Would love to use this mod, but judging by the folk having problems with Longfellow not wanting to lead the way and from what I then read from RaduSamac, the mod did away with part of the navmesh along the road the house is on, blocking the quest with Longfellow.
Any chances of you setting that error straight, ArcherAZ?
I really like the idea of this mod. If you combine it with Far Harbor - Settlement http://www.nexusmods.com/fallout4/mods/13920/? you can build in Far Harbor, even moving the workbench there. In other words, you can live in Far Harbor just like any other settlement.
That mod: The problem: That mod had issues that were resolved by cleaning in Fo4Edit 3.1.3, i.e., identical to master records and deleted items. The good: It now works flawlessly with no issues after I fixed it. I'm not the author so I didn't upload it.
This mod: The problem: This mod has similar issues most of which can be resolved by cleaning in FO4Edit, but it has one that cannot.
FO4Edit Details: 1. [Removing "Identical to Master" records done] Processed Records: 119, Removed Records: 10, Elapsed Time: 00:00 2. [Undeleting and Disabling References done] Processed Records: 109, Undeleted Records: 18, Elapsed Time: 00:00 3. <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted>
1 refers to 10 records that have been marked as edited even though they are in exactly the same position as the base game. This means that if any other mod edits those items your mod will restore them back to their base game position. This usually happens when you move an item accidentally or undo a move. It's unavoidable, that's why you should clean the mod afterwards with FO4Edit so only those things that you intended to edit are flagged as edited.
2. refers to 18 base game items that have been deleted. This is a no no. If you delete a base game item and then that item is referenced by the game or another mod, the game may crash. The solution is to disable the object and then move it below ground, that way it's still in the game, but not visible.
3 This last one is the problem. This will probably cause the AI pathing problems in game and FO4Edit cannot fix these automatically. I'm not sure how to fix a deleted NavMesh. But this one is the show-stopper.
If it can be fixed, then I would love to use this mod.
Love the look of the 'house' but had to remove it as Old Longmoaner will not leave the bar with this mod installed. Shame as this is a really nicely done player accommodation.
Maybe add this as a separate cell space with loading transition? (Just thinking out loud )
I agree that a small workshop would be a good idea, however after thinking about it a bit, I believe there would be too many pieces of furniture that cant be edited by workshop mode. Thereby, making it almost pointless to have a workshop as you wouldn't be able to edit much.
Also, I think there is a mod that adds a game play mechanic where you can lock any door! Although, if I can i'll look into a way to make it so that only the player and companion can open/close the main entrance door, thanks for the idea!
I agree that a small settlement version would be much appreciated. Mostly because I desperately want my character to live in town, but I have to go to the Longfellow's island to use my robot workbench and scrapping workbench.
I found a bug with some npcs not being able to leave Far Harbor's gates with this mod, namely Pearl and Old Longfellow. Taking this mod off allowed them to roam again.
Beyond that its a nicely designed spot, love the layout. Seems personalized without being too cluttered and with plenty of storage space. The suitcase near the door would have burst with all the crap I put there.
Thanks for putting this all together, I'll have to try your new Atom friendly space next.
Although, I bet that if I moved the entrance to the house on my mod to another, it wouldn't overlap with his door that loads another cells, so possibly you could walk in one door and get one house, walk in the other door and get another house!
About the workshop, Unfortunately not, I decided to replicate something more similar to previous fallout games where houses you could obtain were already furnished in some capacity,
Well, that's part of the reason, but also because I'm clueless about things like that in the creation kit.
17 comments
Any chances of you setting that error straight, ArcherAZ?
Cheers
That mod:
The problem: That mod had issues that were resolved by cleaning in Fo4Edit 3.1.3, i.e., identical to master records and deleted items.
The good: It now works flawlessly with no issues after I fixed it. I'm not the author so I didn't upload it.
This mod:
The problem: This mod has similar issues most of which can be resolved by cleaning in FO4Edit, but it has one that cannot.
FO4Edit Details:
1. [Removing "Identical to Master" records done] Processed Records: 119, Removed Records: 10, Elapsed Time: 00:00
2. [Undeleting and Disabling References done] Processed Records: 109, Undeleted Records: 18, Elapsed Time: 00:00
3. <Warning: Plugin contains 1 deleted NavMeshes which can not be undeleted>
1 refers to 10 records that have been marked as edited even though they are in exactly the same position as the base game. This means that if any other mod edits those items your mod will restore them back to their base game position. This usually happens when you move an item accidentally or undo a move. It's unavoidable, that's why you should clean the mod afterwards with FO4Edit so only those things that you intended to edit are flagged as edited.
2. refers to 18 base game items that have been deleted. This is a no no. If you delete a base game item and then that item is referenced by the game or another mod, the game may crash. The solution is to disable the object and then move it below ground, that way it's still in the game, but not visible.
3 This last one is the problem. This will probably cause the AI pathing problems in game and FO4Edit cannot fix these automatically. I'm not sure how to fix a deleted NavMesh. But this one is the show-stopper.
If it can be fixed, then I would love to use this mod.
I, too, would like to use this mod. I'll have to wait and see if it gets fixed.
Maybe add this as a separate cell space with loading transition? (Just thinking out loud
I agree that a small workshop would be a good idea, however after thinking about it a bit, I believe there would be too many pieces of furniture that cant be edited by workshop mode. Thereby, making it almost pointless to have a workshop as you wouldn't be able to edit much.
Also, I think there is a mod that adds a game play mechanic where you can lock any door! Although, if I can i'll look into a way to make it so that only the player and companion can open/close the main entrance door, thanks for the idea!
Beyond that its a nicely designed spot, love the layout. Seems personalized without being too cluttered and with plenty of storage space. The suitcase near the door would have burst with all the crap I put there.
Thanks for putting this all together, I'll have to try your new Atom friendly space next.
Also you can't sit in the chair at the terminal there is not enough room & the terminal doesn't work
http://www.nexusmods.com/fallout4/mods/13841/?
Although, I bet that if I moved the entrance to the house on my mod to another, it wouldn't overlap with his door that loads another cells, so possibly you could walk in one door and get one house, walk in the other door and get another house!
About the workshop, Unfortunately not, I decided to replicate something more similar to previous fallout games where houses you could obtain were already furnished in some capacity,
Well, that's part of the reason, but also because I'm clueless about things like that in the creation kit.