Current Progress: Final optimization (aka pulling all my hair out) I've begun work on a major redux of this, my first mod. Things to expect: -EVERY part from the original version is getting redone, the most boring are being completely replaced, and many more will get interiors to explore -a focus on lower leveled loot aimed at providing more content for players just starting the game in the Concord area -less loot spread out over a wider area to compensate for survivalist mods -more enemy variety and better designed buildings -fixed bugs and full optimization
Here's some pictures of upcoming work (will add more later):
I just joined his discord, and it appears he moved on to other projects. I WANT to use this, but the above comment about missing Navmeshes is worrisome. :( No one ever made a patch? EDIT: Nevermind - turns out the patch for the navs is in a FOMOD.
OPC patches doesn't (yet) patch the missing navmeshes from the Cryptdick series and says "CAUTION: All listed mods need new navmeshes! They will be redone in future updates." What OPC did is "Sent deleted Navmeshes to the Shadow Realm (Experimental)". Not sure what it means (disabled? but def not repaired) - but I think the OPC author may no longer be updating their collection.
I currently run BTI with Pra's True Interiors patch, followed by Concord Expanded v2.0 and yet to notice any CTD or problem, nor FPS loss. But not tested exhaustively, just ran around the town a bit and fought raiders at that house Expanded adds on the north side.
I was using OPC but trying Cryptdick preopt as I'm testing an odd conflict I had with OPC. I'll try to report back if I become any wiser.
Ok, I've had to remove Concord Expanded - I tried both versions here (with and without the Concord-Beantown patches), and OPC's version. That said, I've got the rest of my Concord-related mods seemingly (thus far) working ok together, in this order: More Doctors (places one of its docs in Concord), Concord Personified, BT Interiors, Pra's BT Interiors True Interiors patch, Stumble Upon Ineteriors, Inside Jobs, Inside Jobs UFO4P patch, Concord Resurrected, Vault-Tec Concord, Tales (aka 3DNPC, not sure how much it touches Concord - btw I'm using the OPC patched version of Tales).
As these already provide for a decent amount of Concord content, I'm sadly removing Concord Expanded (at least until it's ever updated or newer patches or compatibilities emerge). Cheers.
CTDs at Concord, Starlight Drive-In and Easy City Down In the beginning game it is all ok. But if it comes to settlement building with a lot of triangles (buildings, NPCs, Activators, etc) in Starlight Drive-In and Easy City Downs it causes hard CTDs east of Concord, east border of Starlight and around Easy City Downs. There is no basic conflict. FO4Edit shows all clean. But the FO4 engine comes in trouble, when it comes to scrapping and adding objects in settlements. So for long term players it causes problems. It's a great pity.
Just wondering here, is this mod still being worked on? Or has the mod Author moved on?
I ask because on description page the link to the Glowing Sea EXPANDED mod leads to a discontinued that's merged into South of the Sea that is also discontinued. And I read in a bug post that some made patch here? And I was looking to get The Beantown Interiors Project?
I'm transitioning from XBone to PC "I do have plenty-O-Exploration" and would like to get that on PC also along with this mod, I would appreciate any assistance.
I think it's safer to say that if a mod has not been updated in 2 years with no comments from the author that it's not going any further. And South of the Sea is pretty complete feature wise, there were just other locations that they wanted to add but didn't have time for.
Just an fyi - 99% of the time when these patches seem to "cause more issues..." it is a mod interaction or load order issue.
Some mod combos may just not work well together - or it may take multiple adjustments to a load order to get complex interactions to work (like beantown, tales of the commonwealth, and Boston fps fix....that was tough).
Regarding deleted's comment - that patch collection isn't buggy, it's just that: 1) some patches are stated to be only partial/wip fixes. 2) many of them are replacer esps whereas some folk are installing them as additional patches after the esp concerned. 3) this is further compounded by some of the mods patched having since been updated and fixed (sometimes differently). 4) and finally, as davethepak says, you then still face the commonplace compatibility/conflicts that any good mods may have.
Like this mod a lot... gives a great new game start concerning the loot situation especially in survival but loading a save that happened in this area doesnt work for me... (currently 300 mods running so it could be due to conflict) just be careful with this mod
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I've begun work on a major redux of this, my first mod. Things to expect:
-EVERY part from the original version is getting redone, the most boring are being completely replaced, and many more will get interiors to explore
-a focus on lower leveled loot aimed at providing more content for players just starting the game in the Concord area
-less loot spread out over a wider area to compensate for survivalist mods
-more enemy variety and better designed buildings
-fixed bugs and full optimization
Here's some pictures of upcoming work (will add more later):
You can also track my work at my Discord channel here: Cryptdick's Mod Channel
Since 21 Jul 2019 is some time ago... should I skip?
I WANT to use this, but the above comment about missing Navmeshes is worrisome. :(
No one ever made a patch?
EDIT: Nevermind - turns out the patch for the navs is in a FOMOD.
I currently run BTI with Pra's True Interiors patch, followed by Concord Expanded v2.0 and yet to notice any CTD or problem, nor FPS loss. But not tested exhaustively, just ran around the town a bit and fought raiders at that house Expanded adds on the north side.
I was using OPC but trying Cryptdick preopt as I'm testing an odd conflict I had with OPC. I'll try to report back if I become any wiser.
More Doctors (places one of its docs in Concord), Concord Personified, BT Interiors, Pra's BT Interiors True Interiors patch, Stumble Upon Ineteriors, Inside Jobs, Inside Jobs UFO4P patch, Concord Resurrected, Vault-Tec Concord, Tales (aka 3DNPC, not sure how much it touches Concord - btw I'm using the OPC patched version of Tales).
As these already provide for a decent amount of Concord content, I'm sadly removing Concord Expanded (at least until it's ever updated or newer patches or compatibilities emerge). Cheers.
CTDs at Concord, Starlight Drive-In and Easy City Down
In the beginning game it is all ok. But if it comes to settlement building with a lot of triangles (buildings, NPCs, Activators, etc) in Starlight Drive-In and Easy City Downs it causes hard CTDs east of Concord, east border of Starlight and around Easy City Downs. There is no basic conflict. FO4Edit shows all clean. But the FO4 engine comes in trouble, when it comes to scrapping and adding objects in settlements. So for long term players it causes problems. It's a great pity.
Or has the mod Author moved on?
I ask because on description page the link to the Glowing Sea EXPANDED mod leads to a discontinued that's merged into South of the Sea that is also discontinued. And I read in a bug post that some made patch here? And I was looking to get The Beantown Interiors Project?
I'm transitioning from XBone to PC "I do have plenty-O-Exploration" and would like to get that on PC also along with this mod, I would appreciate any assistance.
Some mod combos may just not work well together - or it may take multiple adjustments to a load order to get complex interactions to work (like beantown, tales of the commonwealth, and Boston fps fix....that was tough).
1) some patches are stated to be only partial/wip fixes.
2) many of them are replacer esps whereas some folk are installing them as additional patches after the esp concerned.
3) this is further compounded by some of the mods patched having since been updated and fixed (sometimes differently).
4) and finally, as davethepak says, you then still face the commonplace compatibility/conflicts that any good mods may have.
but loading a save that happened in this area doesnt work for me... (currently 300 mods running so it could be due to conflict) just be careful with this mod
There was 2 raiders stuck in the floor inside, shoothing me through the invisible wall.
Also cause issue with stuck ghouls.