prospect and basic retextured wood for Breakheart and did not build much in the Atom Cats.
I suspect it is due to the overhead of the central location of Prospect and the mods I used which probably overtaxed the cell, SKK Feral nights, SKK Random Encounters, SKK Combat Stalkers, NPC Travel, Who's the General which has settlement patrols and me having 10 settlers and a bunch of turrets. Could be 30-40 actors on screen at a time.
I noticed that Breakheart seems to only have one spawn/attack point Can you recommend another of your settlement mods which is a low overhead location?
Breakheart has 4 attack points, should be 1 south, 2 west, and 1 east if I recall correctly.
Prospect Hill is in a more central location so it makes sense that if very built up older/slower computers could have issues, especially with a bunch of other mods that create npcs in the area.
This is a full list of every settlement I've made. Transit Center, both Lake settlements, Fiddler's Green, Old Pond House, Hubologist's Camp, Westcliffs Wind Tower, Northpoint Dam, and Shovel Museum are all fairly distant from most other things. Sunken Garage is interior and so also wouldn't be a problem for slower computers.
Is there another category in Groups that can be assigned besides Dynamic Patches, it doesn't come up for me . Closest I get are Fixes, Resources and Frameworks or Texture overhauls (not sure how underrides would apply).
Works PERFECTLY! I even got a radiant quest from the Minutemen to go check it out and make sure the workbench there still worked--which was kind of funny because I'd forgotten I'd installed this already, so that was a very nice surprise that it was seamlessly integrated with the story. Brilliant! I also love how big of an area it covers, too. Thank you so much!
91 comments
Is the Supermutant Spawnpoint still there?
If it happens to you then target their bodies in console and type “disable” and then “markfordelete” without the quotes.
Mechanics aside, I agree with the other posts: Breakheart Banks should have always been a settlement site. Every playthrough frustrated me with clearing the area of Supermutants only to have them respawn later, and Preston's commentary made it all the more tragic.
Thanks to this mod, I was able to put the settlers to rest and fortify the settlement properly. I'll post a few pics later. I used We are the Minutemen to transform the site into a Northern stronghold and permanent Minuteman patrol route.
i can't use the workshop. it says i have to clear the area of enemies first and i used berry mentats and tlc'ed through the whole area, but there are no enemies. And i dont wanna claim the settlement via Mod, cause i dont want to break anything.
I mean i can scrap it and everxthing, but not via workbench, hence its not in my pipboy settlement list.
i got you. i read the guide before.
Unforunatly (or not) i don't use vortex for my mods ( too many reports of bugs/errors/problems from ppl using it) and i dont use a separate "Previs" plugin and also it is at the end of my load order, plus the save i made before installation was at Home Plate.
What you're reporting is by far the most common report settlement mods get and has 3 causes:
I've helped a lot of people with these reports and #1 accounts for nearly all of them, but #2 has been it a few times and #3 exactly once.
Regarding previs plugins, some settlement mods use them, mine don't, other than my Nuka-World collection. That's why I mentioned it in the guide.
Provide a screenshot of your load order if you like though.
Settlements need to be at the bottom of your load order. I recommend loading back to before you installed the mod and making sure it’s at the bottom of your load order.
1. Cell override at time of installation
2. Having had another settlement mod installed at the location in the past
3. Save file corruption (save file corruption is typically caused by uninstalling mods that use scripts mid-save)
Unfortunately there’s no console commands to fix it. You could test with a very old save, if you have any, to confirm. If it truly is at the bottom now then it should work on any save from before it was first installed.
edit: mod I had installed before: Breakheart Banks Settlement at Fallout 4 Nexus - Mods and community (nexusmods.com)
I suspect it is due to the overhead of the central location of Prospect and the mods I used which probably overtaxed the cell, SKK Feral nights, SKK Random Encounters, SKK Combat Stalkers, NPC Travel, Who's the General which has settlement patrols and me having 10 settlers and a bunch of turrets. Could be 30-40 actors on screen at a time.
I noticed that Breakheart seems to only have one spawn/attack point Can you recommend another of your settlement mods which is a low overhead location?
Thanks
Prospect Hill is in a more central location so it makes sense that if very built up older/slower computers could have issues, especially with a bunch of other mods that create npcs in the area.
This is a full list of every settlement I've made. Transit Center, both Lake settlements, Fiddler's Green, Old Pond House, Hubologist's Camp, Westcliffs Wind Tower, Northpoint Dam, and Shovel Museum are all fairly distant from most other things. Sunken Garage is interior and so also wouldn't be a problem for slower computers.