I can't speak for 2.0, but the previous version I didn't find any conflicts, but that there was a little overlap that made it so you had to jump over a rail to get into the vertibird base, but that was it.
I do not see a conflict. Keep in mind DCE is a very finicky mod, you just breather on it wrong in load order and you will get flickering. But there is no direct conflict. Also Atomic World will give you much more extra content than DCE will.
I removed star city because i wanted to stay away from the center of the map. To avoid conflicts mainly. Now most locations are located on the edges of the map and the glowing sea
Hello everyone , it's been a while since the last update. I am working on it and am looking to release the final version of the mod really soon.
Final version will include these changes
All areas around concord and sanctuary have been removed except for Rockport ,Urbandale and Westford. Those have been changed a bit, notably the lighthouse is gone.
Star city has been removed .
Most if not all areas have been adjusted for loot and balancing as well as polish.
Npc health has been nerfed
A few new dungeons and sewer areas in existing locations
2 new large cities in the glowing sea. I always thought the glowing sea lacked more cities so I made a few more.
As the final version I have took care to make every location balanced and polished. The mod will NOT break precombines but performance depends on your machine . I don't lose any frames in the new cities but they are large YMMV.
If you have any suggestions before the final release please let me know.
aawww, I really liked Star city!. but if u add 2 new large locations in the GLowing sea thats a fine substitute I guess
BTW I take great plasure in supplying the two small Minuteman strong points you made (one outside the shop presumably securing the area for business in Crawford (1 MM and 2-3 tag alongs) and the location in Byrd Street.
I take great pleasure in brining better guns and armor with me and then force a item trade via openactorcontainer 1 and equip them with lots of extra (and usually quite good) stuff. Its the least I can do for those brave souls doing a thankless and dangerous job.
Are there any other strong point like that on the map?
Is there any ETA on the latest release? I was planning to start a new character and was wondering whether or not I should hold off or go ahead, depending on when release is. Love your mod, only thing I've found for Fallout 4 that reminds me a bit of AWOP for New Vegas.
I'd love to see the new release. Can I send you money to encourage a bigger release?
This is by far the best mod of its class. competing mods like PAC, Commonwelath remastered or Ryn's Fallout simply do not compare to the scope and polish of this one. As mods of this nature nearly invariably conflict with each other you have to choose one, so this one will stay in my mod order forever. The first thing I do coming out of the Vault is head to that scavenger store just north of the vault guarded by 2 minutmen remnants and 2 hangers on and cheat myself some armor and "Select assault rifles" ( neehers mod) to give them so they can defend themslevs better agaisnt the ghouls. This is another fun aspect of your mod. Plenty of small groups of non hostile people, just trying to make it in the wasteland, that I can help out. Byrd street same deal and then there is that cooking pot location south of drumlin diner whom I also help.
No disrespect intended to the authors of those other mods, but yours just hits it out of the park and is the gold standard for these things. I run it with Atom's storm and no conflicts.
Oh wow, it's incredible that you're here, I hope the update comes soon... Greetings, man, and sorry if I comment on some spam. As suggestions, I think that the idea of adding more houses around the sanctuary is not bad but you should work on giving it meaning and not just placing it there, I mean putting streets and connections but you are the boss, greetings!!
The swampy area of the game is also very basic, perhaps adding more of the presence of the children of the atom would be a good idea, expanding that creater where they live as well
Leo: But please dont force me to delete Atom's Storm as the swamp folks are thick in those areas so those are already taken care of for those of us who run both ( and it seems a lot of us do) Your mod is one of the very best one here. But so it Atom's Storm which focuses exclusively on glowing sea and tghe souther swamp lands I'd hate to be forced to pick one because they are both so good:)
And I so much look forward to your new cities in the Glowing Sea.
@Nora: There is already so much done with extra children of Atom AND to fill in the swamp area, exactly what you are asking Leo to add, by Atoms storm which is also very good and currently does not conflict in any way with atomic World.
Yeah you're right, I keep atoms storm in my load order just to pay attention to conflicts. I noticed the other day while I was checking the area all the stuff it adds. May stay away from the area completely or only add underground areas with small entrance footprint like hatches and cave entrances.
That sounds sweet! I wish you luck & inspiration in your further developments, this mod is so great you dont even realize its there, it was so long ago I installed & took for granted so many things it adds, there's lots more interest & life, its a must have IMHO.
PS: Im sure you've already got a note on it, but there is a Cave door entry at Anglers Rest that gets one in an infinite loading screen because you deleted the interior cell in the last version, I saw this in a mod someone made to remove the cave entrance after searching to see what the conflict was. its easy to avoid, but just wanted to note it here in case you'd forgotten, easy to yeet the entry, or maybe you had other plans for the interior.
Just FYI; I found on 3 different playthroughs ( one pre existing with 1.9 switched for 2.0) and 2 brand new ones that had never had 1.9 loaded, that the location marker for atlas city is still active. I think I may have even gotten a "discovered Atlas city" notification in one of them. I could not find the atlas city municipal bldg but the map marker was there for Atlas city on all 3 playthroughs when going to that location. The buildings were not 100% the same and it was a great location but I just wanted to let you know about the maker. if u decided to leave it in no argument from me. Titan City and Arkus I also found (and they are masterpieces!)
Atlas city should still be there. 0_o along with its map marker. Are you saying the city is gone ? Atlas is the one with the fixed raider power armor cave
Could you verify if you published the file, please I cant seem to find it on bethnet. You would need to go to the site of the mod after you upload it and search for a publish button if I recall, otherwise it remains a private port.
I will double check when I get home in a few hours, the mod says published when I'm uploading it so that's strange. I may just upload it a completely new mod because updating the previous version isn't showing up.
Thanks for the last update. It's been 4 years since I installed this mod. It was really cool to play the recently updated mode. However, there seems to be a conflict with the newly added region and "Atlas Summit Redux". The underground bunkers and enclave temporary checkpoints added by "Atlas Summit Redux" have been buried by new buildings. Caution is required when installing at the same time as Atlas Summit Redux.
702 comments

Hey Guys thanks for the support and giving the mod a chance, it really means a lot to me.
I hope you all have fun playing!
Its out on Xbox now
Playstation coming soon, the mod needs a few tweaks before it can be uploaded
many thanks to the author for putting it up.
Just asking if anyone with these mods, have tested this v2.
Thanks!
Keep in mind DCE is a very finicky mod, you just breather on it wrong in load order and you will get flickering.
But there is no direct conflict. Also Atomic World will give you much more extra content than DCE will.
I'm new at this mod and I find this and DCE both very interesting.
Also, do I need to install this mod only when I'm in an interior cell? Considering that Atomic World modifies the outside world.
Thank you!
Yes it's fixed, it's a medium dungeon now
Final version will include these changes
All areas around concord and sanctuary have been removed except for Rockport ,Urbandale and Westford. Those have been changed a bit, notably the lighthouse is gone.
Star city has been removed .
Most if not all areas have been adjusted for loot and balancing as well as polish.
Npc health has been nerfed
A few new dungeons and sewer areas in existing locations
2 new large cities in the glowing sea. I always thought the glowing sea lacked more cities so I made a few more.
As the final version I have took care to make every location balanced and polished. The mod will NOT break precombines but performance depends on your machine . I don't lose any frames in the new cities but they are large YMMV.
If you have any suggestions before the final release please let me know.
Thanks guys
I have over 2500hrs in this game and this restores much of the lost fun!
but if u add 2 new large locations in the GLowing sea thats a fine substitute I guess
BTW I take great plasure in supplying the two small Minuteman strong points you made (one outside the shop presumably securing the area for business in Crawford (1 MM and 2-3 tag alongs) and the location in Byrd Street.
I take great pleasure in brining better guns and armor with me and then force a item trade via openactorcontainer 1 and equip them with lots of extra (and usually quite good) stuff.
Its the least I can do for those brave souls doing a thankless and dangerous job.
Are there any other strong point like that on the map?
Can I send you money to encourage a bigger release?
This is by far the best mod of its class.
competing mods like PAC, Commonwelath remastered or Ryn's Fallout simply do not compare to the scope and polish of this one.
As mods of this nature nearly invariably conflict with each other you have to choose one, so this one will stay in my mod order forever.
The first thing I do coming out of the Vault is head to that scavenger store just north of the vault guarded by 2 minutmen remnants and 2 hangers on and cheat myself some armor and "Select assault rifles" ( neehers mod) to give them so they can defend themslevs better agaisnt the ghouls.
This is another fun aspect of your mod.
Plenty of small groups of non hostile people, just trying to make it in the wasteland, that I can help out.
Byrd street same deal and then there is that cooking pot location south of drumlin diner whom I also help.
No disrespect intended to the authors of those other mods, but yours just hits it out of the park and is the gold standard for these things.
I run it with Atom's storm and no conflicts.
As suggestions, I think that the idea of adding more houses around the sanctuary is not bad but you should work on giving it meaning and not just placing it there, I mean putting streets and connections but you are the boss, greetings!!
The swampy area of the game is also very basic, perhaps adding more of the presence of the children of the atom would be a good idea, expanding that creater where they live as well
Your mod is one of the very best one here.
But so it Atom's Storm which focuses exclusively on glowing sea and tghe souther swamp lands
I'd hate to be forced to pick one because they are both so good:)
And I so much look forward to your new cities in the Glowing Sea.
@Nora: There is already so much done with extra children of Atom AND to fill in the swamp area, exactly what you are asking Leo to add, by Atoms storm which is also very good and currently does not conflict in any way with atomic World.
you may only have 500 comments, but you have nearly 30,000 downloads!!!!!
Your hard work has definetly garnered lots of attention! :)
PS: Im sure you've already got a note on it, but there is a Cave door entry at Anglers Rest that gets one in an infinite loading screen because you deleted the interior cell in the last version, I saw this in a mod someone made to remove the cave entrance after searching to see what the conflict was. its easy to avoid, but just wanted to note it here in case you'd forgotten, easy to yeet the entry, or maybe you had other plans for the interior.
Just FYI; I found on 3 different playthroughs ( one pre existing with 1.9 switched for 2.0) and 2 brand new ones that had never had 1.9 loaded, that the location marker for atlas city is still active. I think I may have even gotten a "discovered Atlas city" notification in one of them.
I could not find the atlas city municipal bldg but the map marker was there for Atlas city on all 3 playthroughs when going to that location.
The buildings were not 100% the same and it was a great location but I just wanted to let you know about the maker.
if u decided to leave it in no argument from me.
Titan City and Arkus I also found (and they are masterpieces!)
Playstation coming soon, the mod needs a few tweaks before it can be uploaded
I cant seem to find it on bethnet. You would need to go to the site of the mod after you upload it and search for a publish button if I recall, otherwise it remains a private port.
It is usually a double step process. The actual publish step is in the mod page itself, not in CK. The mod is up but only you can see it currently.
Log in bethesda mod's page and follow the print (it's in portuguese, but I provided context in the picture)
https://ibb.co/ZNyxLxY
It was really cool to play the recently updated mode.
However, there seems to be a conflict with the newly added region and "Atlas Summit Redux".
The underground bunkers and enclave temporary checkpoints added by "Atlas Summit Redux" have been buried by new buildings.
Caution is required when installing at the same time as Atlas Summit Redux.