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Modified LitR - Adding Settlement Mods

Adding new Settlement mods to LitR isn't hard, but there are a few pitfalls to watch out for if you're going to do it.

The first is Previsibines. A lot of modern settlement mods include regenerated Previs, and that's going to potentially conflict with the other previs mods in the list. Most mods will say on the nexus page whether they include new previs/precombines- if they do you should open it up in fo4edit and check for conflicts against the included patches. If they conflict with just PRP, then a PRP patch should solve the issue. If they conflict with the BTI/Tales prp patch, or any of the other pre-existing PRP patches in the list I recommend not trying add it.

The second is simply that settlements are a complex system, and older mods can be super janky about it. Just be careful about what you're adding to your game, and be aware that once a settlement mod is added the only safe way to remove it is to roll back to a save before it was added - new settlements must be registered to the workshop system, and there isn't a way to undo this.

The final thing to watch out for is the "triangle of death" effect. This is a potential issue, where if settlements are too close to each other, they will end up being loaded at the same time. On a modern computer, this is only a problem if you go crazy building both of them (we're talking blowing way past the build limit), or are running script heavy settlement mods. SS2 is a terrifyingly script heavy mod, that lets you automate building huge settlements, so it's the main culprit of issues here. If you've added it to your game you need to be careful to no build plans in settlements too close together.

Modified LitR - Adding Settlement Mods

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