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  1. neeher
    neeher
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    This mod was a nice little break, but now I'm back to working on Op Salvo. Like the Facebook Page to keep up to date on Op Salvo, a DLC sized mod that is bigger than Far Harbor.

    Or check out the Teaser Video.
    And then watch other Op Salvo videos while you're at it lol
  2. neeher
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    ASE 2.0 is out! My most favorite update yet! ASE 2.0 adds all new custom vanilla style borders to every settlement making them look perfect. Also, some settlements have been increased in size. See description page for change log. New photos and videos coming soon.

    Also adds compatibility for Hangman's Alley Interior Apartments.

    Are you only looking for specific settlements and not all of them? ASE Player's Choice allows you to choose which settlements you want extended including the DLC locations. Note that it is not updated with ASE 2.0 as of yet.

    This mod is fully functional with Fallout 4 VR.

    More Attackers - Get Off My Buildzone has been updated for ASE 2.0 in version 1.1.1 or higher!

    New! Performance Patch for Bunker Hill and Hangman's Alley!
  3. starzshowz
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    hi have posted a image loot is showing something which i dont understand pls advice thanks
    1. neeher
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      It says you can't use ASE with build high and spring cleaning. This is because build high a similar type of mod that adjusts settlement sizes in its own way. And spring cleaning is an obsolete mod that doesn't receive updates anymore. I believe there are other mods that fix it but I don't know anything about it.
  4. Nighter007
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    How do i extend the border?
  5. spartan119990
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    what might limit how far you can extend the settlement borders? sometimes settlements seem too small, or are too full of hills and stuff to build even a simple shelter to put beds on for the settlers, I try to avoid the smaller ones as much as possible,
  6. spacefiddle
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    Hey there, just tried this for the first time on a new install - and now I CTD instantly as soon as I get anywhere near Jamaica Plain. As soon as I enter the cell, poof, game vanishes like it was never running.

    This is repeatable and tested walking in from multiple directions. It's definitely the JP cell. I have no other mods that alter anything in or around that area, or that settlement. I *did* kinda think the border expansion for JP was a bit ambitious, but I didn't have problems immediately.

    I cannot enter the area by any means. Has this happened before?
    1. neeher
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      That's odd, but can't duplicate the issue. Might be your save. Try it without a save. From the main menu, open up the console and type 'coc jamaicaplainext' without the quotes and press enter.
    2. spacefiddle
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      OK, so that worked (nifty debugging tool i never knew about there). So there's something in the save. Question is, what could it be? I've had the JP settlement running for a few in-game days at least, and it was fine. I haven't been to it in an in-game day or two, and now when I try to go there, the cell causes CTD.

      Could a settler have gotten stuck in an invalid spot by the new borders or something? Maybe waiting some in-game time might resolve it?
      Edit: tried waiting a few hours at the castle, still CTD on cell load. I can't think of anything i changed between now and the last time I was there with no issues.

      Edit again: decided to walk over to the Fallon's to the W of Jamaica Plain, instant CTD when I got close. There's no settlement there, nothing changed by any mod I have - so Bugthesda strikes again. Looks like I'll be going back to previous saves when that area worked and trying to figure out what happened arrrrrgh. It looks like ANY cell south of a certain "latitude" causes a crash, bizarrely. Never had this happen before.

      Thanks for the help anyway!
  7. Montenove
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    Hey there,

    I got a wee problem with this mod ... the mod itself is nice and worked well, but I decided to go back to vanilla and deleted/uninstalled the mod at hand. However, the effects of the mods are still visible in game. I don't even use nmm or vortex anymore, cuz I want to have the full vanilla expierence ... yet when I enter the build menu the settlement borders are still extended.
    How do I get rid of this problem? Anyone who can help?

    Thanks in advance!
    1. neeher
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      Hello. It would seem you're a bit new to the modding world. Sadly, mods aren't designed to be uninstalled. Once they are installed they have a permanent affect on your save game. Removing mods that your save game relies on will lead to corruption. This is why the game makes sure that you want to load your save with missing plugins that it requires. The best option is to load a save from before you had ever installed ASE.

      Of course, there are a few mods that can be removed, they include scripts and such that can remove itself in a clean and safe way. Not a bad idea for an update to this mod lol
  8. kiddekid
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    Hello! Been looking trough the posts, but cant find anything related to my question. So i have been building a nice dock at sanctuary river, just outside vanilla buildzone. After hours of work none of my settlers will go there when i command them to diffrent workstations i have located there. Is it just for me, or cant they do work outside vanilla buildzone? Love all of you guys working hard with mods for us!
    Ciao
    1. Biddu
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      No-one is monitoring this site or so it seems, I think the sandbox area for the extended area has not been touched which means that the settlers will only walk/work around the area specified in the sandbox trigger area, I may be wrong about that but I am sure the sandbox areas are the same as the vanilla game.

      I am currently editing Jamaica Plain as a lot of the items that should be scrappable are not (for example chairs and monitors and the like), so I am going through the area making things scrappable, the mod really should not be put out until it works in ALL areas.

      Next time I have the creation kit open I will take a look at the sandbox area for Sanctuary and let you know.

      Just taken a look and I was wrong the sandbox area for Sanctuary HAS been increased, so maybe another mod is in conflict with this one, are you using another mod that increases the area size, if so then that could be your problem.
  9. FreeSpeechBannedOnNexus
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    mod increases size of building area when in workshop mod but cant actually build anything outside of vanilla zone.... and after deleting this mod building area limit became invisible !!!
    1. Acleacius
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      Place Anywhere? Are you sure your using LOOT to get your Load Order correct? You shouldn't delete or add powerful mods like this unless your starting a new game. I.e. don't delete it mid game.
  10. Biddu
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    I have found a problem with the build area's of four of the settlements those being....

    Hangmans Alley
    Abernathy's Farm
    Egret Tours Marina
    Someville Place

    The build area's are smaller than the area perimeter green marker, I have checked, double and triple checked to see if there is a mod conflict with any of the settlements but cannot find anything that might effect them, has anyone else found this, if not then it is obviously at my end.

    Have sorted Egret Tours Marina myself, the build area had not been increased, still no joy with Hangmans or Abernathy, am looking at Someville now.

    Looking at Someville Place and both buildable area triggers are in the same place and one of them is not linked to the workshop, I have sorted it out at my end but am just letting you know the problems I have found so you can sort it in the actual mod.

    I will take a look at Hangmans Alley and Abernathy Farm tomorrow to see if I can find anything wrong there.

    Abernathy Farm I agree is as good as you can get it.

    Hangmans Alley however seems to be totally screwed up for some reason, when loading the plugin into F4CK I get a Masterfile error relating to the WorkShopBorderHangmanASE (01000f99) model (I do not get this with any other plugin) also there is a BuildableArea trigger linked in the workshop (BuildableArea03) that does not seem to exist in the plugin, as I am not too clued up on building areas I am reluctant to mess with it, maybe you could look at it closer.

    Also there are no Main.BA2 pack files for County Crossing and Spectacle Island that I can find, that is okay just realized that the boundary on both of these location have just been scaled and not edited.

    This message is designed to help you not critisize you please accept it as it is given from one modder to another.

    POST EDIT 18/03/2019.

    It would appear that the author of the mod is no longer monitoring this page which is a shame as the mod has great potential, as some of the build areas are totally f**ked I am (reluctantly) uninstalling the mod and will try either another mod or expanding the areas I want myself.
  11. ParseOfficial
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    Is this compatible with Horizon?
    1. JamieYates
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      Nope, doesn't work at all
    2. jry
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      I really wish this mod could work with Horizon!

      I was googling around and there used to be a patch for Horizon but it seems it has been deleted from Nexus.
    3. ScrollTron1c
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      Load both mods into FO4edit, check where the differences are, see if you can combine them into one patch. Probably there's a just a keyword missing or something like that.
  12. ScrollTron1c
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    Hi, does anyone have an idea what's causing this in Hangman's Alley:

    Spoiler:  
    Show


    Marked in red, the entire side wall and rails from the road are missing.
    I already had this problem in an earlier playthrough with ASE installed, and thought that i had scrapped it by accident.

    However in this playthrough, i had only arrived there and cleared the entire area around HMA first. Then went inside, unlocked the workshop and saved the game. Definitely no scrapping done at all.
    Now this savegame and all afterwards have the road missing; only way to get it back is to load a savegame from before approaching the place.

    Edit: Alright when loading the old savegame first, running to HMA, and directly loading the new savegame, the road is back ("Guard Rail" 00019b40). Then saving again, and the road stays... so far.
    Weird bug with the precombine system, perhaps?
    1. neeher
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      Are you by chance using the Performance Patch for this mod?
    2. ScrollTron1c
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      No, and i'm still on version 2.0 of ASE due to mod dependencies. Same mod setup like in the previous playthrough where the same object went missing.

      (Basically i'm still on game version 1.10.75 due to F4SE mods, and because More Attackers - Get Off My Buildzone needs the latest F4SE i can't update that and thus have to stick with your outdated version)


      Really a strange bug, i've also tested using the PRID command in the savegame where the guard rail is missing. The object is there and can be targeted with "prid 19b40", but can't be made visible with Enable or Moveto Player commands.
      And it's hard to understand why it can be made visible again by loading an older savegame first.
    3. ScrollTron1c
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      Hi, just to report back on this.

      For me this has happened in every single playthrough with Scrap Everything + this mod installed.

      In case anyone runs into the same - don't panic, you don't even need the workaround i described above. After you fast travel somewhere else and back to Hangman's Alley, the missing rail is back and stays for the rest of the playthrough.

      I also have stopped using any scrapping mods for now, since the bugs with navmeshes and performance drops are really unnecessary. In particular with Sim Settlements City Plans, you will see a massive FPS improvement in large cities when you have no scrapping mods.
      With vastly expanded workshop borders you also don't really need the extra build space from scrapping. For the annoying idle markers there also are mods to remove just them without breaking the precombine/previs system.
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