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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. 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 !!!
  4. 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.
  5. 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.
  6. 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.
  7. MRslenderdragon
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    Hello,
    i once upon a time asked if there was a settlement extended patch for the red rocket settlement in nuka world
    im curious if this was ,made yet

    many thanks
    1. neeher
      neeher
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      ASE Player's Choice includes a Nuka World Red Rocket extended settlement. You can install just that settlement location mod from the pack on the mod page.
  8. jtwitham
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    A lot of these are overkill to be honest...many of the settlement boundaries are just fine as is. But to each their own I suppose
  9. DinoCrizis
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    if go from Drumlin Diner
    in a restaurant StarLite-happens STD,
    how to fix ?
  10. somethingnew90
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    Doesn't work for me; all settlements use vanilla borders after installing the mod. Latest mod version, latest game version, installation done by Vortex, Spring Cleaning's not installed. My settlement-related mods: Scrap everything, Sim settlements + addons, settlement keywords expanded.
    Also, Sanctuary's borders turned invisible on a specific save. That save ran with Spring Cleaning -which I've uninstalled since then- so it's understandable, (conflict?) just mentioning it, maybe related to my current issue.

    Any help would be appreciated.
    1. Gegenschein
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      I'm having a similar issue. I can see the expanded borders, but I get auto-exited if I walk outside of the vanilla area. I can't build outside of vanilla area either. Did you ever figure anything out?
    2. Biddu
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      Yes I am getting the same thing, the green buildable area is extended but it is still using the vanilla buildable area limitations, rendering the mod useless. This started after I decided to use the ASE Players Choice 2.0 mod instead of using the individual mods, the individual mods at least worked so looks like I need to revert back to them even though it means adding to the mod limit, please, please, please sort this out for us mate.

      Please ignore this message, and to others out there having this problem, make sure you are not using any other program that extends the build area of any settlement, after hours of trying to get this to work I found I had at some time installed the Extend Build Areas x150 mod and this was conflicting with this mod, after removal of the offending mod this one works as it should, my apologies to the author for doubting you.
  11. malloryrotap
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    Do i need to download all the requirements?
    1. neeher
      neeher
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      This mod has no requirements. The list in that section is a list of other mods that require this one to function.
  12. notjustsomecat
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    Hi! I'm just wondering if there is any reason other parts of Nordhagen Island aren't part of the settlement? the road, bridge, other side of the road towards Libertaria, for instance.
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