When installing the Fomod you will be asked if you want ESL or ESP plugins. ESL files do not count towards your total load order. However, they are Master files and will automatically be placed at the top of your load order with the DLC and other ESM files.
INSTALLATION
ESL files can be enabled in game in the Mods/Load Order screen or with the latest NMM 0.70.8. Current NMM Version 0.63.14 does not support ESL files. Manual selecting within NMM may be required.
ESP or ESL?
The normal Main file download and the ESL version are not to be used as interchangeable plugins. You either use one or you use the other.
OTHER STUFF
Like the Facebook Page to keep up to date on Op Salvo, a DLC sized mod that is bigger than Far Harbor.
Thank you for creating the All Settlements Extended mod! I'm really enjoying it. However, I'm encountering an issue with the Player's Choice version. While the All in One version works perfectly, the Player's Choice version causes the "Leaving Workshop Mode" prompt when I move outside the original settlement boundaries, despite the green build area being extended.感谢您创建所有定居点扩展MOD!我真的很喜欢它。但是,我正在遇到玩家选择版本的问题。尽管一个版本都可以完美地工作,但当我在原始结构边界外移动时,播放器的选择版本会引起“离开车间模式”的提示,尽管绿色建造区域正在扩展。
For anyone else frustrated about their borders suddenly not being visible when they go to merge their selected plugins from here, there is a simple solution. First, make your merged plugin. Whether that be with Zmerge or Merge Plugins, it doesnt seem to really matter. The main thing is that regardless of how you end up packing the BA2's, as a copy of each one, or a merged, one can get the borders from this mod to appear by having all of the nif files stored in the BA2's loaded as loose files. If one is using MO2, there should be a tab on your plugin window titled "Archives". Just find the BA2 archive associated with your merge and extract it using MO2 integrated extraction. Borders immediately appeared upon making the nif's loose files instead of archives. It's honestly probably more complicated than this, and I'm not entirely sure if my explanation is perfectly sound or if its replicable. I suspect there was something in the game conflicting with the borders and hence the invisibility that I experienced. However, loading the nifs as loose files overwrites the conflict because loose files get loaded with priority over everything else. Hopefully, this loose (pun intended) explanation helps a fellow lurker trying to get the best out of this mod.
Oh boy, this one is definitive buggy. i always used the AIO version and never had a problem. now i installed the players choice version and i can say, as e.g. greentop nursery has the green extended borders but i can only build in the vanilla area, plus it looks like the green borders hoover a few meters above ground.
can some tell me if it is save to switch to the other version? nvm i see there are many reports of the same bug since years and the dev couldn't care less.
It's nice that it extends the borders, but it doesn't extend it enough in Sanctuary, I got the mod because for whatever reason one of the houses near the big tree has a fence that is outside the border. It looked silly so I got this mod to clean that up, but the border doesnt go far enough. The border has actually been shortened.
You can see it in the screenshot. The fence above the P, in vanilla you can clean up the backfence and dog kennel, but the riversiide fence is just outside the border so you cant get rid of it all. With the mod you can't remove the back fence because the border was shortened.
That tree may be baked into the precombines and would not be able to be scrapped. You can test by opening console, clicking on it, and typing "disable" if you get a weird message instead of no tree then it's baked in. The only option would be a mod that breaks precombines like Scrap Everything and all the associated bugginess that comes with it.
@Ohpus Am I right to assume this mod wont let me scrap items that break precombines unless I have another mod for that? I dont have a "scrap mod"(broke the game too many time with those) and I can now scrap trees that are normally outside the settlement area. If I can scrap them, does it mean they are safe to scrap?
How does this mod handle precombines and such since it lets us scrap items we can not normally reach ? Does it let us scrap items that are potentially dangerous to scrap?
I have no idea if Neeher is still maintain these mods, but a small advisory, based on my testing on the last two Fallout 4 runs. The two stand alones (Nuka RedRocket not included in them) still work as intended. But for some reason this Player's Choice is buggy.
There are random issues here and there, but one repeatable issue is in Echo Lake Lumber. In this specific case the build area is extended, but when you leave the vanilla build area it exits Workshop Mode. The Build area borders are still highlighted where they should be. This error does not exist in the Far Harbor mod.
These older mods would be: https://www.nexusmods.com/fallout4/mods/25487 https://www.nexusmods.com/fallout4/mods/25316
Neeher has a compatibility warning on this page between old and new mods. I gather something was done different with this mod and these bugs crept in.
First of all, I love your youtube videos. I watched the update on your work and it was terrific, can't wait to see what you put out this year.
This mod has been a mainstay in my load order for some time now, on this playthrough I've noticed that whilst the .esl files are recognised and in some cases showing the extended settlement boundaries, the game is not recognising the change and in the case of Abernathy farm just not updating at all. I'm using MO2 to load them and I wondered if you could think of anything that could be causing this?
I just started a new playthrough and noticed the same behaviour with Starlight DriveIn, using the esl version. Some things that ARE in the border are also not allowing to scrap them also; trees, branches, various debris and such.
I'm in Sanctuary and noticed that too, I'm working on an extension, and I get rid of trees and whatnot, save, leave, when I come back those trees and logs and etc. are back.
If you have another mod that uses a nearby cell and writes over it. then that will bring back those items. So make sure expanded borders is lower in the list then those mods
203 comments
When installing the Fomod you will be asked if you want ESL or ESP plugins. ESL files do not count towards your total load order. However, they are Master files and will automatically be placed at the top of your load order with the DLC and other ESM files.
INSTALLATION
ESL files can be enabled in game in the Mods/Load Order screen or with the latest NMM 0.70.8. Current NMM Version 0.63.14 does not support ESL files. Manual selecting within NMM may be required.
ESP or ESL?
The normal Main file download and the ESL version are not to be used as interchangeable plugins. You either use one or you use the other.
OTHER STUFF
Like the Facebook Page to keep up to date on Op Salvo, a DLC sized mod that is bigger than Far Harbor.
Or check out the Teaser Video.
And then watch other Op Salvo videos while you're at it lol
More Attackers - Get Off My Buildzone works with this version of ASE! Installation instructions on this mod's description page.
Oh boy, this one is definitive buggy. i always used the AIO version and never had a problem. now i installed the players choice version and i can say, as e.g. greentop nursery has the green extended borders but i can only build in the vanilla area, plus it looks like the green borders hoover a few meters above ground.
nvm i see there are many reports of the same bug since years and the dev couldn't care less.can some tell me if it is save to switch to the other version?
You can see it in the screenshot. The fence above the P, in vanilla you can clean up the backfence and dog kennel, but the riversiide fence is just outside the border so you cant get rid of it all. With the mod you can't remove the back fence because the border was shortened.
Am I right to assume this mod wont let me scrap items that break precombines unless I have another mod for that?
I dont have a "scrap mod"(broke the game too many time with those) and I can now scrap trees that are normally outside the settlement area. If I can scrap them, does it mean they are safe to scrap?
Does it let us scrap items that are potentially dangerous to scrap?
There are random issues here and there, but one repeatable issue is in Echo Lake Lumber. In this specific case the build area is extended, but when you leave the vanilla build area it exits Workshop Mode. The Build area borders are still highlighted where they should be. This error does not exist in the Far Harbor mod.
These older mods would be:
https://www.nexusmods.com/fallout4/mods/25487
https://www.nexusmods.com/fallout4/mods/25316
Neeher has a compatibility warning on this page between old and new mods. I gather something was done different with this mod and these bugs crept in.
First of all, I love your youtube videos. I watched the update on your work and it was terrific, can't wait to see what you put out this year.
This mod has been a mainstay in my load order for some time now, on this playthrough I've noticed that whilst the .esl files are recognised and in some cases showing the extended settlement boundaries, the game is not recognising the change and in the case of Abernathy farm just not updating at all. I'm using MO2 to load them and I wondered if you could think of anything that could be causing this?
Thanks
So make sure expanded borders is lower in the list then those mods