119 comments

  1. runestyr
    runestyr
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    Recently I had to completely wipe out my FO4 folder and reinstall due to too much experimenting with collections that left their mark on the game even after uninstalling and starting a new game. This means I lost a lot of old mods that I'd previously gotten from beth.net. So I'm glad to find this one again on Nexus because on some play-throughs, I don't want to spend time on settlement building.

    I know this is an older mod, but I'm still going to ask: are there plans to add a shelter to Bunker Hill? The vanilla underground area there, if opened before it's supposed to, can create some faction-breaking issues.
    1. borjoyzee
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      No sorry there's too much going on at that place.
  2. crazyape85
    crazyape85
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    This is an awesome mod.  Whenever I go to Kingsport Lighthouse, however, the game keeps crashing and I get an error for Navmesh.  The crash log only lists settlement shelters as the issue.  I am going to try to remove the optimization patch to see if that is the cause, but wanted to put this here just in case.
    edit- that did not work, still getting the crashes due to NAVMESH.
    edit- so, apparently, it was a city plan I was using.  Even though nothing visually was touching the door, or anything around it, other than the vanilla surroundings, it was still causing issues and flagging this mod as the problem.  Going back to an earlier point and replacing the city plan, I haven't faced any troubles yet.  Hopefully, all is taken care of now.
    1. borjoyzee
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      An incompatibility then? What's City Plan? I've been out of the loop for a while.
    2. crazyape85
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      Don't mind me, lol.  I wasn't feeling the greatest, still really am not, so I was not thinking the clearest.  It was due to a mod, Atomic World, that caused issues with navmeshes.  I was using WG's city plans, for Sim Settlements 2, and given that it was the only settlement I used his plans for, I thought it was a conflict with that, but evidently, there was a location that atomic world added that was close enough to cause issues.  I removed a PRP patch for the mod because it was causing severe flickering, but evidently, that patch was also the fix for the navmeshes, so when I removed it, and unbeknown to me, it introduced crashes due to navmeshes.I didn't think it was your mod because the locations you edit are so minute, like adding a door, that I could not see how that would cause navmesh and NPC Pathing crashes, unless the NPCs were hugging a wall and the door got in their way and they got upset and crashed the game. 

      Long story short, even though the story was already long, it was not your mod.  City plans are settlement plans so you don't have to build anything, you just pick a plan and it builds it for you. After so many playthrough's, I got tired of building because of my stupidity and not knowing how to properly check if mods would play nice with one another.  Even after 2000 hours of play time, I still am not that great at checking for conflicts.  I tried Atomic World on an existing playthrough and didn't experience issues, but I also was not that advanced into the game, so I couldn't account for all the variables in other areas, such as the Glowing Sea.  It's an awesome mod, and the author of the mod clearly took their time to add all these locations, but evidently not for navmesh.  Your mod is pretty awesome too, as it provides shelter and other things.

      I guess I will try to use the patch again and if I still experience issues, I might have to remove those mods, not yours, and probably have to start another play through because they have been installed since the beginning of this play through.  Between your mod and the railroad redemption, it was a nice addition, something that probably should have been vanilla, so thank you, very lore friendly.
    3. borjoyzee
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      Thanks. Yeah navmeshes can be tricky, I'm always nervous and hate doing anything with them at the best of times. I did not touch them here from the vanilla side, but my interiors had to be finalized which enables followers to go through doors with you, but I only did that from my interiors so I did not touch the exterior navmeshes.

      Generally I only use one mod that adds new places on the map, maybe two if the places are far enough apart. At the end of the day though it's a finicky game engine and I still get the odd crash for absolutely no reason.
    4. crazyape85
      crazyape85
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      I know, I am like why, just why and cannot figure out some of them.  Game engine is grumpier than the cat meme.
    5. crazyape85
      crazyape85
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      Interesting, I am getting crashes again that sometimes point to this mod again.  Interestingly, they only occur during combat.  It says combat navmesh.  Like you said, engine is more finicky that a cat with the light.
    6. borjoyzee
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      Wierd. I don't get crashes during a settlement attack though. You still using those other mods you mentioned? It's probably somewhat incompatible so I'd take this one out and see if that helps.
    7. crazyape85
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      No, I started another play-through and removed those.  I am using the optimization patch for this, however.  During the review of logs, I did only find it twice referenced, out of a few times.  Sanctuary did not mention it, but that seemed to be the majority of crashes, although this mod does not put one there, so no problems from this there.  It did happen in Tenpines though.  If no one else is having issues, then it is either just flagging this mod because I was close by to the door, or because of something else.  Why do navmeshes have to be such a pain.  That seems to be the number 1 problem, actually, the only problem I have for crashes.  Too bad there isn't a blanket problem solver for pathing or navmesh. Sorry to have troubled you.

      edit- also, do you use PRP?
  3. boxerbeast1
    boxerbeast1
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    thanks for the upload
    1. borjoyzee
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      Thanks for the download :D
  4. TheAUSSIEOne
    TheAUSSIEOne
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    I love this mod, its in my tracked mods and in every playthrough. Just for immersion purposes is there any chance you could make the shelters be locked with an expert lock, or even better a key that's hidden somewhere in the settlement. I'm making a Horizon mod pack with desolation and this mod is great for adding some extra components that some NPC has hoarded away, but locked away so no ones been able to raid it over the years.
  5. LuckyForward
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    Another very underrated mod.Many thanks!
    1. borjoyzee
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      I thank you.
  6. Loveblanket
    Loveblanket
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    I love this mod. Does anyone know if there are more shelter type mods along the lines of the ones available in Fallout 76? I have the CC content ones, but am really looking for more variety.
  7. Gkir
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    Great mod like the immersiveness, IMO a must have on any play through.
    One small issue I've always had is that Hangmans Alley ...snip edit... never mind I've found the entrance. How I could have overlooked it in my entire play through is beyond me *facepalm*
  8. Stuff4ever
    Stuff4ever
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    I'm today years old when I found out Sanctuary has a root cellar.. I'm a horrible explorer
    1. MarcAugustine
      MarcAugustine
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      real
  9. JayDeli
    JayDeli
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    great mod great attention to detail great little stories within the shelters. thanks for the mod borjoyzee!
    1. borjoyzee
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      Hey thanks pal.
  10. Repzik
    Repzik
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    I have some mild criticism:

    I was hoping these would be interiors with linked workbenches to the outside settlements. Sadly this is not the case.

    Previs & Precombined should be generated for these cells. As these are interiors this isn't really that big of an issue but it sacrifices frames regardless. This mod may have predated previs and precombine capability in the creation kit so this really isn't a real complaint.

    Positive Thoughts: This mod is incredible. It adds the incidental storytelling that makes 3d Fallout great, and provides both a lore friendly and balanced addition to each settlement's supplies (e.g. there is a workshop in the hangman's alley interior that has a lot of good stuff in it - but it's locked behind a Master door). Exteriors consist of logical minor navmesh adjustments to include the new doors, and the doors themselves - nothing else. Should not affect exterior performance.

    Well thought out, well done. 

    PS: If you have interest, PM me for a quick How-To on Previs/Precombine. It's actually really simple, and existing tutorials for some reason are 35-45 minutes long instead of the two minutes they should be.
    1. Bensostenuto
      Bensostenuto
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      Hello, I have a question. I love this mod, but I don't want to disable Precombine because it is consuming way too much of my FPS. You indicated that there is a simple approach to rebuild Previs; could you share your method with me? Thank you kindly!