Fallout 4

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doll13th

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doll13th

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117 comments

  1. Papajack55
    Papajack55
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    Question: Does this limit to only one Commonwealth Store outside Sanctuary Hills, or is there another one or two  across the Commonwealth?
    Just curious, is all.
  2. Darthwiis35
    Darthwiis35
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    Hello! Sorry my English Great mod. I love it, but I have a problem ... When I want to travel fast from Red Rocket, the game stays on the load screen and doesn´t start. Has it happened to someone else? Do you have any idea why it might be. Thanks for you time.
    1. Tigertank0506
      Tigertank0506
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      maybe error navmesh
  3. Tigertank0506
    Tigertank0506
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    this mod make game laggy and crash in santuary hill
  4. MizBadger
    MizBadger
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    This mod is utterly the best I've seen!  I have endorsed it, and when I make changes to my game I always keep this one in my list of mods I use. It's really great how you made "one-stop shopping" and included the bed and workbenches in the back. Something I've added somewhere has caused the people in Diamond City to not talk to me or sell me anything.  I don't think it has anything to do with this mod, but that makes it even more important for me  to keep this mod!  LOL
  5. animegrl
    animegrl
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    I love this mod SO much.  I really hope you make this available to XBOX.  It's nice having a store near Sanctuary and Red Rocket.  Also, it brings more enemies for fights.
  6. DynV
    DynV
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    I'd love a vanilla-themed version of this; looking worn & disheveled, perhaps even with rotten or dilapidated parts.
  7. Tundragunner1
    Tundragunner1
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    Again want to complement author on such a wonderfully creative concept for a mod. It has motivated and expired me to create some custom merchants of my own!

    Have been working with this mod for several days now and have found a number of errors. Some rather minor and some not sure about. Don't know if this mod is still being supported (hope it still is) but it really could use some final polishing and cleaning up. Noticed from initial load in creation kit that this mod generated warning: 'Common Wealth Store.esp' contains forms which generate warnings on load. Found it had some faction, sandboxing, and Navmesh errors. Faction errors easy enough to fix, except for the error involving something called the ServicesSalonFaction. Still working on sandboxing errors (don't have much experience with sandboxing so need to do more research).

    Fixed the Navmesh errors in Wilderness -17, 20 cell. Appears some vertices were added to a number of navmesh triangle edges by mistake. Also apparent that a number of vanilla navmesh triangles were changed and some deleted but these modifications are not generating any errors.

    Navmesh errors and modifications in Wilderness -18, 20 cell however are more concerning and thus far beyond my ability to fix. Can't spot the error even when the creation kit directs me to the spot the errant triangle is located. Again appears that vertices may have been errantly added to some edges. If there is a high level Navmeshing expert out there that can take a look at this cell I could really use some input on how to fix these navmesh errors.

    Really trying to fix this mod up because it is so awesome. The use of a greenhouse for the store is an inspiration and the layout and clutter of the vendor booths is superb. Would like to see the mod fixed to point of not generating warning message on loading in the CK. Could also use some input on which of these errors are critical and NEED to be fixed.

    ======== Update ========
    Think the merchant sandboxing issues are due to missing XMarker Heading location reference in the MerchantSandbox package. Without authors input will be hard to decipher which existing XMarker heading or a possible missing XMarker is needed to be referenced. Have messaged mod author in hopes of getting some much needed help.

    ======== Update 2 ========
    Have had contact with mod author, who graciously replied several times to my messages regarding this mod. Gave them a very detailed description and precise location in the CK of the problem with the 000MerchantSandox that they created. Unfortunately, after several months of waiting the author has not responded with any information on the missing Package Location Reference required to fix this problem and is no longer responding. Will try sending one last message, but sadly appears this mod is no longer supported. May be due to lack of time and/or interest. Hopefully the author has moved on to bigger and better things. Will try different approach to fixing the broken merchant sandbox package for this wonderfully creative mod if last attempt to contact author fails.

    ======== Update 3 ========
    Think I may have fixed the "Unable to find Package Location Reference" error warning generated by the 000MerchantSandox package. After studying the rest of the sandbox packages the author had created, decided to try and use the XMarkerHeading with ID of 0100FF70 in Wilderness -18,20 as a location reference for this sandbox package. This eliminated the above mentioned warning previously generated when loading this mod into the creation kit. Tested this fix in game and it appears to work well. Before this fix, a large number of the merchants were just standing in the yard in front of the houses. After this fix only two merchants were just standing in the yard. This appears to be a viable solution.
    Last thing to fix yet is all the navmesh errors in Wilderness -18, 20. Think only viable solution is to remove all navmesh edits made by author, go back to vanilla navmesh as starting point, and then make appropriate edits to the cell's navmesh.
  8. Tundragunner1
    Tundragunner1
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    What a great idea for a mod to provide much needed extra merchants to Fallout 4.

    Noticed you made modifications to cells RedRocketExt and RedRocketExt02 which are causing a conflict with my Red Rocket Cleanup mod that I just finished. I made no modifications to any other cells than these two that contain the Red Rocket. The modifications you made to the RedRocketExt02 cell include landscape and Navmesh changes. Are the modifications you made to this cell required in any way to Common Wealth Stores? Also there are Navmesh changes in your mod made to the Sanctuary09 cell. Asking if it is safe to remove modifications you made to these cells.

    Really want to keep this mod as I have Sanctuary as a main base of operations and built a player only access fortress at the Red Rocket next door. So hope you can help me resolve the conflict with my Red Rocket mod.

    Thanks for sharing your creativity and hard work!

    ======== Update ========
    Used FO4Edit and removed the modifications made in this mod to the two Red Rocket cells mentioned above. Tested in game and verified that this fix eliminated the conflict this mod was producing with the Red Rocket cleanup mod I made. Also did not see any effect to function or appearance of the Common Wealth Store. So for those experiencing conflicts with any mods at the Red Rocket location, this may be a possible fix.

    Will try a similar fix and test to remove modifications made by this mod to Sanctuary09 cell. Also discovered Navmesh modification made to Wilderness -19, 20 cell by this mod (cell containing bridge to Sanctuary). May test a removal of these changes as well.

    ======== Update 2 ========
    Successfully removed modifications from Sacturary09 and Wilderness -19, 20 using FO4Edit. Tested in game and did not see any effects to the mod.
  9. Mooks1017
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    This is weird, i started a survival game with this as the only new mod and when i get to red rocket, i can't get dog meat. The animation of the meeting wont start, he wont follow, the molerats ain't appearing... nothing.... this sks T_T. Otherwise awesome mod


    I'M HAVING THE SAME PROBLEM (NOT PLAYING SURVIVAL MODE THOUGH). I JUST STARTED A NEW GAME!!! PLEASE HELP ME!!! I NEED DOGMEAT BUT I LOVE LOVE LOVE THIS MOD & DON'T WANT TO UNINSTALL IT... SOLUTIONS??? PLEASE???
    1. pkripper37
      pkripper37
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      Just install after meeting Dogmeat?
  10. Kreyba
    Kreyba
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    This is weird, i started a survival game with this as the only new mod and when i get to red rocket, i can't get dog meat. The animation of the meeting wont start, he wont follow, the molerats ain't appearing... nothing.... this sks T_T. Otherwise awesome mod
    1. MateoElFidel
      MateoElFidel
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      Well, if anything, you can continue the main quest up until you get to the point where you need dogmeat to find kellogg, in which case he will appear as a companion.
    2. Mooks1017
      Mooks1017
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      I'M HAVING THE SAME PROBLEM (NOT PLAYING SURVIVAL MODE THOUGH)!!! PLEASE HELP ME!!! I NEED DOGMEAT BUT I LOVE LOVE LOVE THIS MOD & DON'T WANT TO UNINSTALL IT... SOLUTIONS??? PLEASE???