I have not personally tested this with those mods but I would say probably not 100%. There have been a few people say that have gotten them to work with acceptable issues.
Hi folks, I was having a heck of a time getting this working right and I traced it to an issue that I think will affect other people as well. The good news is that it's an easy DIY fix.
When I installed this, I had several issues with missing geometry - specifically the telephone poles along the road from Red Rocket as well as the front wall face of one of the buildings. After some tracing, I localized the issue to a small number of vanilla assets where CT replaces the mesh. I went to examine the mesh files and discovered the files weren't packed correctly.
The esp file should come along with a \meshes\ folder, but instead it comes with a \data\meshes folder. This results in the actual installed path being \data\data\meshes and results in an invisible mesh. All you have to do to fix this is find the meshes folder and drag it into the same folder as the esp (at that point you can delete the now-empty \data\ folder you removed \meshes\ from.
I love the mod, but it does give issues, even at the bottom of the load order... most are just superficial, such as shimmering floors due to overlapping floor tiles, but the only real issue I can say that I have is that, if you scrap the trash in Concord, it causes Navmesh issues and people will just stand in the alleyway behind the old inn or at the playground like they're just broken... Reloading to a previous save (Back up your saves, folks) helped me figure out the navmeshing issue, as I could leave all the trash and everything else alone, and settlers will walk through the streets as they should, but sometimes, followers tend to randomly teleport to you or away from you across town... Since I see A LOT of people talking about certain issues, through trial and error I discovered that the best policy for this mod is to have it at the bottom of your load order, and use any Mod Manager BESIDES Vortex to install it... Vortex tends to not like certain mods for whatever reason and will break certain aspects of gameplay... Many of the issues stated here are, of course, superficial, with the exception of scrapping, but almost anywhere in Fallout 4 has that issue with Scrap Everything (USO can help with Navmeshing, but you HAVE to know where to place the invisible mats)
Thank you for your comment I have been absent from the mod community for a while now trying to deal with many things in RL I hope that I can soon do some updates to many of my mods and get back to enjoying life. I will look at these issues and more when that time comes. I hope all of you can understand.
It might have a couple of issues. I'm swapping through the versions right now and I'm getting some flaws in teh newest version that are not in teh oldest. 2-1b seems to fix it. The new one gives me some crashy loading freeze in areas.
But just as far as mood and layout and additions, one of teh top 3 concord remakes.
I like it better then extended. This one, restoration project and revised are my top 3 in different ways.
Hello, thank you for describing your fix! This worked for me when I had several buildings that looked like partial glass houses which lots of gaps in weird places. So excited to get building.
PS - I also noted that there doesn't seem to be any issue with this mod and "Sim Settlements 2" which does add a NPC and some clutter to the old hardware store on the corner with the Museum.
PEOPLE: Before you post a "this is not working" or a bug, pay attention to your other mods. ANY other mods that alter what is happening in this area will cause conflicts and graphical issues.
Other interiors mod, or even many fps optimizing mods touch this area.
Either learn how to fix them yourself (using xedit, just remove worldspace cell entries that conflict) or work with your load order.
I just reinstalled this today and a few of the buildings such as the Fallon's department store are no longer accessible and none of the debris is scrappable, I use scrap everything mod, this mod worked like a month ago?
Ok good to know. I plan to do at least one more update to all my mods in the near future but I have recently moved to a new location and am still trying to set up my new home and business location and I have not had the time to look into anything at this time. I hope everyone can be patient and enjoy the updates when I have time to do them. At that time I will try to address all bug issues.
i just started this and im having the same issue but i also noticed that all the new doors added by this mod lead to nowhere or they are just...broken. Like the new building is inside the old building so i would need to TCL my way inside.
the mod shows lots of potential. I always wanted a settlement here.
If you have doors that go nowhere or buildings inside others you have a mod conflict please check to see what other mods you have that edit this area. You may need to load my mod last to get it to work right.
ok, I would say it installed wrong maybe a mod conflict so I would try changing the load order and maybe reinstalling the mod. let me know if you still have issues.
216 comments
?? ?? ?? ?'?'\????\з=(KillroyICS)?=ϵ/????/’?’? ? ?? ?? ??
Thanks for your interest and support for this mod
KillroyICS
GameOn
When I installed this, I had several issues with missing geometry - specifically the telephone poles along the road from Red Rocket as well as the front wall face of one of the buildings. After some tracing, I localized the issue to a small number of vanilla assets where CT replaces the mesh. I went to examine the mesh files and discovered the files weren't packed correctly.
The esp file should come along with a \meshes\ folder, but instead it comes with a \data\meshes folder. This results in the actual installed path being \data\data\meshes and results in an invisible mesh. All you have to do to fix this is find the meshes folder and drag it into the same folder as the esp (at that point you can delete the now-empty \data\ folder you removed \meshes\ from.
Hope that helps!
Thanks, KillroyICS
I'm swapping through the versions right now and I'm getting some flaws in teh newest version that are not in teh oldest.
2-1b seems to fix it. The new one gives me some crashy loading freeze in areas.
But just as far as mood and layout and additions,
one of teh top 3 concord remakes.
I like it better then extended.
This one, restoration project and revised are my top 3 in different ways.
Find "ConcordTownship.zip" (Or whatever you renamed it to) in your Load Order. Double-click on the file and navigate to the Filetree section.
From there rename the Data Folder to Meshes. Now, close the window and everything should be fixed.
This is what worked for me, hopefully, it will work for any fellow MO users as well.
PS - I also noted that there doesn't seem to be any issue with this mod and "Sim Settlements 2" which does add a NPC and some clutter to the old hardware store on the corner with the Museum.
Thanks for your hard work, and sharing.
PEOPLE: Before you post a "this is not working" or a bug, pay attention to your other mods.
ANY other mods that alter what is happening in this area will cause conflicts and graphical issues.
Other interiors mod, or even many fps optimizing mods touch this area.
Either learn how to fix them yourself (using xedit, just remove worldspace cell entries that conflict) or work with your load order.
Pleas help
Thank You and Game on
KillroyICS
the mod shows lots of potential. I always wanted a settlement here.
?? ?? ?? ?'?'\????\з=(KillroyICS)?=ϵ/????/’?’? ? ?? ?? ??
KillroyICS