Fallout 4

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Mad Dog Fargo

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maddogfargo

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  1. maddogfargo
    maddogfargo
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    After learning about cleaning up dirty edits (ITM and UD) and how to process precombines to reduce drawcalls (* PreVis still buggy for me in the CK...need to learn more) I will be uploading an optional file soon that has been cleaned and has precombined meshes.
    1. maddogfargo
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      There is a NEW version of this mod, with a few additional features, located here:

      MDFs Cozy Player Home Settlements

      See the video on the Mod Description page for details.
  2. o3yahn
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    This is fantastic! Getting rid of that horrible unscrappable house was a game changer! With all the extra room (I also put the eastern entrance around the corner for even more room) I was able to build a nice elevated home for 8 and have room for gardens and a shop. It's now no longer the settlement that I avoid and wish I could give back to raiders. I know you won't see this, but Thanks!
    1. maddogfargo
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      I saw it.  You are welcome.  Glad you are enjoying it.  :)
  3. Renan130
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    It's a really nice cleaning mod. But, unfortunately for me, my wooden ladder doesn't snap at floor next to the door where the huge amount of rubbish used to be. I don't have any mods besides yours by the way. I'm in mid game as well.
    1. maddogfargo
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      Try importing my settlement template included with the new version of this mod.  (The Cozy Settlements versions)  It has stairs snapped into position.  You can delete the rest.
  4. surg23
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    Hey, I'm guessing this is not compatible with Hangman's Interior Apartments? I just tried installing this but the game crashed at the title screen.

    Was just trying to fix my fps issues in Hangman's. I thought it was Build High, but it turns out that has no impact on fps at all. I really don't want to disable HAIA but my fps is utter garbage in that area, which I suspect is being compounded by WOTC spawns in the area.  

    Would you advise uninstalling HAIA and using just this or the Cozy Player Home mod? 

    Well never mind that. Tried uninstalling HAIA and no discernable difference in fps. Installed Buffout which also had no effect on performance. I don't get why performance is so bad in that area.  
    1. maddogfargo
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      Sadly no.  And I asked the original author for permission to use their mod for a remake, but they have not replied in almost 2 years so I don't have permission.  :/
  5. WalksInDreams
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    Did a flip-flop on the endorsement tab since I'm hesitant to endorse your latest update.  Viewing it in FO4Edit reveals that your mod also touches on other cells within the Commonwealth.  Probably incidences in which the CK registered a viewing of objects in these celsl as a change and therefore registered it as such and thus it became part of your mod when you saved it.

    That being said, I just had to re-endorse since version 2.0 is a must have in my mod load.  It takes care of the vestiges of Raider occupation etc.  It's simple and Hangman's Alley specific.  It's ideal for building a small settlement.  I know that there are a lot of mods on Nexus that serve as area extensions of this locale.  But for me your version 2.0, which, BTW doesn't  affect my FPS, is all I need. Thank you.

    Incidentally, I like to believe that that black spot you said you couldn't remove is due to the embedded burn from a campfire that has occupied the same spot for 200 yrs.
    1. maddogfargo
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      Got the dark spot removed.  It's a color tint option in the terrain editing.    Also I am using the new version with cleaned up edits for my Cozy Player Home style settlements and so far zero graphical glitches.  Every time you run a precombine pass the list of affected cells grows, so I wouldn't worry.  No issues so far in my game.  I will be visiting the alien crash site soon as well and if there are any issues I'm sure it will show up.
  6. Loveblanket
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    Thanks for the update, MadDog. Installing this now for my new run.
    1. maddogfargo
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      Sweeeeeeet. I also posted info on how to clean the ESP and do Precombines + Visibility for the Hangman's Alley Interior Apartments mod.
    2. confusatron
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      Nice! Where can I see this info?
    3. maddogfargo
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      Posted on the original mod page
  7. SevnWolf
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    I was thumbing through your esp to check for conflicts since I have a heavy load order and noticed that this mod touches so much more than hangman's alley.  I see edits to the UFO Crash Site, Vault 81 exterior, the river area, the USS Riptide... was this intentional?  
    1. maddogfargo
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      That's how precombined meshes work sometimes.  When the CK generates them it can be pretty far reaching.  But it is necessary for optimizations.  Anything outside the 2 FENS RAIDER CAMP cells that gets added to the combined meshes should remain vanilla.
  8. Looca
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    I know there's a new version for this but I really just wanted Hangman's Alley to not be literal garbage. since it's pretty much the most convenient option for a main base in survival mode and it was just ... annoying in so many ways in vanilla.
    This mod is good, I like this mod. Not least because it gets rid of the bloody #ยง%! wires that were just dangling all over the place.
    1. maddogfargo
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      There's an updated version in my Cozy Player Home Style Settlements releases.  Includes a few enhancements, switched lighting in a few spots and a nice build template to use the lighting properly.  You might want to check that one out as well.
    2. Looca
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      Turns out I'm not very bright, I thought that one was a complete pack with several settlements and all I wanted was Hangman's Alley, but no.
      Now of course I've already built up Hangman's Alley and I presume it'd be a bad idea to switch the mods out halfway through a playthrough, but I'll definitely check out the updated version(s, Costal cottage is also a garbage dump but it's so out of the way it usually doesn't bother me) when/if I do another playthrough after this. :)
    3. maddogfargo
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      Watch the video.  The only changes are to add some marker based items and interactive objects.  These should not impact precombines or static meshes from the original mod.  Make a save, swap it out, make a new save, and test.  If it doesn't crash you should be OK.
  9. Cyrisal
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    Hi, your mod looks fantastic but I have a feeling (like all most of them) will conflict with Tales of the Commonwealth, as that edits exteriors within the cell (though not in the vanilla boundaries of Hangman Alley settlement).
    1. maddogfargo
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      That's a risk. Anything that edits exterior cells has the risk of conflicting with edits to nearby cells. Give it a try and see if it works.
    2. RogueKnight24
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      I have Tales from the Commonwealth too. Did you ever get around to testing it and finding out how they work together?
    3. Szabi90000
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      I have tales of the Commonwealth too. The only thing I noticed, is that the pile of bricks and the stairs near the chained door are still there. Nothing else so far
  10. Karulus
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    First off, this is a much needed and much appreciated mod, worth it just to get rid of that unscrapable shack! There is an inconsequential (I hope) side effect. I had some plants planted to the east of the narrow entrance from the north before installation. After instillation, they are up in the air. No biggy! Also, settlers who were there before installation sometimes stand above the ground. Otherwise, the ability to fully build out the area is well worth a quirk or two.

    Thanks. Endorsed.
    1. maddogfargo
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      They may be picking up the old navmesh. This is uaually fixed by leaving the cell, waiting a day, then returning. This forces the Ai to reload the navmesh data.
      You'll have the same issues sometimes with Transfer Settlements importing a template.

      And anything placed will maintain it's original location until you enter settlement mode and re-place it in the ground. That should settle it back to normal.
  11. 4estGimp
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    MDF, are there any expansion/extension mods which work with Hangman's Alley? Everything I've read about All Settlements Expanded says to NOT use the Hangman's Alley or Bunker Hill versions.

    TIA
    1. maddogfargo
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      I do not know about those mods. But you can see from my screenshots that I raised the build height and navmeshed the fire escape and rooftops so you can build high here.