Fallout 4

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cryptdick

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Cryptdick

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57 comments

  1. gavvers
    gavvers
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    I really cannot recommend using this mod. The deleted navmeshes alone are going to cause problems, but beyond that, this mod makes wild edits to MANY other locations all over the Commonwealth, breaking precombines everywhere.

    This is now 2021, and none of this has been fixed and I doubt will ever be fixed. I myself do not have the Creation Kit chops to fix this.

    Avoid.
    1. nability
      nability
      • supporter
      • 7 kudos
      Literally just ran into the Precombine issue. Am baffed how this was a known issue 3 years ago and was never fixed. WIll be removing soon as I'm out of the area. *shakes head*
    2. seraphael
      seraphael
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      • 18 kudos
      Optimization mod for this and many other popular mods:

      https://www.nexusmods.com/fallout4/mods/54872?tab=description
    3. streetyson
      streetyson
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      • 102 kudos
      The patches seraphael links is nice, and contains precombines & UFO4P/DLC compatibility etc, but as of right now not navmeshes.
    4. deleted127669558
      deleted127669558
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      • 13 kudos
      That patch introduced new bugs and issues. Not worth it. It's actually best to just avoid Cryptdick's mods since they all contain these issues.
    5. streetyson
      streetyson
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      @Craola - that's good to know but can you confirm you tried OPC as replacers, not just patches alongside the original? Sorry to ask but a number of folk seem to have made that mistake somehow, and OPC patches are scrubbed clean of wild edits and broken precombines. The only thing I'm aware of for the OPC version is navmeshes. OPC is yet to repair the troubled navmesh edits and so experimentally disables them. That of course can cause issues but at least shouldn't break the game.

      What is a deal-breaker for me was Swamps Expanded using pre-enabled map markers - imho, a huge no-no in an exploration game! I've not fully tested the other OPC versions yet but from what I can tell that was the only one which added several markers.

      Update, 6 Dec 2022: It appears Craola deleted their account, so until I find otherwise can only assume they were blowing smoke.
    6. streetyson
      streetyson
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      Actually, on my 2nd-playthru I have discovered an incidental issue which is potentially a main quest breaker. Namely, this mod puts several enemies right on the very track Dogmeat follows on Kellogg's scent. This is not the first mod I've noted this sort of issue on, and you'd naturally expect any mod would avoid doing so by only triggering those elements after, but no. And because on that scent you already have to face a few enemies, the last thing you need are a whole bunch more.

      So unless your player is already very well beefed-up, you either need to not activate this mod (or the OPC replacer patch thereof) until after finding Kellogg, or just forget it entirely. I chose the latter because no doubt by the time I play FO4 for a 3rd time I'll have forgotten this mod gets me easily killed while on Kellogg's trail, and because these days there's plenty of other mods adding content.
  2. ntab22
    ntab22
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    My whole game started falling apart before i made it Hagen. There's edits to downtown Boston and along the coast. I'm not sure even what it adds.
  3. Dubbyk
    Dubbyk
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    • 11 kudos
    Hey, was digging around in Xedit and it looks like HagenEXPANDED.esp touches a lot of areas that I don't think it means too, has edits to Trinity Tower, Mass Fusion building, places that are miles away from the fort.

    It seems like all these edited cells do is remove Precombine data and don't actually change anything. I'm assuming these are mis clicks while in the CK flagging the cell has edited are are safe to remove from the plugin ?
    1. Cryptdick
      Cryptdick
      • supporter
      • 212 kudos
      Definitely are, it was all when I was new and I was exploring other areas in the CK to find props to use. Needs to be cleaned sometime.
    2. jimmyneu299
      jimmyneu299
      • member
      • 1 kudos
      how to clean it?
    3. Mattcarrisosa
      Mattcarrisosa
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      • 0 kudos
      Jesus f***, this explains ALOT. Hahaha.
  4. 9330olsson
    9330olsson
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    Don`t know why but i get a pretty big fps drop (10>30fps drop) in the boston area with this one, the other EXPANDED mods doesn`t drag it down. Could be a conflict with one of my other 100 mods but does it change anything else then stuff in Fort Hagen? it`s so wierd, can`t get the logic of it.
  5. JimmyRJump
    JimmyRJump
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    Does this mod make any changes to the Hagen Red Rocket area? Can't see any screenshots from that side of Fort Hagen and since I'm using Tarsis31's Red Rocket Settlements mod, I'd like to know if there's possible compatibility problems.
  6. TheCooliestt
    TheCooliestt
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    Posting this on all ur mods just incase
    Any chance you'll upload a hardcore version where the loot isnt so crazy? or even patch it with Horizon?
  7. dds1819
    dds1819
    • member
    • 11 kudos
    I like this, using vanilla assets instead of adding new junks, keeps file small and clean.
  8. farazon123
    farazon123
    • supporter
    • 7 kudos
    This mod will make Fort Hagen a battle zone. I use Raider and Gunner mods that both populate this area. Adding this will make it a killing field to walk into. Looking forward to this if it doesn't hit the FPS hard.
    1. BlackTestament7
      BlackTestament7
      • supporter
      • 1 kudos
      If you don't mind me asking what Raider and Gunner mods do you use? I'm looking to strengthen the Gunner faction in my playthrough and the only really good Raider mod I have is the Raider Overhaul mod by Madmax.
  9. ticklesnick
    ticklesnick
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    Warning: Pretty Noticable Performance impact if used with War of The Commonwealth
    1. Dubbyk
      Dubbyk
      • supporter
      • 11 kudos
      Did a quick look it seems most of the precombies are still intact in the fort, must be a combination of his placed NPCs + WoTC's spawned NPCs.
  10. leo2link
    leo2link
    • supporter
    • 105 kudos
    Love your work man! Will there be an all in one down the road for you mods?
    1. Cryptdick
      Cryptdick
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      • 212 kudos
      yas, i plan to make the all-in-one when I release my next one which is currently in progress, but it'll take a bit since I'm trying to make it decently large. Maybe a week or two if I really try to go all out, maybe sooner.
    2. speed0spank
      speed0spank
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      Ooooh that will be great. Thanks!
    3. Abiosis
      Abiosis
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      • 5 kudos
      will definitely give it a try when "ALL In one" of your EXPANDED mod releases
      just wondering if your mod conflicts with other Similar mods?