This is an old mod, when it was released there were few location mods and very little info on the CK itself. Things have moved on and other popular mods use the same areas that will cause compatibility issues with this mod. If in any doubt, don't install this. I do appreciate you visiting this page though, thank you. If you are a brave soul who is determined to try this, try it on a new playthrough without many location altering mods installed or see the comments below for some compatibility info/fixes that wonderful people have added.
For people coming here I hope this is useful for those searching for incompatibilities. I have many mods installed that add locations. Here is what I know by individually checking each place. Took awhile but I wish someone would do this for these mods, so I'm posting it for all of you that read these. I would make patches but I do not understand Precombines/Previs regen and have too many other projects. So here's your solutions until someone makes them:
Common Wealth National Park has an incompatibility with the Sailing Shack covering the workshop bench. Load Order does not matter. Go to f04edit within the OPC patch for More Explore and delete the entire cell, clean. You decide whether or not to keep the interior location there. I keep it and use Place Anywhere to adjust the Hatch. If you don't understand f04edit, you must choose which mod you want and uninstall the other, or start disabling a hell of a lot in your playthrough.
Wild Wasteland and this mod share a door at the Dam near Sunshine Tidings. Load order does not matter. Most will miss this as there is no visual discrepancy on the door. Use TCL to go into each door. Load order dictates which door you see.
Sim Settlements 2 has a Fungal Forest location that is blocked and very hard to see due to the Hillside Fort location. Load order doesn't matter. TCL into where the giant boulder/rocks are. You'll find it just keep looking.
The Collapsed Tunnel location is impossible to get to with no other mods, you will find an inaccessible map marker. TCL into the ground/slopes until you find a locked door. That's your way in.
I have installed in addition to those mentions (and others not listed here or discord only mods): Inside Jobs, Plenty O Exploration, all of Mika's Better series merged version except the airport, Beantown Interiors (the new interior version, which will give diff results than if you have the original installed), Tales from the Commonwealth. This is all I know so far. I hope this helps you with knowing what is compatible and what is not.
If I only see one door for the dam (WW conflict) then how can I use TCL to get in? I've loaded WW below this and I always get the dam location for this mod. How do I access the WW location?
So you are not supposed to swim in the hole at the bottom of the Dam? I see a lot of effort put into it but not only does the water not work, there is no way to venture further.
I made a patch for SS2 and moreXplore. It simply relocates the entry to the Fungus Farm (from SS2) to avoid a conflict with the Hillside Fort location from moreXplore.
CYBSK and ETT? You don't understand? Me either bro! Could you be so kind and expand this topic? C'mon, not everyone understands all those shortcuts... You scare people with precombine terror, and then show opc to them.
People SHOULD be conditioned to be afraid of breaking precombines and encouraged to adopt best load order/patching practices to mitigate them, it's arguably THE number one cause of bad framerate, graphical oddities, and general awfulness, and when people don't even know that it's a thing and install ten zillion mods that break them or worse, they go and disable the previs/precombine system entirely in the ini because an old mod from 2016 (last update 2017) told them to, they go and blame other mod authors for it.
There are some deleted navmeshes but you created other ones. Is it intended? Would it be better to override vanilla navmeshes instead of replacing them?
Just a heads-up: I love this mod but it (the hillside Fort location) now conflicts with one of the SS2 mods quests (find Alex Powell). Work-around: Install after doing the SS2 quest or (more risky !!!) un-install before you go on the quest and re-install afterwards. I have no side effects from this so far, but you have been warned.
It does conflict, but I just used tcl to get into the Fungus Farm and was able to do the associated quest from SS2 with literally zero problems while still having this mod installed.
A patch obviously would be nice, but it's otherwise completely fine to have both moreXplore and SS2 together in a playthrough.
Loving this mod so far. I've always passed over it because SS2 was in my load order, but I've recently started a new playthrough without that and finally got around to checking this out. Absolutely love the locations that it adds, and I also love that it seems to be compatible with both Minutemen Watchtowers and Atomic World (in fact, Watchtower Alpha, the Horizon flight wreckage, and the Hillside Fort go together very nicely in that one cell - it's like everyone planned it). Endorsed for sure.
Why is there no bug report page? Adding locations to bethesda games can be really tricky. Even an expert can make a change that tanks FPS or even causes CTDs. Having bug report is essential for identifying and correcting such errors as posts are full of idiots like me pontificating.
Well, it's concerning - but for a truly bad example see the XDI mod which has thousands of comments you'll have to wade through AND a couple of hundred more comments on a separate "issue tracker" page. However, having waded through many a so-called bug report page, I can also say a lot of the "bugs" are bogus (i.e. clearly conflicts, or load orders or user error). And even when legit, half the time they aren't respected anyway (I co-researched and reported a bug in a very popular mod by Tel Shadow for FNV TTW, and even proffered a fix, but it wasn't responded to and simply ticked off as "fixed" without the file being updated).
But the problem isn't really the modder or the downloader, it's Nexus for not husbanding use their system properly. Without which, sadly it degenerates it into a potluck. And thus some modders can't be arsed with the messy system, but their organic alternatives (discord etc, or not bothering at all) aren't any better. Nexus please step it up and tend to your system - it needs regular weeding.
Just a heads up to the mod author, every exterior cell that has previs information completely removed can be deleted from the mod as you have no subrecords (and thus no changes to the individual cells) in the specific places.
For those that know which mod I work on, a compat patch has been suggested, and I'm considering it at low priority.
132 comments
If you are a brave soul who is determined to try this, try it on a new playthrough without many location altering mods installed or see the comments below for some compatibility info/fixes that wonderful people have added.
Common Wealth National Park has an incompatibility with the Sailing Shack covering the workshop bench. Load Order does not matter. Go to f04edit within the OPC patch for More Explore and delete the entire cell, clean. You decide whether or not to keep the interior location there. I keep it and use Place Anywhere to adjust the Hatch. If you don't understand f04edit, you must choose which mod you want and uninstall the other, or start disabling a hell of a lot in your playthrough.
Wild Wasteland and this mod share a door at the Dam near Sunshine Tidings. Load order does not matter. Most will miss this as there is no visual discrepancy on the door. Use TCL to go into each door. Load order dictates which door you see.
Sim Settlements 2 has a Fungal Forest location that is blocked and very hard to see due to the Hillside Fort location. Load order doesn't matter. TCL into where the giant boulder/rocks are. You'll find it just keep looking.
The Collapsed Tunnel location is impossible to get to with no other mods, you will find an inaccessible map marker. TCL into the ground/slopes until you find a locked door. That's your way in.
I have installed in addition to those mentions (and others not listed here or discord only mods): Inside Jobs, Plenty O Exploration, all of Mika's Better series merged version except the airport, Beantown Interiors (the new interior version, which will give diff results than if you have the original installed), Tales from the Commonwealth. This is all I know so far. I hope this helps you with knowing what is compatible and what is not.
11, Rocket Records (DC)
Followers remain stuck inside, apparently forever
Could you be so kind and expand this topic? C'mon, not everyone understands all those shortcuts... You scare people with precombine terror, and then show opc to them.
Work-around: Install after doing the SS2 quest or (more risky !!!) un-install before you go on the quest and re-install afterwards. I have no side effects from this so far, but you have been warned.
A patch obviously would be nice, but it's otherwise completely fine to have both moreXplore and SS2 together in a playthrough.
But the problem isn't really the modder or the downloader, it's Nexus for not husbanding use their system properly. Without which, sadly it degenerates it into a potluck. And thus some modders can't be arsed with the messy system, but their organic alternatives (discord etc, or not bothering at all) aren't any better. Nexus please step it up and tend to your system - it needs regular weeding.
For those that know which mod I work on, a compat patch has been suggested, and I'm considering it at low priority.