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HardcoreHobbyist

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HardcoreHobbyist

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29 comments

  1. spriggig
    spriggig
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    I still haven't found a mod that does the things I want.

    1. Flatten the terrain. (This mod does that).

    2. Fix the navmesh. (With this mod, my settlers still won't go through where the large raider defense structure and red door were.)

    3. Mod the navmesh under the large brick pile to allow settlers to pass through a door there after I rebuild the staircase.
  2. sigmaceti21
    sigmaceti21
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    will there be update for this?
  3. marlboromike2100
    marlboromike2100
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    Shame a lot of these were not updated to ESL, look like they are high quality of life improvements.
  4. kaelroth
    kaelroth
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    I'm a long time fan of your Jamaica Plain terraform project. I think it's the best mod for the settlement that I've found (and I've tried quite a few). It's a very good contrast between expanding the settlement and giving usable space to build without becoming too expansive and overwhelming. And I especially love that you have accurate settlement borders. It saddens me that so few modders bother to put in this extra little touch. I came across your other terraforming projects and I'll be giving them a try for the new playthrough I'm about to start.

    In previous playthroughs I've always used the Hangman's Alley Interior Appartements mod for this settlement. Is there's any chance you'd consider altering the building in your screenshot labeled "BACK ALLEY 2" to have a few upstairs floors as well? It will be the only feature I'll miss from the other mod. If it's too much of a pita then definitely forget about it, but if it's possible, it would easily make this one of my favorite settlement mods.
    1. HardcoreHobbyist
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      Ill look into it.
  5. Grifman
    Grifman
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    Great mod but I am having a few issues:

    1) The ground is not entirely flat. I still have a number of "rocky" places sticking up out of the ground that I don't see in the screenshots.
    2) The weapons workbench is still in it's original place, and the wall between it and newly opened area where you see it in the screenshots still have the plywood there.
    3) I can't scrap the office desk and some of the file cabinets in the other opened up apartment building.

    Not sure if there is conflict with another mod or not, though I am not using another for Hangman's Alley.
    1. RawHail
      RawHail
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      Was just coming on to report similar issues lol. Notably I'm having problems with numbers 2 and 3 listed above, though I can work around #3. Ground is completely flat for me which is WONDERFUL :D. Could be a conflict, though moving mine to the bottom of my load order didn't help at all.

      Still an amazing mod, it's just strange seeing the workbench stuck in the wall lol.
  6. dimonblackvolf
    dimonblackvolf
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    Where the way to the shelter 88 textures disappear-appear (a snack bar). In general, "Hangman Lane" is an interesting location. It's unclear why developers are forced to build houses-when there are apartments ???
  7. LittleChronic
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    Just wanted to make a note that I've had issues with removing the two idle markers of settlers leaning on the rail at the guard station. I've tried with a lot of scrap mods and got none to work. However using the command "prid <idle id>" I was able to select the idle and then do the command "disable". Just in case someone else has the same problem. The id's for me was 001B8CE & 001B8CEE.

    Amazing mod by the way! Made Hangman's Alley so much easier to build at :)
  8. JimmyRJump
    JimmyRJump
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    Always had fun building at Hangman's, using Build High - Expanded Settlements. This terraforming mod is the first that might drag me away from Build High for the area and, frankly, the only other viable option for letting loose on the settlement when seriously into building-up settlements yourself.

    Thanks. I'll have a look at the other terraformed mods you've uploaded so far.

    Should you do quite a few settlements, please consider an All-In-One plug-in or maybe turn the esp plugs to esl ones, if possible.
  9. dragonslayer2k12
    dragonslayer2k12
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    Had some time to test this mod and so far there are just two bugs for me. The fast travel mat does not move the original fast travel marker like it should but if you carry over the fix from the unofficial patch it should be fixed after that. The settlers I assigned to defense in the back where the street is that leads to the main bridge nearby they don't go to their assigned defense spots they just stand wherever they are with their gun drawn. They did move to those spots at first but after some in game days they are no longer moving now.
    1. HardcoreHobbyist
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      I will look into the this. I noticed something as well that i have fixed but haven't released yet. Holidays really slowed me down but updates should be coming before the end of the month. Stay tuned and thank you for your feedback.
    2. JimmyRJump
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      The fast travel point not getting influenced by whatever fast travel means you added to Hangman's Alley was Bethesda's way of screwing-up your gaming pleasure by letting your character appear right there where the game respawned the raiders so that you always ended-up in the middle of an ambush (Taffington Boathouse fast travel acts the same).

      It has been a while since I played FO4 and wasn't aware the UFOP took care of that little "treat".

      Settlers not reacting to their assignment could have several reasons. Here's a couple:
      - the spot they're assigned to is sitting outside the original borders of the settlement and the "new" area doesn't affect settlers behaviour properly.
      - Navmesh path is somehow blocked or has disappeared or newly added floor blocks aren't navmeshed.
      - the item the settler is assigned to has no navmesh.
  10. dragonslayer2k12
    dragonslayer2k12
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    I just might try this one soon, every other mod for this settlement so far has dropped my framerate to a crawl and has old bugs that were fixed by he unofficial patch in them too like the fast travel point being unmovable and some other things I can't remember but what I wanted to ask about was did you move the enemy spawn points farther out?
    1. HardcoreHobbyist
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      I thought I did! but I learn more with each project. On this one I admit I will have to make an adjustment to the xmarker headings to a couple of the spawn points. Most of them were moved to the main entrance to the right side of the image here:

      https://staticdelivery.nexusmods.com/mods/1151/images/27846-0-1510299430.gif

      However on my play through i noticed one spawning at what i thought was a rally marker not a spawn marker just outside of the backside entrance to the alley which you can see here:

      https://staticdelivery.nexusmods.com/mods/1151/images/27846-4-1510305201.png

      I plan on updating Hangmans Alley before including it in an all in one mode where the spawn points will be moved to the street where several random patrols seem to be generated. I'll upload once I have had a proper chance to test how this settlement reacts to those adjustments.