Before things get too busy, there are a few other people I want to give some traffic to, specifically the people who helped make the first batch of screenshots look good. Yeah, you've got the common mods like Place Everywhere, Homemaker, Settlement Objects Expanded, Weaponsmith Extended, and OCDecorator (which have earned every bit of their popularity, don't get me wrong), but there are a few more shown off that have sorta fallen into obscurity. Like Graffiti 2 Electric Boogaloo, Just Debris, OSHA Unapproved, G2M Workshop, Sandbag Fortifications, pretty much anything by Ethreon... well, you get the idea, there are a LOT. Including some that I know for sure are slipping my mind right now. So, if the Images section caught your eye, go and give them some love, too. I know they'd appreciate it.
On another note, this follows your standard Load Order rules, put it higher in your load order unless you have mods that change these cells, in which case you put this after those. I had to steal KendallHospitalExt for literally one corner of the parking garage and VitalyPumphouseExt for Lynn's (pre)vis, but everything else (if memory serves) just touches standard Wildy entries.
As of V1.02, the Navmeshes have been re-linked to their default identities; in cases where two or more navmeshes combined into one, I created a dummy triangle under the worldspace. Not a big fix, but better to nip it now before some weird CTDs start popping up. Otherwise, just some clutter removed from Lynn. Not a groundbreaking update ( got my hands in other, bigger projects and keep wanting to play FO4 myself, too! ) but I'll see about getting a new location in the works soon. Probably Lexington? There's two lots there, one closer to Corvega, the other next to the Duper Mart, not sure which I'll use. Suggestions?
Loaded Free Parking with Red Rocket Settlements mid-game. So far it works.. at least initially, I have yet to test this extensively. For those interested in doing the same load Red Rocket Settlements after Free Parking (I did this with MO2); make sure the changes in Red Rocket Settlements prevail, as the changes in Kendall Hospital Parking will bring back the Red Rocket clutter as part of its pcv (non-scrappable as a result). Minor fps drop on initial load and on approach to the Kendall Parking lot. Kendall Parking will have minor scrappable debris/trash statics (at the floor where the workshop is) as a result of this conflict. Nothing Place Everywhere can't handle. I'm leaving this note here for documentation, just in case.
To the mod author, thank you for bringing this settlement mod. I have yet to try this out extensively (along with Lynn Pier Parking). Hopefully it won't be a 'triangle of death' scenario when both Red Rocket and Kendall Hospital are fully developed and loaded. Fingers crossed. Again, many thanks! : )
I installed Free Parking last night. When I got to Kendall Hospital Garage, I did not see a build border while in Workshop, though I think I read that the building area is within the structure? So that might be why. When I got to Lynn Pier Parking, the build border that is normally only seen while in Workshop mode was visible in the regular worldspace. Thoughts?
Was working on a fix for Lynn Pier before my HDD died, it should work normally if you activate it and hop out of workshop mode. Need to go back to it at some point and just rebuild the location from scratch...
Kendall I think is 95% the garage, there's some ground outside the stairs that got added in since getting kicked out of build mode while going up and down was annoying. Not sure if I ever set a build border art object up for it now that I'm thinking about it, since it was so vertical and I didn't want to stack borders on-top of themselves.
Started the Kendall Hospital Parking Garage settlement, all was fine and then all of the sudden "Kendall Hospital" was showing up as as the same settlement as well, and now the location directly to the south west (Campus Law Office). This intended or known? Currently have not starting building so all three areas are showing up as 0 people 50% happy and all seem to be recognized as "the same settlement".
You fixed Lynn Pier! Many thanks, looking forward to building out the Pier and the Kendall Hospital in my next game.
After uninstalling the previous version, saving, etc., I installed the current version. Using Scrap Everything I was able to clear everything except the vines on the south canopy and one of the defunct streetlights, the one just inside the SE corner of the green zone. I'm in the process of checking out mods on my old game, so those issues could be on my end. Used the "extra objects" option in Scrap Everything to move the workbench upstairs.
I did find one mod conflict: "Subway Runner" puts a subway station partially within the green zone on the south side, just west of the canopy. If your mod loads before Subway Runner then only the derelict cars on the roof are scrapable with Scrap Everything. However, if your mod loads after, then everything scraps as it should.
Loved that mod, but it's been so long since it's been updated that I've left it out of my load order as of late. I'll make sure to put a note down on the main page.
JKalts Someone posted on the Wrye Bash topic that your mods plugin makes Wrye Bash come up with an unusual report "Unrecognised Versions" Sharlikran tried putting it through the CK but the CK does not like your plugin for some reason, and produces this ..
MASTERFILE: =========================================================== MASTERFILE: File FreeParking.esp is a higher version than this EXE can load.
So there are possible errors which the CK cannot resolve with your plugin Also I passed it through FO4Edit 3.2, and it found the following problems :
Spoiler:
Show
[00:00] Checking for Errors in [01] FreeParking.esp [00:00] [REFR:002174C9] (places CarFrameCheap01 "Frame" [STAT:0021DBB0] in GRUP Cell Temporary Children of [CELL:0000DA9D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,12) in Precombined\0000DA9D_3831AAC9_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001B5526] (places PickUpTruck01A_Static "Truck" [STAT:00181E11] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001B5525] (places DiamondRubbleTrash05_Gravel [STAT:00120012] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:000C348F] (places Tire02 "Tire" [MSTT:0003A640] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11)) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001EB847] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001EB848] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001EB849] (places WoodPallet01 "Pallet" [STAT:000C3884] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001EB84A] (places WoodCrate01 "Wood Crate" [STAT:000211F5] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] All Done! [Filtering done] Processed Records: 1589041 Elapsed Time: 00:04 Undeleting: [REFR:001EB84A] (places WoodCrate01 "Wood Crate" [STAT:000211F5] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif) Undeleting: [REFR:001EB849] (places WoodPallet01 "Pallet" [STAT:000C3884] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif) Undeleting: [REFR:001EB848] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif) Undeleting: [REFR:001EB847] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif) Undeleting: [REFR:000C348F] (places Tire02 "Tire" [MSTT:0003A640] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11)) Undeleting: [REFR:001B5525] (places DiamondRubbleTrash05_Gravel [STAT:00120012] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif) Undeleting: [REFR:001B5526] (places PickUpTruck01A_Static "Truck" [STAT:00181E11] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif) Undeleting: [REFR:002174C9] (places CarFrameCheap01 "Frame" [STAT:0021DBB0] in GRUP Cell Temporary Children of [CELL:0000DA9D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,12) in Precombined\0000DA9D_3831AAC9_OC.nif) [Undeleting and Disabling References done] Processed Records: 926, Undeleted Records: 8, Elapsed Time: 00:00 Removing: [NAVM:002496E7] (in GRUP Cell Temporary Children of InstituteExt03 [CELL:0000E405] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -5,0)) Removing: [NAVM:002496EB] (in GRUP Cell Temporary Children of InstituteExt03 [CELL:0000E405] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -5,0)) Removing: [NAVM:0017E128] (in GRUP Cell Temporary Children of [CELL:0000E404] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,0)) Removing: [NAVM:00190546] (in GRUP Cell Temporary Children of [CELL:0000E404] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,0)) Removing: [NAVM:00152CBA] (in GRUP Cell Temporary Children of [CELL:0000DFE4] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,1)) Removing: [NAVM:0021A56B] (in GRUP Cell Temporary Children of [CELL:0000DFE3] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -3,1)) Removing: [NAVM:0021BF4D] (in GRUP Cell Temporary Children of [CELL:0000DFA2] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,3)) Removing: [NAVM:001EC18B] (in GRUP Cell Temporary Children of [CELL:0000DA9F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 14,12)) Removing: [NAVM:002462D2] (in GRUP Cell Temporary Children of [CELL:0000DA9F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 14,12)) Removing: [NAVM:0024795D] (in GRUP Cell Temporary Children of HubCityAutoWreckersExt02 [CELL:0000DA7F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 15,13)) [Removing "Identical to Master" records done] Processed Records: 926, Removed Records: 10, Elapsed Time: 00:00
Check for errors produced the REFR errors And the usual Filter for cleaning followed by UDR and ITM checks finds .. UDR's 8 ITM's 10
Just a heads up, thought you might like to know - We thought it might have been something wrong with development versions of Wrye Bash, but it seems we can put those thoughts to sleep.
alt3rn1ty wrote: JKalts Someone posted on the Wrye Bash topic that your mods plugin makes Wrye Bash come up with an unusual report "Unrecognised Versions" Sharlikran tried putting it through the CK but the CK does not like your plugin for some reason, and produces this ..
MASTERFILE: =========================================================== MASTERFILE: File FreeParking.esp is a higher version than this EXE can load.
So there are possible errors which the CK cannot resolve with your plugin Also I passed it through FO4Edit 3.2, and it found the following problems :
Spoiler:
Show
[00:00] Checking for Errors in [01] FreeParking.esp [00:00] [REFR:002174C9] (places CarFrameCheap01 "Frame" [STAT:0021DBB0] in GRUP Cell Temporary Children of [CELL:0000DA9D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,12) in Precombined\0000DA9D_3831AAC9_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001B5526] (places PickUpTruck01A_Static "Truck" [STAT:00181E11] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001B5525] (places DiamondRubbleTrash05_Gravel [STAT:00120012] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:000C348F] (places Tire02 "Tire" [MSTT:0003A640] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11)) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001EB847] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001EB848] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001EB849] (places WoodPallet01 "Pallet" [STAT:000C3884] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] [REFR:001EB84A] (places WoodCrate01 "Wood Crate" [STAT:000211F5] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif) [00:00] REFR -> Record marked as deleted but contains: Base [00:00] All Done! [Filtering done] Processed Records: 1589041 Elapsed Time: 00:04 Undeleting: [REFR:001EB84A] (places WoodCrate01 "Wood Crate" [STAT:000211F5] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif) Undeleting: [REFR:001EB849] (places WoodPallet01 "Pallet" [STAT:000C3884] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif) Undeleting: [REFR:001EB848] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif) Undeleting: [REFR:001EB847] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif) Undeleting: [REFR:000C348F] (places Tire02 "Tire" [MSTT:0003A640] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11)) Undeleting: [REFR:001B5525] (places DiamondRubbleTrash05_Gravel [STAT:00120012] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif) Undeleting: [REFR:001B5526] (places PickUpTruck01A_Static "Truck" [STAT:00181E11] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif) Undeleting: [REFR:002174C9] (places CarFrameCheap01 "Frame" [STAT:0021DBB0] in GRUP Cell Temporary Children of [CELL:0000DA9D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,12) in Precombined\0000DA9D_3831AAC9_OC.nif) [Undeleting and Disabling References done] Processed Records: 926, Undeleted Records: 8, Elapsed Time: 00:00 Removing: [NAVM:002496E7] (in GRUP Cell Temporary Children of InstituteExt03 [CELL:0000E405] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -5,0)) Removing: [NAVM:002496EB] (in GRUP Cell Temporary Children of InstituteExt03 [CELL:0000E405] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -5,0)) Removing: [NAVM:0017E128] (in GRUP Cell Temporary Children of [CELL:0000E404] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,0)) Removing: [NAVM:00190546] (in GRUP Cell Temporary Children of [CELL:0000E404] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,0)) Removing: [NAVM:00152CBA] (in GRUP Cell Temporary Children of [CELL:0000DFE4] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,1)) Removing: [NAVM:0021A56B] (in GRUP Cell Temporary Children of [CELL:0000DFE3] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -3,1)) Removing: [NAVM:0021BF4D] (in GRUP Cell Temporary Children of [CELL:0000DFA2] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,3)) Removing: [NAVM:001EC18B] (in GRUP Cell Temporary Children of [CELL:0000DA9F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 14,12)) Removing: [NAVM:002462D2] (in GRUP Cell Temporary Children of [CELL:0000DA9F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 14,12)) Removing: [NAVM:0024795D] (in GRUP Cell Temporary Children of HubCityAutoWreckersExt02 [CELL:0000DA7F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 15,13)) [Removing "Identical to Master" records done] Processed Records: 926, Removed Records: 10, Elapsed Time: 00:00
Check for errors produced the REFR errors And the usual Filter for cleaning followed by UDR and ITM checks finds .. UDR's 8 ITM's 10
Just a heads up, thought you might like to know - We thought it might have been something wrong with development versions of Wrye Bash, but it seems we can put those thoughts to sleep.
Huh--I'll admit, I did push the version up a tick in the file and forgot to give it a clean after refinalizing the navmeshes. Let me get on the forum proper so I can take a look at the spoiler (Nexus is being Nexus right now and doesn't like the Comments section) and see what I can do. And, of course, thanks for giving me a heads-up; not a lot of foot-traffic so chances are this would've gone uncaught for a while otherwise. EDIT: Okay, so it was the precombined truck and pallets being removed that was causing the issues. I assumed that removing the objects and then rebuilding the precombined would force the engine to recognize that precombined mesh was no longer necessary, but so they say about assumptions. I'll go back and see about properly breaking precombined objects and redo this update.
Most of the errors in FO4Edit are because that's how the CK deletes references and can be ignored. Sometimes when author's prefer not to use the automatic procedure to remove ITMs they could still use the UDR routine. The UDR Routine will alter properties of the reference in a way that has been used for all the Bethesda games and has only been found to have potential issues on rare occasions.
I did see you have version 1.02 but if you want, you can look at this repaired version of 1.01 but the CK may have ripped out things you may have wanted in the file. So you will have to look into that. Up to you I don't know if you really need it or care at this point since you made a 1.02 already.
I have been looking through it sporadically from time to time when I'm not too busy. Most likely the creation kit just did something stupid. The only reason I feel you had to use the creation kit and not some other 3rd party software (although the plugin version being different is odd) is because you have all the classic signs of editing the Navmesh with the CK. It copies Navmeshes and duplicates them as ITMs. You can copy records in xEdit but nobody would manually copy a Navmesh as an ITM for no reason. So what hiccup the creation kit had I don't know.
Post here please when you have the file so I can take it down.
If you want to compare the files and you have never seen this, copy the repaired version to the data folder with a different name. For example FreeParking_Shar.esp or whatever. Then load up just your file FreeParking.esp in FO4Edit, right click the filename and the first option should be "Compare to..." then choose the FreeParking_Shar.esp and you can see the differences in your file and what the CK did to the repaired file.
If you want to copy things from FreeParking.esp (your 1.02 version) to FreeParking_Shar.esp (copy as override) then you would load FreeParking_Shar.esp and compare it to FreeParking.esp. Then the changes are basically imported from FreeParking.esp back into FreeParking_Shar.esp. Then rename FreeParking_Shar.esp to FreeParking.esp and you would have a new version with a combination of 1.01 and 1.02 changes. Verify things, test in game and see what you think.
File received, I am curious to see just what manner of gremlins decided to strike on that version. I don't think I'll port changes from it over to 1.02 though; not out of superstition, rather because I've already duplicated re-IDing the Navs and am going with the time honored sledgehammer method of "break the previs by just pushing objects below the playable area" instead of fumbling my way through how I thought Bethesda did it. My heartfelt appreciation for getting the .esp into a usable state. While I hope something like this doesn't happen again, having both the broken and restored files on hand will be a good starting point in teaching myself how to fix it if it does.
NOTICE: Thanks to the efforts of alt3rn1ty, slygeezer, and the Wyre Bash crew, it turns out I managed to byork the v1.01 file while trying to clean up Lynn Pier, specifically the pickup truck cluster south-southwest of the entrance. I'm going to double-back and refresh myself on how to *properly* undo precombined meshes, and then redo the update and remember to clean it afterwards. In the meanwhile, I'd suggest reading the changelogs and determining if you want to update to v1.01 yourself seeing as it was scaring Wyre Bash. Until I redo the update, V1.00 is back on the main file and V1.01 has had its description updated.
I also joined the blend of truth and humor of what it is - so many mods are like THIS IS THE MOST MEGA AWESOME UBER SUPER SEXY THING EVER ..... wtf I think I downloaded a stick.....
so yeah its nice to find a mod that is like hey it does this and this alone
that said I have a personal love of parking garages since 7days to die - heavy duty concrete building that already has fenceing to stop people and a 2nd floor I can pop shots off at people getting to close - (settler) are you sure we shouldn't make a shack on a hill - (pulls gun shoots the settler that is obviously and synth) yep that level of stupidity has to...... wait synths aren't stupid.......
I think I write better than I mod, and I think I can mod, so I swear I can write. :p
Glad you guys enjoy the wit, hope you enjoy the mod even more. I've had a bit of weirdness at Lynn with the build border showing up before you actually own the place, but once you hop into building mode, it fixes itself, so messing with it is going on the backburner. (Afterburner? I wonder how many more car puns I can fit into the description...)
Well, you are the wheel deal. They are sure to give you some wreck-ignition if you add more. Although you auto keep a lid on it, avoid a spanner in the Werks.
Safe to assume there won't be a separate mod for each location? I'd like to use just the Lynn Pier one, but couldn't easily remove the other in FO4edit.
It's possible, but whoo boy, if I realize something is wrong with the backbone of my workflow and I have to update 4 or 5+ .esps, updates are going to be hell. I'll see about parsing them out into separates once I'm pretty sure all the small bugs have been worked out, but that'll also likely be when I open it up for use in other mods.
A single mod is easier for you to maintain and less hassle for mod users who like your work.
Having 4 or 5 separate esp files is a hassle on this side too. If I merge them, and you update one, I've got a problem. I can't do a new merge because there's a chance some formIDs will differ from something embedded in my savegame and that might cause problems in my game.
Much easier on this side if you have an all-in-one mod. Then, worst case, if there's a mod I like that conflicts with one of your structures, I can just delete the relevant worldspace entry from you mod.
You have one mod to maintain, I have all your stuff "pre-merged". Updating is easier for you and will never cause a problem for me.
Don't worry, I don't have any plans on axing the all-in-one version, it'll probably remain main file throughout the mod's life. But once I'm done and it's all working as intended, I could split the data out in FO4Edit for those that prefer just having individual locations with a disclaimer it's "unsupported barring critical fixes"
35 comments
Before things get too busy, there are a few other people I want to give some traffic to, specifically the people who helped make the first batch of screenshots look good. Yeah, you've got the common mods like Place Everywhere, Homemaker, Settlement Objects Expanded, Weaponsmith Extended, and OCDecorator (which have earned every bit of their popularity, don't get me wrong), but there are a few more shown off that have sorta fallen into obscurity. Like Graffiti 2 Electric Boogaloo, Just Debris, OSHA Unapproved, G2M Workshop, Sandbag Fortifications, pretty much anything by Ethreon... well, you get the idea, there are a LOT. Including some that I know for sure are slipping my mind right now. So, if the Images section caught your eye, go and give them some love, too. I know they'd appreciate it.
On another note, this follows your standard Load Order rules, put it higher in your load order unless you have mods that change these cells, in which case you put this after those. I had to steal KendallHospitalExt for literally one corner of the parking garage and VitalyPumphouseExt for Lynn's (pre)vis, but everything else (if memory serves) just touches standard Wildy entries.
As of V1.02, the Navmeshes have been re-linked to their default identities; in cases where two or more navmeshes combined into one, I created a dummy triangle under the worldspace. Not a big fix, but better to nip it now before some weird CTDs start popping up. Otherwise, just some clutter removed from Lynn. Not a groundbreaking update ( got my hands in other, bigger projects and keep wanting to play FO4 myself, too! ) but I'll see about getting a new location in the works soon. Probably Lexington? There's two lots there, one closer to Corvega, the other next to the Duper Mart, not sure which I'll use. Suggestions?
Loaded Free Parking with Red Rocket Settlements mid-game. So far it works.. at least initially, I have yet to test this extensively. For those interested in doing the same load Red Rocket Settlements after Free Parking (I did this with MO2); make sure the changes in Red Rocket Settlements prevail, as the changes in Kendall Hospital Parking will bring back the Red Rocket clutter as part of its pcv (non-scrappable as a result). Minor fps drop on initial load and on approach to the Kendall Parking lot. Kendall Parking will have minor scrappable debris/trash statics (at the floor where the workshop is) as a result of this conflict. Nothing Place Everywhere can't handle. I'm leaving this note here for documentation, just in case.
To the mod author, thank you for bringing this settlement mod. I have yet to try this out extensively (along with Lynn Pier Parking). Hopefully it won't be a 'triangle of death' scenario when both Red Rocket and Kendall Hospital are fully developed and loaded. Fingers crossed. Again, many thanks! : )
When I got to Kendall Hospital Garage, I did not see a build border while in Workshop, though I think I read that the building area is within the structure? So that might be why.
When I got to Lynn Pier Parking, the build border that is normally only seen while in Workshop mode was visible in the regular worldspace.
Thoughts?
Kendall I think is 95% the garage, there's some ground outside the stairs that got added in since getting kicked out of build mode while going up and down was annoying. Not sure if I ever set a build border art object up for it now that I'm thinking about it, since it was so vertical and I didn't want to stack borders on-top of themselves.
After uninstalling the previous version, saving, etc., I installed the current version. Using Scrap Everything I was able to clear everything except the vines on the south canopy and one of the defunct streetlights, the one just inside the SE corner of the green zone. I'm in the process of checking out mods on my old game, so those issues could be on my end. Used the "extra objects" option in Scrap Everything to move the workbench upstairs.
I did find one mod conflict: "Subway Runner" puts a subway station partially within the green zone on the south side, just west of the canopy. If your mod loads before Subway Runner then only the derelict cars on the roof are scrapable with Scrap Everything. However, if your mod loads after, then everything scraps as it should.
Someone posted on the Wrye Bash topic that your mods plugin makes Wrye Bash come up with an unusual report "Unrecognised Versions"
Sharlikran tried putting it through the CK but the CK does not like your plugin for some reason, and produces this ..
MASTERFILE: ===========================================================
MASTERFILE: File FreeParking.esp is a higher version than this EXE can load.
So there are possible errors which the CK cannot resolve with your plugin
Also I passed it through FO4Edit 3.2, and it found the following problems :
[00:00] Checking for Errors in [01] FreeParking.esp
[00:00] [REFR:002174C9] (places CarFrameCheap01 "Frame" [STAT:0021DBB0] in GRUP Cell Temporary Children of [CELL:0000DA9D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,12) in Precombined\0000DA9D_3831AAC9_OC.nif)
[00:00] REFR -> Record marked as deleted but contains: Base
[00:00] [REFR:001B5526] (places PickUpTruck01A_Static "Truck" [STAT:00181E11] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif)
[00:00] REFR -> Record marked as deleted but contains: Base
[00:00] [REFR:001B5525] (places DiamondRubbleTrash05_Gravel [STAT:00120012] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif)
[00:00] REFR -> Record marked as deleted but contains: Base
[00:00] [REFR:000C348F] (places Tire02 "Tire" [MSTT:0003A640] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11))
[00:00] REFR -> Record marked as deleted but contains: Base
[00:00] [REFR:001EB847] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif)
[00:00] REFR -> Record marked as deleted but contains: Base
[00:00] [REFR:001EB848] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif)
[00:00] REFR -> Record marked as deleted but contains: Base
[00:00] [REFR:001EB849] (places WoodPallet01 "Pallet" [STAT:000C3884] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif)
[00:00] REFR -> Record marked as deleted but contains: Base
[00:00] [REFR:001EB84A] (places WoodCrate01 "Wood Crate" [STAT:000211F5] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif)
[00:00] REFR -> Record marked as deleted but contains: Base
[00:00] All Done!
[Filtering done] Processed Records: 1589041 Elapsed Time: 00:04
Undeleting: [REFR:001EB84A] (places WoodCrate01 "Wood Crate" [STAT:000211F5] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif)
Undeleting: [REFR:001EB849] (places WoodPallet01 "Pallet" [STAT:000C3884] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_C1B8656E_OC.nif)
Undeleting: [REFR:001EB848] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif)
Undeleting: [REFR:001EB847] (places WoodPallet02 "Pallet" [STAT:000C3885] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_F989CFA7_OC.nif)
Undeleting: [REFR:000C348F] (places Tire02 "Tire" [MSTT:0003A640] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11))
Undeleting: [REFR:001B5525] (places DiamondRubbleTrash05_Gravel [STAT:00120012] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif)
Undeleting: [REFR:001B5526] (places PickUpTruck01A_Static "Truck" [STAT:00181E11] in GRUP Cell Temporary Children of [CELL:0000DABC] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,11) in Precombined\0000DABC_01B8656E_OC.nif)
Undeleting: [REFR:002174C9] (places CarFrameCheap01 "Frame" [STAT:0021DBB0] in GRUP Cell Temporary Children of [CELL:0000DA9D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 16,12) in Precombined\0000DA9D_3831AAC9_OC.nif)
[Undeleting and Disabling References done] Processed Records: 926, Undeleted Records: 8, Elapsed Time: 00:00
Removing: [NAVM:002496E7] (in GRUP Cell Temporary Children of InstituteExt03 [CELL:0000E405] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -5,0))
Removing: [NAVM:002496EB] (in GRUP Cell Temporary Children of InstituteExt03 [CELL:0000E405] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -5,0))
Removing: [NAVM:0017E128] (in GRUP Cell Temporary Children of [CELL:0000E404] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,0))
Removing: [NAVM:00190546] (in GRUP Cell Temporary Children of [CELL:0000E404] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,0))
Removing: [NAVM:00152CBA] (in GRUP Cell Temporary Children of [CELL:0000DFE4] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,1))
Removing: [NAVM:0021A56B] (in GRUP Cell Temporary Children of [CELL:0000DFE3] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -3,1))
Removing: [NAVM:0021BF4D] (in GRUP Cell Temporary Children of [CELL:0000DFA2] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -4,3))
Removing: [NAVM:001EC18B] (in GRUP Cell Temporary Children of [CELL:0000DA9F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 14,12))
Removing: [NAVM:002462D2] (in GRUP Cell Temporary Children of [CELL:0000DA9F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 14,12))
Removing: [NAVM:0024795D] (in GRUP Cell Temporary Children of HubCityAutoWreckersExt02 [CELL:0000DA7F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 15,13))
[Removing "Identical to Master" records done] Processed Records: 926, Removed Records: 10, Elapsed Time: 00:00
Check for errors produced the REFR errors
And the usual Filter for cleaning followed by UDR and ITM checks finds ..
UDR's 8
ITM's 10
Just a heads up, thought you might like to know - We thought it might have been something wrong with development versions of Wrye Bash, but it seems we can put those thoughts to sleep.
Check for errors produced the REFR errors
And the usual Filter for cleaning followed by UDR and ITM checks finds ..
UDR's 8
ITM's 10
Just a heads up, thought you might like to know - We thought it might have been something wrong with development versions of Wrye Bash, but it seems we can put those thoughts to sleep.
Huh--I'll admit, I did push the version up a tick in the file and forgot to give it a clean after refinalizing the navmeshes. Let me get on the forum proper so I can take a look at the spoiler (Nexus is being Nexus right now and doesn't like the Comments section) and see what I can do. And, of course, thanks for giving me a heads-up; not a lot of foot-traffic so chances are this would've gone uncaught for a while otherwise.
EDIT: Okay, so it was the precombined truck and pallets being removed that was causing the issues. I assumed that removing the objects and then rebuilding the precombined would force the engine to recognize that precombined mesh was no longer necessary, but so they say about assumptions. I'll go back and see about properly breaking precombined objects and redo this update.
I did see you have version 1.02 but if you want, you can look at this
repaired version of 1.01but the CK may have ripped out things you may have wanted in the file. So you will have to look into that. Up to you I don't know if you really need it or care at this point since you made a 1.02 already.I have been looking through it sporadically from time to time when I'm not too busy. Most likely the creation kit just did something stupid. The only reason I feel you had to use the creation kit and not some other 3rd party software (although the plugin version being different is odd) is because you have all the classic signs of editing the Navmesh with the CK. It copies Navmeshes and duplicates them as ITMs. You can copy records in xEdit but nobody would manually copy a Navmesh as an ITM for no reason. So what hiccup the creation kit had I don't know.
Post here please when you have the file so I can take it down.
If you want to copy things from FreeParking.esp (your 1.02 version) to FreeParking_Shar.esp (copy as override) then you would load FreeParking_Shar.esp and compare it to FreeParking.esp. Then the changes are basically imported from FreeParking.esp back into FreeParking_Shar.esp. Then rename FreeParking_Shar.esp to FreeParking.esp and you would have a new version with a combination of 1.01 and 1.02 changes. Verify things, test in game and see what you think.
so yeah its nice to find a mod that is like hey it does this and this alone
that said I have a personal love of parking garages since 7days to die - heavy duty concrete building that already has fenceing to stop people and a 2nd floor I can pop shots off at people getting to close - (settler) are you sure we shouldn't make a shack on a hill - (pulls gun shoots the settler that is obviously and synth) yep that level of stupidity has to...... wait synths aren't stupid.......
Glad you guys enjoy the wit, hope you enjoy the mod even more. I've had a bit of weirdness at Lynn with the build border showing up before you actually own the place, but once you hop into building mode, it fixes itself, so messing with it is going on the backburner. (Afterburner? I wonder how many more car puns I can fit into the description...)
Man, it's... exhausting... thinking up puns lol.
I'll get my coat.
Okay, oil stop now.
*snicker*
Having 4 or 5 separate esp files is a hassle on this side too. If I merge them, and you update one, I've got a problem. I can't do a new merge because there's a chance some formIDs will differ from something embedded in my savegame and that might cause problems in my game.
Much easier on this side if you have an all-in-one mod. Then, worst case, if there's a mod I like that conflicts with one of your structures, I can just delete the relevant worldspace entry from you mod.
You have one mod to maintain, I have all your stuff "pre-merged". Updating is easier for you and will never cause a problem for me.