the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Custom Settlement City Plan Question

Blacklight2207

New Member
Messages
13
Hi all, just recently joined so I don't know if my question should go here or some where else, but here it goes.

So I've been working on a city plan for the Fort Greene custom Settlement by Ragoda for personal use, however, I have been thinking about releasing it on the nexus. Of course, the problem is that Ragoda's mods are known to have problems so if I release a city plan for the Fort Green custom settlement I figured I might as well release a fixed version of his mod too (his permissions would allow for this as long as I credit him) so I was wondering how I could fix those problems. If anyone wants to know, my city plan is suppose to tie in with my Saviors mod. Fort Green is a really good spot to build the Sanctuary out of the Walking Dead, especially once you start building on the roof tops then it becomes a really special settlement.

Anyways, I'm using the "Fort Greene - Optional File - No Walls Nor Fences" version of the mod. The mods esp was dirty so I cleaned the esp in fo4 edit, but is this enough to fix the mod or do I need to do more. I have been using the settlement for a while now and have used it as my main base when playing conqueror in the past with seemingly no problems (although it think it may not be sharing resources with other settlements, i'll have to test some more on that point) so I honestly don't know if I have fixed the mod or if its broken in other ways I just haven't seen yet.

Any advice would be appreciated.
 
I use Ragoda (and others) for city plans I plan on releasing before Christmas, i do not know what problems people mention? The only quirk I dont like is he sets build limit to unlimited. Some mods remove spawn areas, jack up precombines, delete quest markers, etc. Which definitely are problems.

Ragoda's Vault111 does add some things but I have not found issues that I would call issues or problems. And one I am doing a city plan for.

A lot of mods, including vanilla is dirty. Lol, have you seen sanctuary? @pra would be best person to comment on such things.
 
Well, the problems I have seen people mention on this forum and on his mods comment sections is that he makes broken/dirty mods and won't fix them even when he is told how to do so, that's the gist anyways from what I can tell.

With the Fort Greene settlement I don't know if its problems are limited to just the esp being dirty or if there are deeper problems like I've seen reported with his other mods. If there are deeper problems I don't really know how to find them or how to fix them either, which is why I asked my question.

Oh and by the way Fort Greene does break precombines in order to allow you to scrap things which is easily fixed by having the Boston FPS Fix or Fo4FI_FPS_fix very low in the load order. Of course, you wont able to scrap much as a result, which is fine for this settlement since building takes place primarily on rooftops.
 
With sim Settlements, no scrap mods is highly recommended.

You may have rebuild the precombines - tutorial videos on you tube.
 
Top