File information

Last updated

Original upload

Created by

Purple Radiation

Uploaded by

PurpleRadiation

Virus scan

Safe to use

447 comments

  1. genuvine
    genuvine
    • member
    • 1 kudos
    This is a awesome mod. I have zero nada no problems at all with this mod.To those who are using Scrap Everything and Previsibines Repair Pack:
    You should really think about a removal of those mods. From my experience they harm more than giving benefits to you. Especially in combination of both.
    1. ThisIsMe84
      ThisIsMe84
      • member
      • 6 kudos
      Exactly the information I was looking for (since I spotted a PRP patch on the Nexus and wasn't sure if I should use it in this case).
      Thank you, and sent you some kudos.
    2. Apostivox2
      Apostivox2
      • member
      • 1 kudos
      I have to say, I've used Scrap Everything and PRP for over 100 hours of settlement building and don't have any issues at all, at least not on my new carefully modded playthrough
    3. Glormac
      Glormac
      • supporter
      • 4 kudos
      If you want, there is an alternative for Scrap Everything. It's called "This is Trash - A Scrapping Alternative". It's pretty much a better and more stable replacement for Scrap Everything.
  2. sevenpatch
    sevenpatch
    • premium
    • 1 kudos
    Posting here to see if anyone can help.  At one point I was able to edit the walls in workshop mode and modify various objects touched by this mod, including the big Apartment sign.  Now, for some reason, I am not able to do this and all the walls/objects returned and are stuck/cannot be moved.

    Are we supposed to be able to edit these walls/objects touched by this mod?  Perhaps another mod allowed me to do this?  I'd really like to be able to make changes based on how I'm building in Hangmans alley.  I'm also very confused why it worked and then suddenly stopped working.
    1. fortsimmer
      fortsimmer
      • supporter
      • 0 kudos
      if you use place everywhere you can make more objects selectable by hitting the insert key by default. May be worth a try?
    2. sevenpatch
      sevenpatch
      • premium
      • 1 kudos
      Thanks for the tip, i was unaware of that feature.  Unfortunately for me it doesn't resolve the issue.  I'm still so confused why it ws working at one point and then stopped when I didn't change anything.
  3. surg23
    surg23
    • supporter
    • 7 kudos
    Great mod. Been using for years. 

    I can never get reliable navmeshing/pathfinding in this settlement. Residents never find beds in real time even if you make very simple constructions. This is the only settlement that gives me such issues. In all other settlements residents have no issue finding their beds in far more complex layouts. 

    Something really odd about the navmeshing or lack thereof in Hangman's.   
    1. Cthuloot
      Cthuloot
      • premium
      • 19 kudos
      Yeah, kind of why I ended up making my own. I really liked the idea of this one, but between some odd issues with navmeshing and PRP incompatibility, I figured I might as well make my own up
    2. surg23
      surg23
      • supporter
      • 7 kudos
      Good on you for endeavouring to make your own, just spotted it. I would use yours save for the fact that it's too limited for my needs. Already have the entire alley dedicated to just amenities, leisure area and farming, extended even further by using the back alleyway as extra living quarters. 

      I can only assume that with yours, we lose out on the garage, foyer and extended build limits? Unless it's somehow compatible with HAIA, SE and Build-High?
      Spoiler:  
      Show

      




      I dare not use the upper floors supplied by HAIA for bedding given how much trouble they have accessing ground floor beds, but they are very handy for workstations. Something I have picked up on only recently is that much of the pathfinding behaviour is actually related to settler routine allocation. There seems to be a parsing issue resulting in a limitation of routines relative to settler counts vs amenities. 

      Simply increasing counts will shift the pool of NPC subroutines to include bedding. Found this out after adding more settlers to HA. Soon as I added those, everyone started finding beds... Not sure how consistent that is, that was just through testing. Don't currently have the bodies to throw at that place atm.   
    3. Cthuloot
      Cthuloot
      • premium
      • 19 kudos
      Well I'm not sure what you mean by SE. I can only guess that's script extender? In which case yes. As far as compatible with HAIA, no, it's a slightly different approach to opening the exact same two buildings as HAIA. The biggest difference is the stairs, the way they're done here didn't make as much sense to me as they take up a large part of the neighboring buildings. In looking the whole place over I felt that the places the stairs here were places were meant to be separate buildings. So there's slightly less room in both buildings. I've also not personally tested it with Build High, but based on my understanding of how it works, this should be compatible there, however I'm not sure which would need to go first and work based on what I've just read about it that you'd lose some build area without a unique patch. I have slightly expanded the vanilla build area to cover the entirety of the new interiors as well as vastly expanded the vertical build limits of the space as well.

      With how built out it looks like you have HA already, probably best to try on your next save around if you ever consider it. 
    4. surg23
      surg23
      • supporter
      • 7 kudos
      Ahh sorry I meant Scrap Everything, Or rather usage of it. Most mods I have come across that attempt these things typically use deferred meshes that are no longer recognizable by SE. 

      Just looking at your mod showcase there doesn't appear to be anywhere near the amount of useable real estate on ground level. The actual apartment added by HAIA aren't really valuable for anything other than player specific items being that it creates a logistical nightmare for NPC's. 

      Having more reliable navmeshing on the ground floor however would be most useful. Problem with vertical areas is that it's obscured and out of sight. That and the introduction of settlers bumbling about, getting lost in stairwells and walls and the general inability to find them at any given time. At least on ground level, everything is on display to see and appreciate and with simplified logistics that makes it easy to find and observe NPC activity. 

      Even if these areas had immaculate navmeshing, just for the purpose of bedding, it's hard to admire the inner-workings of it, having to scale flights of stairs into obscured locations just to witness functioning NPC routines. I much prefer to have everything localised and meshed together for viewing pleasure to give a sense of a working environment and community. 

      At least this is the reason I never built up. Elevated farming plots is about the extent to which I do that. Can at least be observed working at all times. Don't much care for the idea of settlers bumbling about in concealed rooms where I can't see or even find them. This probably explains why I have so many transparent walls lol.    
  4. tim457
    tim457
    • premium
    • 24 kudos
    Is this mod compatible with PRP? 
    1. Slippingjimmy2
      Slippingjimmy2
      • supporter
      • 0 kudos
      No the apartment doors are blocked if you use PRP.
    2. tim457
      tim457
      • premium
      • 24 kudos
      Thank you.  I don't use PRP anymore. It causes more problems than it's worth. 
    3. cubbyman1
      cubbyman1
      • member
      • 29 kudos
      IdleWanderers
      i noticed the same thing, and people still praise that mod.
    4. tim457
      tim457
      • premium
      • 24 kudos
      This is by far my favorite Hangman's Alley mod. This brings some much-needed immersion to the area. I really like the abandoned apartments that you can build in. 
    5. medonow
      medonow
      • member
      • 1 kudos
      people praise prp because it's really good. people who have a negative opinion of it and act confused about why "people still praise it" are admitting that they aren't smart enough to read a one page installation guide and follow like 2 basic load order rules
    6. tim457
      tim457
      • premium
      • 24 kudos
    7. Cthuloot
      Cthuloot
      • premium
      • 19 kudos
      Might be worth mentioning that I've got a fairly similar mod that has its own custom built PRP patch 💜
  5. cloverflower
    cloverflower
    • member
    • 0 kudos
    There seems to be some discussion whether or not this mod works with next gen. I just wanted to say it's working fine on next gen for me.
  6. choppingdoll
    choppingdoll
    • member
    • 0 kudos
    Please update for the newest release. Would love this
    1. ASLaneZero
      ASLaneZero
      • premium
      • 10 kudos
      Doesn't need updating, it works fine.
    2. JimmyStyx
      JimmyStyx
      • member
      • 0 kudos
      There's one person (you) saying it's fine. Everyone else I'm seeing says otherwise, clearly there's an issue. You're also free to explain/instruct people on how you're getting it to work too, instead of the useless "works for me" comments.
  7. BloodiedDol
    BloodiedDol
    • member
    • 0 kudos
    it doesn't seem to be compatible with Hangman's alley optimized which sucks because both are great mods, but it causes it to glitch with the walls and borders 
  8. JayDaAnkleBiter
    JayDaAnkleBiter
    • supporter
    • 1 kudos
    do you know what mods arent compatible? the apartment building with the white door is blocked at the staircase and the little alcove is smaller and im not sure whats causing it.
    1. AimingIsOverrated
      AimingIsOverrated
      • member
      • 0 kudos
      same i cant gen into it because i see the door but the previous building is blocking it
    2. JayDaAnkleBiter
      JayDaAnkleBiter
      • supporter
      • 1 kudos
      is there any way to fix it do yk?
  9. craigdown
    craigdown
    • member
    • 8 kudos
    is it compatible with the new update
    1. UrielLajtak
      UrielLajtak
      • member
      • 0 kudos
      Unfortunately not. The original walls of the map appeared
    2. dylpernicus
      dylpernicus
      • member
      • 0 kudos
      do you know if the OP is working on it being compatible?
    3. ASLaneZero
      ASLaneZero
      • premium
      • 10 kudos
      I would say that the issue with the walls disappearing is definitely a load order problem-- I'm running this with 200+ other mods and have no such issue with the walls disappearing.
    4. TheGallowglass
      TheGallowglass
      • member
      • 0 kudos
      So you're saying it works? Where do you put it on your load order?

      I downloaded it yesterday, 6/15/2024 and it works fine with the next gen update. I didn't download any of the other suggested files on nexus, just the base mod.
    5. dylpernicus
      dylpernicus
      • member
      • 0 kudos
      If you don't mind sharing, where does it sit in your load order? I don't have more than 20 but haven't figured out where to put it in an order that actually works yet.

      Edit: I'm not sure why it didn't work last month but after reattempting to try it in different spots in the load order, it worked after setting it to be loaded last.
  10. TheGallowglass
    TheGallowglass
    • member
    • 0 kudos
    Bro, I have always thought that Hangman's alley would make more sense if some of the buildings were accessible from the alley. That way the alley is like a courtyard rather than the living space. Made no sense to make a settlement in a literally alley when there are tons of buildings around to populate. You da mvp.

    I only wish you could fix/replace the windows. :D