Hate to say it but my save with Arefu Shanty installed is crashing and won't even load when I try to use this and the provided Arefu Shanty Patch. Maybe a new save is required not sure. I am testing it on an endgame save with tons of mods and lots of finished content.
Edit: Yeah its the patch file, when I disable it the save game loads fine, weird.
Edit: Mod seems fine *without* the Arefu patch and Shanty installed, the two bus homes don't over lap, unless it causes navmesh issues? Seems workable so far and even makes Arefu slightly larger.
That's strange. I just tested it with a fresh save and had no issues. It might be due to it being mid play through like you said. For the most part it should work fine without the patch, the patch mostly fixed some clipping and some navmeshes. The only other thing that the patch does is have the merchant sit outside during hours.
I'm using Girdershade reborn, https://www.nexusmods.com/fallout3/mods/22829 and Canterbury Estates - some ideas: https://www.nexusmods.com/fallout3/mods/21046?tab=files
Hiya srini, Girdershade Reborn was one of the mods I had many problems with (see my comments there) - of course they may have since been fixed... But note some aren't apparent until the late game with increased spawns (and Enclave establish a presence just north). Quite a few mods don't take enough account of the late game changes. In my day, modders playtested properly... (insert my standard old-git rant here). Also, lore-wise, Girdershade is supposed to be a small, out of the way place hidden under the overpass.
I really liked Canterbury Estates! But even with a fix (linked in a comment there) in the late-game I still got an issue. Even well away from Canterbury I'd get a micro-stutter. Never figured whether it was the mod itself or a conflict with UUF3P, Broken Steel, another mod, or late-game changes (be it spawns, levels/lists etc) - I was fairly new. I could only find removing that mod fixed my stutter.
As for conflicts with Unimportant NPCs, you might be able in FO3edit to remove references to Girdershade? For Canterbury you may get lucky as this mod's door is around the side, so try loading both mods, then try switching their order, see if they'll work together.
Another mod which may conflict with Unimportant NPCs is Hunting Down the Pint Sized Slasher, as iirc that puts a small hut in the same Canterbury spot by the brahmin pen, but that mod also conflicts with lots of other mods too (eg DC Interiors). However, the standalone sequel to it, Kidnapped, may be ok as there's no hut and the detective's office is moved inside the Canterbury Garage.
Looks interesting. Nice to see Canterbury & Arefu mods. One other place that could use a vendor is Girdershade. I know of two makeovers for the place but back when I tried them they were glitchy, and anyway it's meant to be a small place. But there's room for a vendor, maybe even just an old timer in Ron's shack (say his dad, sat on a chair by the shelves), so Ron effectively becomes their guard - he's got little else to do! Anyway, thanks for sharing.
Making a mod called "unimportant NPC", says it's just adding some NPCs. Proceed to add a player home, random bulidings and add a giant interior cell for some reason.
Can't wait to see what the mod would look like in 5 months, hopefully not but probably a bloated compatibility nightmare mess that tries to do too much.
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Edit: Yeah its the patch file, when I disable it the save game loads fine, weird.
Edit: Mod seems fine *without* the Arefu patch and Shanty installed, the two bus homes don't over lap, unless it causes navmesh issues? Seems workable so far and even makes Arefu slightly larger.
would it be possible to merge these two together in an update?
and Canterbury Estates - some ideas: https://www.nexusmods.com/fallout3/mods/21046?tab=files
Is there any conflict with the updated version?
Uncertain on Canterbury Estates, will need to test.
I really liked Canterbury Estates! But even with a fix (linked in a comment there) in the late-game I still got an issue. Even well away from Canterbury I'd get a micro-stutter. Never figured whether it was the mod itself or a conflict with UUF3P, Broken Steel, another mod, or late-game changes (be it spawns, levels/lists etc) - I was fairly new. I could only find removing that mod fixed my stutter.
As for conflicts with Unimportant NPCs, you might be able in FO3edit to remove references to Girdershade? For Canterbury you may get lucky as this mod's door is around the side, so try loading both mods, then try switching their order, see if they'll work together.
Another mod which may conflict with Unimportant NPCs is Hunting Down the Pint Sized Slasher, as iirc that puts a small hut in the same Canterbury spot by the brahmin pen, but that mod also conflicts with lots of other mods too (eg DC Interiors). However, the standalone sequel to it, Kidnapped, may be ok as there's no hut and the detective's office is moved inside the Canterbury Garage.
Crimson Caravan / Arefu Expanded will also conflict (just in Arefu). But that mod has lots of issues & bugs (even with their Fixes).
Can't wait to see what the mod would look like in 5 months, hopefully not but probably a bloated compatibility nightmare mess that tries to do too much.