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!

Help finding a mod that adds a settlement called 'The Armory' near Revere Boardwalk

Sanguine

New Member
Messages
12
Hi all, my memory is totally failing me and staring at my huge load order I'm baffled trying to figure out which mod adds this new settlement called 'The Armory'. The new settlement is just between the Revere Boardwalk area packed with raiders and the partially closed drawbridge that leads to the parking garage area where you can head to Kingsport Lighthouse or Croup Manor. Does anyone recall what mod this might be? The settlement comes with a building similar to the one the Warwick family lives in protected by assaultrons and there is a door to an underground bunker inside. I'm so hoping this rings some bells for someone that can share which mod adds this (I think the settlement was only a small part of a larger mod that did other things, I'm embarrassed to admit I have no idea what though!).
 
A bit of furious Googling suggests it might be coming from the larger mod "South of the Sea" - do you have that installed?
 
A bit of furious Googling suggests it might be coming from the larger mod "South of the Sea" - do you have that installed?
Oh my gosh I DO! Thank you so much Yaugie!! I was searching and searching too but my google fu is not nearly as powerful as yours I think, heheh.

I was trying out the recently released fixes for it. I'm wondering if it is the source of my crash problems in that area. I'm getting those 'total lockup' freezes that force a restart of my computer now when I go near that area right around that drawbridge between Finch Farm/Croup Manor/Revere Boardwalk. SotS is or was notorious for breaking things that cause those kinds of crashes?

Ugh, I soooooo don't want to have to start over again. :( No way to safely remove something like SotS and keep going though I imagine.
 
SotS is or was notorious for breaking things that cause those kinds of crashes?
Yeah I've heard a lot of people say similar things, especially in that region you mentioned.


No way to safely remove something like SotS and keep going though I imagine.
There's very few mods that you CAN safely remove mid playthrough, they have to be made with that in mind, and even then it's really not recommended; something that big is guaranteed to cause problems. Just how it be, sadly.
 
There's very few mods that you CAN safely remove mid playthrough, they have to be made with that in mind, and even then it's really not recommended; something that big is guaranteed to cause problems. Just how it be, sadly.
Do you think I could at least get a reliable test of whether it is the offending mod by removing it and then seeing if the crash still happens? I'm not really keen on what is involved with broken precombines (I think one of the things that SotS notoriously breaks?) and whether they'd still be broken and causing errors in the area even with the mod removed?

Edit: I mean, I understand that removing major mods with lots of scripts causes cascading other problems in a playthrough but just wondering if I could test this immediate issue or if it's just plain broken at this point.
 
Do you think I could at least get a reliable test of whether it is the offending mod by removing it and then seeing if the crash still happens? I'm not really keen on what is involved with broken precombines (I think one of the things that SotS notoriously breaks?) and whether they'd still be broken and causing errors in the area even with the mod removed?

Edit: I mean, I understand that removing major mods with lots of scripts causes cascading other problems in a playthrough but just wondering if I could test this immediate issue or if it's just plain broken at this point.
I'm not 100% on what actually gets "baked into" the save file, but I really wouldn't recommend even trying. It's not necessarily the 'scripts' per se, there's a TON of data that gets included in the savefile that will now be pointing towards assets (character models, terrain data, textures, Pipboy Map Locations, etc etc) that it can't access any more if the modfile providing them is disabled.
 
Top