Fallout 4

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Lateraliss

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Lateraliss

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  1. Lateraliss
    Lateraliss
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    Sticky
    I'm playing around with an idea, of creating some build space underneath the overpass. I've built some warehouse floors underneath, and connected it to the existing scaffolding. This would allow snapping things to the floor in workshop mode, and creating some shacks or something. I also placed some warehouse posts so it didn't look like they were magically suspended in air.

    Take a look at the images section.



    Ok, I added this as an optional file. It was basically doing what I wanted it to do. Navmeshing was working as intended. It can be built upon and extended by using the workshop.

    I also uploaded a new version of the main file. I cut down on the file size quite a bit. Turns out the CK decided to add entire blocks to my esp instead of just the cells I edited, so I worked on removing them and cleaned it up quite a bit. Using the old esp with them still on there won't negatively affect your game, except maybe add a fraction of a second to loading, but this one is cleaned by hand.

    I tested the navmesh on the remaining cells and they all work as intended. GrayGarden has a little problem with settlers finding a good path to the stairs on the ground. It's a vanilla navmesh issue, and I don't want to get too deep into altering it, because that increases the chances of issues down the line. It might just take settlers a few extra seconds to make their way to the stairs. Blame Bethesda's shoddy AI pathing.

    Quickly back to the optional file. This file is where I'll add random things that I decide to test out. Like for instance, I've been thinking of making those few Brahmin that the Gunners constantly take pot shots at invulnerable, since I'm always running to save them from being murdered.


    I'm thinking of rebuilding Hangman's Alley next. Nothing about that place makes sense, like stairs in a roadway, the ground so uneven, no usable buildings.

    That's a mighty big undertaking, though, and will take some time.
    1. byebyecitybyebye
      byebyecitybyebye
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      Hangman's Alley is the only settlement where the build height/build area actually bothers me. I really want a usable rooftop garden there.
    2. Sinapus
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      There is this one for Hangman's Alley:
      http://www.nexusmods.com/fallout4/mods/16457/?

      It opens up some of the buildings and allows putting items on the rooftops.
    3. Oblivionist
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      First of all, great little mod man!

      Makes Graygarden and Finch Farm so much more accessible and easier to build on. Especially together with the gunners lifts mod.

      Graygarden now especially can be utilized in its full verticality.

      Also i second the request for a proper hangman's alley overhaul with focus on the verticality of the buildspace and especially the rooftop areas, which would be the natural place for rooftop farming. I also already use the mod which Sinapus is mentioning, since it would make absolute sense for people to primarily use existing urban real estate in usable condition, instead of just building rickety shacks in a windy chasm between existing houses with practically no place to farm.

      Hangsman's alley is one of those settlement where one can only ask: what were those guys at Bethesda even thinking?
  2. Drivinghard
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    was this mod originally available in 'seperate' individual versions? i think i am finding links to Deleted versions..

    because right now it's an "all/both or nothing" scenario.. you cannot play either Graygarden NOR Finch Farm with these lifts/staircases alone you are forced to either use this mod for BOTH at the same time or nothing..

    I still have Trosski's indiividual versions of Lifts for both Graygarden OR Finch Farm in archives storage which i downloaded way back when they were still available on Nexus.. but he didn't add and expand those mods with the magnificent functioning staircases like you did on your mod here :(

    and without those staircases, so that NPC's could make it to the upper freeway then only having lifts that the Player-only can use seems really dumb and useless :)

    Is there any chance after 5 years you might consider RE-releasing Individual versions of this mod for these two locations?
    thanks
  3. toynbeeidea
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    I would love to use this, but it contains deleted navmeshes. You CANNOT safely delete navmeshes. If anything anywhere in the game tries to reference those meshes, its an instant CTD. You need to disable navmeshes, not delete them/.
    1. Sinapus
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      So... how do you disable navmeshes in FO4Edit? (Since I find the creation kit to be very user unfriendly.)

      I tried removing the "Delete" flag and setting it to "Compressed" and that seemed to restore the data, but I'm not sure if that fixed it, so I reverted to a previous version of the esp. I found some other threads that recommended using "Undelete and Disable References" but when I tried that it said it *couldn't* undelete the references in question. I counted the number of references it said it couldn't undelete (7) and that was the amount of navmeshes with the "Deleted" flag I noticed in the ESP.
    2. gentester
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      Bit late  - like 3 years lol but figured its worth putting this out there in case someone else wants to know -
      You can't always disable navmesh. Nav in bethesda games is a whole different level of hassle. You can delete a navmesh by simply connecting two otherwise unconnected ones because you now have a connected route in your mod - one of them immediately takes on the form id of the other one leaving one which is nominally 'deleted' even though all the nav is still there, it's that simple. To fix it you need to use FO4 edit and the creation kit but it is fixable, without both you can't generate a proper nav after doing all the fixes so if you can't use the creation kit for whatever reason you can't always do it. Ways to fix can be as simple as looking in F04edit seeing a form id for a nav which has been deleted and finding a comparable new nav (in the same cell) which you created in the process of making your mod, copying the form id from the deleted one and removing that nav, and giving your new comparable nav the copied form id, thats the cleanest way of doing it. The next thing is any that you can't do that with (you don't have a newly generated nav form id to change) you need to reinstate it in the creation kit (click on the mod you want to change and go to the details tab at the bottom before opening the mod fully, scroll down find the deleted nav and click delete on them to remove them from the mod), open the cell in cell view find that reinstated bit of nav mesh(you can search for it, easiest in nav mesh only mode), flood fill it to get all the nav which belongs to that particular form id, and either make it tiny by making it just one nav triangle and tucked under a rock or something or drag it way way down into the void. Then after making all those changes you need to revalidate the nav in the creation kit and save and then double check in F04edit that you now have no deleted ones. Its time consuming but not particularly difficult. 
    3. Babaloo321
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      I made a patch to fix the Deleted Navmeshes here:
      Settlement Overpass Overhaul Deleted Navmesh Fix
  4. LaughingGremlin
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    I whish I saw this mod earlier. I didn't know that settlers have problems with the overpass. The problem is I started to build on Greygarden and I scrapped a lot items including the bus (I have the Scrap Everything). I'm afraid if use this mod now things will break. I am playing Fallout 4 VR which is even buggier than regular game. I haven't gone far enough in my build to see problems with settlers and the overpass. No human settlers at this point, but if I do see problems I may take a chance and install this mod.
  5. AlexBorquezIV
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    Lateraliss I have an mod called spring cleaning that suppose to make everithing escrapeable but the only places that I can't scrap is graygarden and finch farm... this happend because MAYBE you build the stairs... but look is cool what you done... the only thing I ask you is to make an patch for spring cleaning.
    1. darkhymn1
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      Sounds like this is overwriting Spring Cleaning's edits to these settlements. Try moving Spring Cleaning below this in your load order. Doing so will give Spring Cleaning's edits priority.
  6. RFAurora
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    Will this work with the All Settlements Expanded - Player's Choice mod?
  7. xSethrin
    xSethrin
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    So I downloaded with NMM and installed the mod but they stairs are not appearing in game? Is it because I already discovered and build at both of the locations?
  8. LockeInigo
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    Can you upload the seperate files for each? Graygarden is bugged for me sigh. No collisions on the overpass and I'm on pc.
  9. hard8
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    Well loot be smart enough to load this mod after the Finch and Graygarden Overpass Lifts by Trosski or well I have to do it in Bethesda mod menu in-game every launch?

    update

    I think I did it, at first the finch mod was loading after your mod and I changed that

    see link of my loot load order
    https://imgur.com/u9YwpdW
  10. Captain Radish
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    Any way we can get a version where all the trash is picked up off the Graygarden overpass? I can't stand the non-scrappable non-disableable objects.
  11. 1datdude1
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    A bunch of the gray garden overpass disappeared when i installed this. The esp is the last in my load order.
    1. ff7legend
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      That's weird seeing as how I don't have that issue & this is loaded with my other settlement mods in my load order near the middle. Sounds like you have something else conflicting with this mod. Do you have any other mods installed that modify the Graygarden cell?