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HardcoreHobbyist

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HardcoreHobbyist

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14 comments

  1. anaxanamoon
    anaxanamoon
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    Still working fine in 2024, just make sure you load it after any PRP stuff.
    1. HardcoreHobbyist
      HardcoreHobbyist
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      Haven't touched FO4 in years but might be worth dusting off depending on how good the next gen update is.  

      I'm going to have to read up on this PRP stuff and see if its worth it to make it compatible with that.  Might not make a huge difference for this one but for Hangman's Alley it might.  hmmmm....
  2. dragonslayer2k12
    dragonslayer2k12
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    I'm looking at this mod for two reasons one it flattens out the settlement so I don't have to build a mountain of stairs at the entrance or other weird things to get room for caravans to stop and two maybe this gets rid of those invisible busted fence things under the ground? I am using scrap everything mod and I'm worried about that mod conflicting with this one also. I wanted to ask you what did you do with the raider and the mirelurks that fight here? They are part of the MM quest if the player gets it to clear the area and build a settlement but after a short while the raider will respawn and trigger ALL of the settlement defenses to fire on one spot at the same time resulting in massive damage to anything in the settlement. What usually happens when someone makes a settlement mod and doesn't handle precombines and related stuff is that any enemies in the settlement will respawn over and over again. I learned this myself when I tried to make a mod for taffington and just disabled the blood stains there and saved it as an esp. The bloodbugs would constantly respawn again and again until I stopped using that mod.

    I almost forgot to mention this, naming your esp file after the version number is bad because when you update the file you will try to change the name too and it won't be compatible with any saves the player will have to start a new game.
    1. HardcoreHobbyist
      HardcoreHobbyist
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      I am not sure about the fences. I haven't experienced that before or after the mod. I did spend a considerable amount of time making sure I didn't leave anything underneath the terrain but if you are seeing it after downloading could load a screen shot of it or describe approximately where it is and i can investigate.

      I also use Scrap Everything - All DLC v2.4 without any conflicts, so you should be good to go there.

      As for the raiders and mirelurks I only re positioned their spawn points to reflect the new terrain which is a slight adjustment of the z axis. If you are experiencing re spawns at Coastal Cottage let me know and I will investigate. So far I haven't had any issues on that front. Taffington is a different deal which I haven't tackled yet but I intended to look into. Those darn bugs seem to respawn on me every time I fast traveled there even without a mod in place. On my play through I've created a couple of builds that remove the house and place a single turret in between their spawn and most things of value so it doesnt destroy anything else. Needless to say it is a very annoying "Bug." Get it? Bug?!?

      I will look into the naming convention causing possible issues. I tried to use a system similar to those I have seen on other stable mods but they could be mistaken or there is something i didn't understand. If you have a link to a handy guide or related reading materials i would appreciate it. I have done enough by now to know there is much i still dont know and I am always looking to improve my craft.

      Thanks!

    2. dragonslayer2k12
      dragonslayer2k12
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      To fix the naming problem simply don't put the version number in the name that is all you have to do. I thought I was the only one with problems with taffington but actually as long as I don't use a mod for it I don't get that spawn bug and I don't have any mods for coastal cottage and do get the bug it is just weird. I'm gonna do a new playthrough with all your mods and see what happens. So far running them through fo4edit I noticed that hangmans alley and jamaica plain conflict because of a location name for something. Also I had to apply filter for cleaning for all your mods and remove ITM and undelete and disable references. Seems like the CK is just never gonna stop making those things no matter how careful you are while editing something.
    3. HardcoreHobbyist
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      "I noticed that hangmans alley and jamaica plain conflict because of a location name for something"

      Was it the stackable cars? I thought cleaned that up >.< I examined them because it was a good reference of linked stackable items that disappear when scraped. After poking through FO4edit i saw something from Jamaica Plain in Hangman's Alley as well and removed the reference (or so i thought.) I will revisit that later for sure.

      "cleaning for all your mods and remove ITM and undelete and disable references"

      I am going to need to look that up, not sure what it means.

      Thanks for the feedback! It is hard to know what to research and look into because I don't know what I don't know yet.

  3. oxbowox
    oxbowox
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    Don't call me settler - is mandatory for me to use.
    I used All Settlements Extended, but Don't call me settler could not recognize the mods as real settlements and hence did't work with Don't call me settler. Your mods works flawless with Don't call me settler and are very well done. Thanks - and keep up the good work.
    1. HardcoreHobbyist
      HardcoreHobbyist
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      Thanks for Downloading! I appreciate the heads up on Don't Call me Settler too. Nearly everything involved in these mods is are done in the Creation kit with some light work on the workshop borders in Nifskope. In theory they should function exactly like the vanilla settlements and shouldn't conflict with anything that isn't a settlement expansion mod.
  4. gunsuri
    gunsuri
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    Nicely Done. Appreciate that you deleted that pesky ghost fire.
    I really like your emblems, by the way.
    1. HardcoreHobbyist
      HardcoreHobbyist
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      Truth be told the Jamaica Plain emblem was just extracted from the game files. You can see that image in several places like the Billboard outside of town and on a flyer i believe.

      The other two are just reworked off of that concept. I appreciate the compliment and I hope you enjoy the mod as well.
  5. chiron18
    chiron18
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    nice work. thanks

    hope you make a all in one pack .
    1. HardcoreHobbyist
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      Thanks Chiro,

      The plan is to build 5, use what I've learned along the way to retouch previous builds when/if needed, then release the all in one with final versions.
  6. ApoAlaia
    ApoAlaia
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    Well, another one that I will be using, thanks!

    I was using ASE before for all settlements and don't get me wrong, that mod is a godsend - some settlements are barely usable without it - but it doesn't alter the geography in any way, it only expands the boundaries.

    There are other mods that are totally 'builder oriented' however they leave the settlements looking like a total eyesore in the landscape.

    I like the fact that your mods alter the terrain enough to make it more 'builder friendly' yet not so much that it looks like a flat, bare area like some other 'builder friendly' mods.

    You seem to strike a good balance between extending the boundaries, altering the terrain and keeping the settlements visually pleasing and 'immersive.'
    1. HardcoreHobbyist
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      Thanks Apo, you pretty much hit the nail on the head. I know this mod series won't be for everyone but for builders who want want extended borders, increased build height, a friendlier build environment to work with & aesthetics I hope this comes close to what they envisioned themselves.