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Hangman's Alley

Mark

Active Member
Messages
214
greetings to all.
has anyone reported any problems or experienced difficulties, fast travelling or walking, to or near Hangman's Alley?

my pipboy workshop data is telling me they need water. I have tried fast travelling to a nearby location and walking there. what ever I do it's a ctd.

any advice?
 
Are you using an ROTC city plan there?
 
greetings to all.
has anyone reported any problems or experienced difficulties, fast travelling or walking, to or near Hangman's Alley?

my pipboy workshop data is telling me they need water. I have tried fast travelling to a nearby location and walking there. what ever I do it's a ctd.

any advice?
I had this once before.. ended up approaching from across the river. Which worked and never had the problem again. :)
But, there was noting there. I'd cleared it out and left. So.... have noooo idea what caused it.

My theory is the game kept spawning in tunnel merchants that were afraid of water.
 
ahhh yes the tunnel. I had forgotten about that. I shall approach from cambridge polymer, slowly.
 
oh well that didn't work. i get to the middle of the bridge, where the ship is trapped and the game crashes to desktop.
i'll try it from the west.
i know direct fast travel and walking in from the north, east , south is no good.
 
console ~ tai I think is the command

while outside and slowly walk in no sprinting or fiddling with anything. hell just look down.

if it gets you in, stand still and do it again and everything should start to move.

if this works you can try other stuff, but to start just stand still for like 5min don’t touch anything just let the game run.

then make a save from which you can keep coming back to again as you start to trouble shoot.
from inside the settlement.

if all you do is get inside the boundaries it might be enough?

I would try to be next to the workbench or desk? why you may ask? idk, because trouble shooting for me is starting with obvious things like refresh plots to really silly things such as scraping deleting things and anything else i can think of, and sometimes i get lucky.
 
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TAL you say? never heard of that one. ok here goes nothing hehe

tai not el but eye

it should freeze the games ai. :aggro

  • tai – With no selected target it will toggle the AI globally.
 
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haha I worked that out after script not saved came up
TAI seemed to be working until I got near Hangman's then game ctd. oh well
 
I’m at work, ok then. gurrrr! it wants nasty, then let’s get nasty. no one keeps me out, hahaha

my last suggestion move a companion there from nearest settlement in the workshop, follow from a distance make sure they get walking there, get their i’d first, now wait a couple game days and try

try moveing the player to the npc, type
player.moveto xx xxisthe companion i’d

I like dogmeat for this little trick. if using AFT assigne it as dogeats home also

should move you to them, then do the above right away ~tai.
 
wow you do know the dark arts. I will do that.
it's even more important now as I need to talk to piper for a quest and she is the leader there.
 
i sent dogmeat to hangmans and waited three game days before using the player.moveto command.
i travelled there successfully but when I try to turn around or move at all the game crashes. when i appear at hangmans, I'm standing in the blocked up doorway, facing the wood, to the right of the workbench. i just tried something new. I saved the game once I was at hangmans, then quit. I disabled all active mods from the profile and then loaded the same save. i moved my character to just in front of the workbench and saved. that seems a safe bet. now I shall enable the mods one by one and load that save till I find the culprit.
all fixed now! sadly it seems it was Outcast's and Remnants. I was really enjoying playing that. I have placed a fast travel mat in front of the workbench at hangmans just in case.
the weirdest thing I saw was when I loaded the game with mods for the first time, the move npc window opened asking where I wanted to send Tina de Luca? she was the leader of murkwater until I replaced her with Clem. i sent her to spectacle island.
 
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yeah, really glad you got it figured out. sometimes it is just a glitch like little Tina. sounds like you may have left settlement before with a pending NPC action. that can happen also with quests and hangs them up. Tina is kind of buggy anyway. It's always the cute young ones that get ya :flirt:focus

hahahaha, Sometimes you have to go all Marcy-Nasty on things to fix-em.

Game on my Good-Man!

now that you have things uncorked I would play around a bit, my hunch is Outcast's and Remnants alone isn't the problem just the building block you pulled out so things got working.
 
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I too think it was more about Tina and something involved in the non SS, player settlement side of things. Outcasts and Remnants would have been tested to within an inch of it's life i think. so it's unlikely to be that causing the weirdness.
 
On the note of Outcasts and Remnants, which version are you running? I'm not saying at all that OAR is the problem with my game, but since the release of Project Valkyrie and the associated changes in that version of OAR, I've noticed serious performance loss in areas that didn't used to be a problem (and afaik aren't touched by either of those mods) and a lot more general weirdness in the way Fo4 behaves.

I'm not at all suggesting causation here, but I've noticed what appears to be correlation.
 
On the note of Outcasts and Remnants, which version are you running? I'm not saying at all that OAR is the problem with my game, but since the release of Project Valkyrie and the associated changes in that version of OAR, I've noticed serious performance loss in areas that didn't used to be a problem (and afaik aren't touched by either of those mods) and a lot more general weirdness in the way Fo4 behaves.

I'm not at all suggesting causation here, but I've noticed what appears to be correlation.

Big Mods, Overhauls, AIO

I’ll say this not so much to spawn any discussion of the right way or wrong way, just a humble suggestion for folks who have problems or want a suggestion to maximize their enjoyment of them.

MODs like:

Tales from the Commonwealth

Wild Wasteland

Outcasts and Remnants

Project Valkyrie

Fusion City Rising

Diamond City Expansion (and a host of others like this)

**South of the Sea (and others like this)

Any AIO, like all settlements extended / clean and simple (and others like this)

Please, I do not just add them. Saying this or that does not work? maybe? More often and likely it is your specific and particular game.

I love them all and they are fantastic creations and each author is a genius and each one of them have given so much to me and the community.

But my rule I live-by. I TEST THEM. AND NEVER INSTALL THEM ALL at once. EACH ONE HAS some QUIRKS! It should not be expected that game functions will not be different in some way if you use them.

I start with a clean game vanilla (I mean “really clean and cleaned”) and bake them into a save at the vault elevator with other essential high load order mods UI mods and scripted ones like SS. I test them repeatedly to lvl 20 to make sure they all play nice and do what I want them to do. At times this has taken me weeks. This isn’t so much game play as “deliberate and controlled testing. Only, when I am sure the combination works as intended, then and only then. I restart a new character “a new game and bake in the rest of my mods” weapons/outfits/companions/tweeks/etc. I add mods in sequence at this point layering all the rest like a cake at three save points. Falling out of the Cryo-Cell and the dark corridor before I pick up my pipboy for the first time and at vault exit. some mods are better to enable after exiting the vault like CWSS and I find some quest and companion mods work better if I enable them there. Lastly, I have mods that are installed but not enabled until specific in game requirements are met, quest completions and such - though few they are important.

Why all the above, For big mods like the ones above, “I do not want to move them or add them into a game, nor remove them from a game once started” If I do not have them at the vault exit, then I wait until the next playthrough.

The above will in many ways dictate what you can and cannot add to your game. They maybe one .esp but are equivalent to many and as you have also tested them you can better analyze a future problem or needed adjustment. Haha, another comment – they are complex mods in places as glitchy as Hangman’s Alley it is a real dice roll to use them and then throw an automated city plan in on top. I REALLY recommend this not be done at least until you are really good at some of the user tools and mechanics.

If you do add mods after doing all the above, cool. I write them down and date them. Once my game is started I will add specific mods and keep some. Others I will test in game and always go back to the save where I install them If I remove them. Still, once the game is started I recommend not adding a major mod, like the ones listed above until the end of what you wanted to do in your current play-through.

Once that happens “go wild” and really-really break that game and get an understanding of what you want to use in the next game and how far you can now push your next game.

Good Play-Throughs for me can last 400-800hrs, the upfront expenditure of time for me seems worth it.

These are some of the greatest mods but you kind of need to plan them out for when and where you use them. Often they do not work the way you want them too, hahaha not your mod so you will need to figure out how to work with it or not use. if already hundreds of hours in these are not mods you get lucky with just removing.

Oh, in my current playthrough:

I have over 350 mods and do have the below installed and working, but it took some work.

Outcasts and Remnants

Project Valkyrie

Fusion City Rising

Diamond City Expansion

South of the Sea

+ Elements of clean and simple and all settlements extended (heavily edited)

+ nearly all the SS add-ons

+ def_ui, vis, & av-crap

+ several other settlement overhauls


(-) I use very few ROTC city plans

(-) I add very few mods permanently once the game is started

(-) No scrap mods


Prep for this one playthrough took me over six weeks of daily work / testing and use of FO4edit and this is after 4000hrs of playing fallout from the vanilla game through the evolution of FO4 mods.

I say this, hoping folks will understand you don’t just add all these mods or even some of them without a little work or thought. Hahaha, and even more mistakes.

Start slowly with just one or two and enjoy them. In each new playthrough push your limits. As much to know your limits so then you can break them deliberately and not by accident.
 
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Big Mods, Overhauls, AIO
*snip*
I quite agree, and although my vetting process for large mods such as those listed above is not quite as vigorous as yours, I will say that I have a similar-if-somewhat-less-stringent procedure myself; in the last year or so I've very much subscribed to the school of "any changes to the mod list require a new character" school of thought for mods of any size, whether adding or removing.

(I've rewritten the above paragraph three times now and can't get it to sound any less like I'm swinging my e-peen all over the post. That's not my intent. Like I said, I agree with you, and we are generally of similar minds it seems).

All that said, I suppose I ought not hijack this thread with something only tangentially related. I suppose if I mean to discuss such things, I ought to head over to off-topic.
 
i have abandoned that playthrough. starting again with a fresh install of everything. can anyone share a link to the latest Nexus mod manager? its on Github I think.
 
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