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  1. The settlement system in Fallout 4 seems to be lacking. I know the 'Sim Settlements 2' mod further enhances settlements, but I want to custom-build all settlement structures. I hope to enhance structure building with new modular parts. I hope to improve the settlers with better AI and behaviour, perhaps AI markers. I want to be in better control. I want parts to snap together more easily. I want to easily and nicely flatten terrain for building. It would be cool to manage settler names and settler uniforms and clothing, too. I've discovered that 'Rename Everything' mod can have issues with FallUI mods. I really like renaming NPCs, for example 'Barry (Farmer)'. I want my settlement to have purpose and feel lived in. What mods and tweaks would you suggest?
  2. Of all the mods I searched for here at the Nexus for Fizztop Mountain, a workshop is added, BUT, not fully functional. You can't recruit or transfer settlers to it, or make certain things like a bar-restaurant FOR a settler to take charge of. As the topic title suggests, is it possible to achieve FULL settlement status for this location? It would be neat to see how after using Minutement Take Over Nukaworld, (https://www.nexusmods.com/fallout4/mods/30509) the remaining minutemen using a bar I made from scratch.
  3. I've come across quite the bug. I've been unable to ally with the following settlements: Nordhagen Beach, Oberland Station, and County Crossing. Preston nor Radio Freedom will give me any quests related to these areas so that I'm able to ally with them and use their workshops. Just a few other radiant quests to save settlers from kidnappers, etc, and it seems I get quests for Tenpines Bluff more than anything. Ugh. After scouring Google about this issue, it seems a lot of others have had the same issue. Several theories like if you don't ally with all the settlements before level 50, you're out of luck... all saying this has been happening since patch 1.5. I'm aware that I could use the console to "setownership" of the workshop, but that comes with a lot of issues/bugs. And I know that I could simply slaughter all of the current settlers at those locations to obtain ownership. But I'd really rather do neither. Nordhagen Beach has a child settler, for goodness sake! Anyway, I'm hoping it would be possible to create a holotape or something that would allow you to select quests to force. For instance, a "Kidnapping at Oberland Station" radiant quest so that I'd be able to complete it and become an ally to the settlement. Or even just a bug fix??? Thanks for checking out my mod request. If anyone has any insight to this problem or has had this problem themselves and would also be interested in a fix, please leave a comment.
  4. I know "best" is subjective so my criteria would be: Least amount of bugs, if not 0 bugs Doesn't affect and/or conflict with other mods Light on the load order/engine I've narrowed it down to 3: Quincy Ruins Full and Red Rocket Settlement Quincy Ruins Settlement Expansion Quincy Settlement If not the ones I listed, got any other recommendations and why?
  5. I have been looking for quite some time for a mod that would allow to track the evolution of settlements over time. In other words, the capability of seeing how the number of settlers, happiness and other parameters of each settlement change from day to day on the pip-boy. I can imagine that this is not an easy task in view how buggy these stats can be (the known mismatch remidiated by some mods between the pip-boy figures and the actual ones retrieved once in the settlement). If such a capability already exists in a mod, I would appreciate being pointed to it.
  6. So basically there's some settlements in the game that for some reason you can't raid and turn into outposts or vassals for Nuka-World. Always wanted to expand my raider empire into Far Harbor, but alas you can't and there's no mods for that yet that I know of. If anyone could take a crack at making them available as outpost/vassal options that'd be much appreciated. - All the Far Harbor settlements - Echo Lake Lumber, Visitor's Center, Dalton Farm, Longfellow's Cabin - Covenant - Base game settlement - Vault 88 - Vault-Tec Workshop Also bonus points if the Far Harbor raider outposts could use the default Far Harbor monster attacks instead of Minutemen attacks.
  7. Playing through nuka-world and building up outposts and vassals had me thinking about raider style propaganda posters. Like grungy scribbles, messages, and drawings in a sort of raidery style. Maybe even some pre-war posters with writing over them to reflect more of a raidery aesthetic. Things like "Obey the Overboss", "Work or die", etc. Threatening messages to remind vassals who they belong to, motivational posters for the "good" overboss who wants slaves to like being slaves and think they're making a difference. Recruitment posters, and other raidery posters for the outposts themselves. Maybe have the raider icon of the skull with chains around it as a stamp on the poster, or different ones using icons from the 3 gangs.
  8. Basically a mod that allows you to craft a notice / bounty board similar to diamond city with repeatable miscellaneous quests. The board being crafted and placed in your settlements / raider outposts via workshop. Also maybe one for nuka-world raider outposts with its own unique quests similar to the ones given by the raider bosses, but more variety. To give a few quest ideas: Kill insert enemy, deliver / retrieve items, collar enemy (raiders), etc.
  9. Like the title says, are there any mods which will produce information on what is affecting settlement happiness? Non-covered beds, insufficient defense, etc. I think Sim Settlements has one but I'm not using that mod. Any other places to find this out? It's just the usual problem with happiness dropping for no obvious reason and I'd like to be able to see what the problem is. Thanks!
  10. Does anyone know of any mod which teleports settlers to their assigned work? I know Pra's ASAM Maintenance Software mod for Sim Settlements has a function to do this for SS2 plots but I'm not using SS2 at the moment and I'd really like to find a standalone object which issues the command to instantly move all settlers to their assigned work. Farm plot, defense post, workstation, etc. The updated Instabell has a teleport unassigned settlers function which, unfortunately, includes settlers assigned as provisioners and other non-vanilla jobs which aren't crops or defense. There is a regular bell to gather settlers which causes them to try to reach the bell (but often fail). I was able to find the "Quitting Time Siren" from the Wasteland Workshop DLC under Cages->Miscellaneous. Supposedly it toggles between work and relax/arena but I'm pretty sure they don't get "unstuck". It's the closest thing but a teleport would "rescue" settlers who fall through the ground and get otherwise stuck somewhere.
  11. I really wanted to find better fishing options for settlements to assign settlers to work. I'm not talking about player fishing but something to build a settlement around instead of growing crops. Obviously Sim Settlements has lots of nice buildings but I'm not including it in my new playthrough because problems with that doomed all of my past playthroughs. Does anyone know of any mods which add more settlement fishing related assignable stations? Here's what I found: 1. Fishers - Fishing and More - Fah Hahbah. This would be great except it has a big flaw in overriding the default WorkshopParent quest to handle production of fish to the workshop. That can cause all sorts of problems especially when other mods do the same thing and create conflicts. There are also some issues reported with the animation placements for some of the tables. Includes copies of the scripts from the Fallout 4 Mining System scripts without credit or using the original mod as a master. If it wasn't for all of that it'd be closest to what I'm looking for with "fish meat" added to the workshop and at least one recipe to actually cook fish for the player to take on the road. It has several settlement objects like lobster traps, fish traps, larger fish nets. and fish gutting and cutting tables. 2. Basic Fishing by Zorkaz. It adds different kinds of fish and an assignable fishing chair. I definitely recommend and use this but I'm still looking for more settlement objects for variety. It adds a fishing chair plus multiple kinds of fish and recipes and even decorations using the raw fish. 3. CVC's Fishery - Adds a fishing net to statistically produce food and several objects which allow you to add animations around the fishing. Except for the net, the objects are meant more to provide a way for the settler to do more than just stand in one spot all day as they move from station to station performing related animations like cutting and weighing. It also includes structures like shack, bridges, etc. to build out your fishing station which, at least in my case, were already available in other mods. I works but doesn't have much variety of fish production and doesn't actually produce raw fish you can cook. This is NOT included in the CVC Dead Wasteland mod. 4. G2M Fish Farm Stuff and G2M Workshop - A fishing net station which produces "dead fish" which you can cook to produce "dead fish steak" which I think it kind of funny. :smile: The Fish Farm Stuff is included in to the complete workshop. It also includes some walkways/bridges to snap to the fishing net. 5. Better Stores (at Bethesda) - This surprised me and I only found this because I had it installed and looked for "fishing boat" in xEdit. It actually contains 3 colors of fishing boats which statistically produce 20 food for your settlements. They don't actually add cookable fish but they are a good addition to a place like Taffington especially if you use mods to expand it to have more water space and want more land to use for something other than crops. 6. Appletree Bakery and Creamery - Adds a great many new ingredients and crops and recipes to go along with them. It's actually a bit overwhelming. Unfortunately, this doesn't include settlement fishing stations. It does add a buildable fishing rod "weapon" with bait "ammo" and several kinds of fish to use in cooking recipes. I think the animations are hilarious as the fish "explode" out of the water in your direction when caught. I'd really like to use the Fallout 4 Mining System to make stations to produce dough, bread from dough, etc. when I get time (it's a shame that isn't used more) The finished goods do get added to leveled lists for stores so pies, cheeses, etc. show up there for you to purchase. 7. Northland Diggers - There are a few assignable settlement bench-type stations to add food and/or happiness such as cutting and weighing tables which are useful especially since I have this mod anyway. It does need several fixes and tweaks to avoid some potential issues.
  12. Aren't settlements, although allied to the minutemen, technically independent settlements, so why do they all look to just one minuteman to build every aspect of each settlement? Shouldn't it be a community effort? So my idea is inspired by mods like Amazing Follower Tweaks, and Sim Settlements. A mod, for when you unlock a new workshop, it gives you the option to create a prebuilt and furnished settlement, like in the two aforementioned mods, to save you form having to build the settlement from scratch. Except the prebuilt settlement is a very basic settlement, a roof over heads for a few settlers, some food, water, power and a few defences. Enough for them to get by as a starter settlement, until they can establish themselves. Then after some time has passed, either when the settlement reaches a certain number of settlers, or the player reaches a certain level, or after so many in game days, an upgrade for the settlement becomes available. When you then visit that settlement and activate the workshop, you get an option to upgrade the settlement. If you choose to upgrade, the buildings and furnishings delete themselves then auto build improved building, where you get a market square, a small basic crafing workshop, more crops, storage sheds and improved defences. Maybe a few seperate houses The second upgrade could add a barn, perimeter walls, an improved crafting workshop, and further improved defences, and improved resources. A third upgrade, after a certain time could Improve the settlement further by turning it into a fully fledged city for larger settlements, or a fully fledged Farmstead for smaller settlements. The whole point of this idea is to give the illusion that Settlers are looking after themselves and building and improving their own settlements, rather then sitting on their arses and relying on the player. The normal workshop functions should still be available, so you can scrap junk, scrap bits of the settlement, make your own changes and amendments to the settlement and add items from other mods like workshop decorations, burning campfires and fireplaces or sandbag fortifications, and build your own little bolthole or apartment within the settlement, for you to get your head down while exploring. The basic idea is for the settlers to look after themselves and build their own settlements, while allowing you to make tweaks Thanks for your time.
  13. I'm not sure if it's just me, or the fact that it's a Bethesda game, but I'm finding the electrical systems to be really quite irritating. I have experience with electricity IRL and I don't know if that's holding me back because I'm expecting things to follow the same basic rules of continuity. I'm not even trying anything all that complex, just a door that can be opened from either side with a couple of vanilla switches and an XOR gate. Should be simple, right? Power to Switch A and B, from both switches to the XOR input, and from the XOR output to the door. But between pylons and conduits radiating power (Why the hell do they do this in the first place!? Contraptions adds "Power Radiators" that seem completely redundant!), doors only having a hookup on the outside, and other annoyances and restrictions, even this simple circuit seems to be a task for a madman. Any tips or things to avoid to get stuff like this working? I'm on the brink of insanity!
  14. I think I've tried every player home on the Nexus at this point. None of them have a designated (marked?) space for each of the vanilla followers so that you could dismiss them to the location and come back later and find them sleeping in their own bed or whatever. I love brick vault bunker but I cant figure out how to stop settlers from showing up and ruining the feel of this is my personal space. Red rocket tv has some killer player homes but you cant send followers or build a few extra mag racks. Why not have an area designated as Curie's with her own chem lab? A new base of operations for Piper complete with new printing press? a place a little nicer than listening post bravo for Danse to hide out after you save him from Maxon? Cait could have her own training ring, the list goes on. Maybe a spot for a custom follower that had a small area you could build in to protect the script based item from being altered? Except Preston can just stay at the Castle and leave you alone... I'm not a modder, and am very grateful for the wild array of talent submitting some really great mods. You have made this game a source of almost unending entertainment afr longer than Bethesda could have imagined. Thank you for all you do!
  15. It would be delightful to have a large bonfire craftable at a settlement. Even just a pile of burning stuff, like at the Forged encounter area. The small campfires are nice, but a big bonfire would be stellar.
  16. A mod request to change the wall-mounted spotlights from needing BOTH power and a wire into activating just from an power source alone such as the settlement solution AIOS or 1 unit of power from any generator. No more having to deal with faulty wire hitbox detection.
  17. My thought suggestion is this. Some brand new settlements with purpose, function and realism. I thought they could be built of vanilla assets. Attention to detail to ensure these settlements look fantastic. Some settlement purposes: Mining settlementFishing settlementFarming settlementLife stock settlementRaw materials settlementStructures could include: A ManorChapel, with grave yardBlacksmithShopsHousesFarm HousesPurchasable player HomesA Mine / MineshaftStableTavernBook StoreA Estate ?DockFarms / Fields / VineyardsSome features could include: Voiced NPCsNPC AI tasksMerchantsUpgradeable home(s)Imaginative questsSettlements expand the more you help them? Like CropsFord is built
  18. Hello guys. I am no expert with the Construction Set and I have only played around with it. I have not got any additional tools or made any CS setting modifications. My goal is to construct some brand new settlements for Tamriel, using vanilla assets and models. I want them to have reason and purpose, having some sort of realism. I want them to blend into the world of Tamriel, not look out of place. My previous attempt was near Fort Sutch. I know that the settlement of Sutch was never implemented in the game and that some old IDs still exist, so I thought this maybe a suitable location. My issues were that there are 2 Oblivion Gates in this area and that the hills were too big to flatten nicely. How to modders find suitable locations to start building a settlement? Is there any search features? Is there any guides for settlement building? My settlement plan: Manor (Weynon Priory asset)Chapel with grave yardTavernBlacksmithFarm Houses & FarmsShopsVoiced NPCs with routinesPurchasable player homeWhat advice would you give for me to start? Any tools or guides you suggest? Anything I should do before I begin?
  19. Hey Guys I am trying to create a Raider Settlement with the Raiders from the Raider Overhaul Mod since i dont like the ones form Nuka World. I am Pacify them and using Amazing Follower Tweaks to make them Settlers. The only Problem i have is that the Raiders are still Mortal and i want them to be flagged as Protected. So i can kill them if needed but other NPCs cannot if my Settlement gets attacked. I tried to set them to Protected with the Creation Kit and with Console Commands but they are still Mortal and can be killed by other NPCs. I tried a lot of things but it somehow doesnt work. Is there a way to make this working?
  20. Do you know of any mods that add jail walls to a workshop like the attached image? I am looking for a mod that adds prison walls, not cages like "MJC Working Jail Cells". (I'm sorry if you find it hard to read, my English is not very good)
  21. I have put a level 1 general store in my settlement, and when bartering with the settler I have assigned there, I only get their inventory and what caps they have on them. There is no shop stock whatsoever. Thank you.
  22. If possible, modify the force that the baseball pitching machine throws objects? Or add dplicate into new machine. I'd like to be able to use it to trigger the firing target toggle switch easier, currently it doesn't throw very far at all. The player can throw a grenade much much further yet the pitching machine will barely throw a baseball. So to be useful you need to lift the machine 3-4 stories higher for very minimal gains in distance. It will throw accurately to the same spot at least. Also if possible the vanilla enemy spotlight SpotLightDetect01 [ACTI:0009F983] is destructible and drops a Lights\SpotLightDetect01\SpotLightDetectBreak01.nif on death that has gravity physics. This would be great to trigger the basketball hoop switch when shot by enemies. The vanilla turret spotlight & the DLC wall spotlight don't leave a destructible object on death so they can't be used in such manner. I tried adding the destruction to the wall spotlight, and while it works it has no physics it just replaces the whole wall spotlight on death. It won't drop the destroyed object which would trigger the hoop switch. And I am guessing that is because it's a settlement placed object that is a turret and not a activator IDK. The pitching machine changes would allow for a pulse controlled form of wireless transmission that can be isolated. This doesn't exist there is a mod that gives wireless transmission but it can't be isolated. The vanilla pitching machine has very limited use because of it's range other than to toss a grenade. The Spotlight would add another way to trigger traps other than the laser tripwire & and pressure plates.
  23. Hello. I am working on a Mod that allows the Player to put Settlers in Power Armor and let them Guard the Settlement. I think i found a Solution, because normally if you assign a Settler to a Guard Post, he or she will do nothing. I know they dont have the Animation for the Guard Post but as is said i maybe found a Solution for that. My Problem is that everytime i assign them to the Guard Post after i created my Mod in the Ck, they exit their Power Armor and start Patrolling (normally they just stay, walk a little bit and stop). So, does anyone know a Trick or a Keyword to let them stay in theyre Power Armor? Maybe something to "Lock" them in the Frame? Any help would be great. I already postet this Topic in another Segment by accident. Sorry for that.
  24. Hello. At the Moment i am working on a Mod that allows the Player to put Settlers in Power Armor and let them guard the Settlement. So far so good. The Only Problem is that the Settlers exit their Power Armor when i assign them to the Guard Post. Normally they just stay in their PA and do nothing but now they are leaving and start their Patrol. I tested it with my Player-Char and it was possible to stand guard in power armor. I just copy and pasted the guard Animation from HumanSubgraphData in the SubgraphData from the "Power Armor Race". It looks a little bit buggy but it works. Now i just need a Solution how to prevent them to exit their Power Armor. Is there a Trick or a Keyword or something like that, which "Locks" the specific NPC in the PA like Paladin Danse or Proctor Ingram?
  25. Hello there, When trading in Fallout 4, the player is able to move items back and fourth without making a sale, and the game calculates the cost, it's only when the trade is accepted does the transaction take place, and the caps are taken/items are received. I propose making this same system for the settlement workshop as well, as currently when the user places anything, it immediately uses the materials to place it, and if the same object is then removed, even if the player hasn't exited the workshop since last placing it, they will only return a small portion of the materials from it. The only way to deal with this as it currently stands is to occasionally exit the workshop and save the game before going back into the workshop to try out what one wants to try, and if it fails, reload the save and regain your materials. That is a longwinded process in order to protect one's materials, so by using the trading system for the workshop, the player will be able to place objects, and the cost will be stored in a cart of sorts, only once the "trade" is accepted will the materials be placed; leaving the workshop without accepting the trade will return your materials and remove the objects that were placed. Thank you.
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