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Sabat9 - fixes by CarlZee

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CarlZee

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About this mod

Various fixes and improvements to the Colby East mod.

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Changelogs
OVERVIEW

Colby East
is a really cool settlement, but it unfortunately had its fair share of issues. So I spent a few days fixing it up because I think it's a well crafted and thematically/setting appropriate settlement.

FEATURES

FIXES:
- Fixed/optimized navmesh and added missing navmesh to some cells.
- Set ownership to a lot of clutter, containers, beds and cells.
- Edited out mic pops in the Radio audio files.
- Fixed the audio files so they will actually play.
- Fixed one of the Holotapes crashing the game.
- Fixed most of the NPCs being assigned incorrect packages related to random encounters.
- Gave NPCs proper randomized shop inventories.
- Generated body textures so there's no body mismatch.
- Drinking beer out of the tap only grants you the effects for 30 seconds instead of an hour.
- Barney doesn't hand out infinite cellar keys.
- Exported sound files as OGG so they take up less space.

CHANGES:
- None of the NPCs are essential now.
- Removed the convoluted player-scaling by setting them to static spawns instead of leveled actors.
- Florence now sells food and her station is a restaurant.
- George now spends his day in the Main Hold and is a weapons dealer.
- Removed a lot of huge groups of clutter, such as the 20 turpentine in a shed or couple dozen stacks of scrap metal near the mechanic.
- The lights now only turn on at night
- Changed some of the dialogue to be less clunky
- Turned the plugin into a ESM so navmesh doesn't break.
- Removed the My First Infirmary/Laboratory kits and replaced them with static variants
- Changed water sources to be dirty water instead of pure water

ADDITIONS:
- There is now a Colby East Faction
- Added a bunch of extra fluff NPCs with a routine
- Added more AI packages such as hanging out in the Bar or the Top Pad and sleeping.
- Added a doctor to the Sick Bay
- Removed a lot of lights and added roombounds and occlusion panes for optimization.
- Gave Barney a couple greetings so he doesn't keep saying the quest greeting.

ISSUES

The Colby East Public Radio is accessible during the startup quest, but I've made it so it's silent until you leave the Vault for the first time. It works retroactively, so you don't need to start a new game to hear the radio.

The middle level can be laggy when looking at the water tower because of all the lights bouncing on it. Unfortunately, short of removing most of the lights in the whole settlement, I've optimized as much as I could, so it'll have to do.

COMPATIBILITY

Incompatible with other stuff that modifies the farmstead location north of Canterbury Commons.

INSTALL/UNINSTALL

To do it manually, add ColbyEast.esm and both BSA files to your Data folder. Remove the file to uninstall.

Alternatively, you can use a mod manager.

REQUIREMENTS

Just the base game

CREDIT

Sabat9 for creating the original mod

MY OTHER MODS

Enjoy :D