Fallout 4

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Urtho

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Urtho

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152 comments

  1. ffnbbq
    ffnbbq
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    Great mod. I love mods that make the world feel more lived in and secure. That said, *in-universe*, those little huts that are connected via bridge from DC to other buildings seem like a security flaw.
    1. Urtho
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      Those are on otherwise inaccessible rooftops that are themselves covered by the guards and turrets so I'd say they would be pretty safe actually.  If any place is really safe in the wasteland of course, from an in-universe perspective DC is already surrounded by numerous hostile actors so it shouldn't exist as the secure city it is portrayed as.
  2. mepradayounada
    mepradayounada
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    Buffout is giving me crash reports for a few navmeshes in this mod, just crashed while trying to go into DC. 

    Spoiler:  
    Show
    LIST OF (POSSIBLE) PLUGIN CULRIPTS:
    - [AE]     DCEnhancedSecurity.esp
    -----
    These Plugins were caught by Buffout 4 and some of them might be responsible for this crash.
    You can try disabling any listed plugins and recheck your game, though this method is unreliable.
    -----
    LIST OF (POSSIBLE) FORM ID CULRIPTS:
    Form ID: 00148B4A
    Form ID: 00231B32
    Form ID: AE0046C9


    it won‘t happen every time, but it can happen. it‘s a NPC pathing crash. 
    1. Urtho
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      I have no experience with what this mod/tool is reporting to you but I checked the navmeshes and they are all normal edited meshes that are not in the deleted state so most likely the random crashes just that - random.  If there was a problem with this mod you'd get crashes all the time.
    2. mepradayounada
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      that's the thing, navmesh pathing doesnt crash all the time. NPCs dont walk the exact same line every time, do they? :D
      and thats just what buffout reported, that's all. ^^ 
    3. Urtho
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      I've checked the navmeshes again and still do not see any problem with them so I'm not sure what else to tell you at this point.  If you can show me where there is a problem with the mod I can attempt to fix it, failing that there's not much more I can do.
    4. Sinphase
      Sinphase
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      You are right, I got the very same Buffout log, it's navmeshes.  After I ran the game with Baka ScrapHeap + Buffout with MemoryManager to False, got no crash.
    5. xyloritus
      xyloritus
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      Your navmeshes are in fact incorrect. Buffout log is almost always right.
      Spoiler:  
      Show

      [00:00] [NAVI:00000FF1]
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB0046C9] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB0046D2] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [BB0046CB] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #2 -> [BB0046CC] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [BB00371F] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB00C97A] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB00C979] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [BB0046C7] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB00C979] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB00C971] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [BB00C97A] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [BB00D156] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB00C971] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB00C978] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [BB00C979] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #2 -> [BB00A2A8] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB0046C7] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB00C97A] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #2 -> [BB0046CC] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [BB002760] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB0046CC] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB0046C7] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [BB0046C9] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB00A2A7] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB00A2A8] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB0046D2] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB0046C8] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [BB002761] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB00A2A8] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB00C971] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [BB00A2A7] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #2 -> [BB0046D2] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [BB003725] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [BB003731] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB0046CB] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB0046C9] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB0046D2] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB0046C9] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #2 -> [BB0046D9] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #3 -> [BB00A2A8] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB0046C7] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #1 -> [BB0046C9] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB00C978] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB00C971] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [BB0046D9] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Merged To \ Mesh #0 -> [BB0046D2] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [BB00372B] < Error: Could not be resolved >
      [00:00]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [BB00D14D] < Error: Could not be resolved >
    6. Urtho
      Urtho
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      "Error: Could not be resolved" with a non-standard mod prefix leads me to suspect you or that tool are error checking with other non-required mods loaded which isn't how things are done.  In any case...

      [00:06] Start: Applying Filter
      [00:11] Done: Applying Filter, [Pass 1] Processed Records: 1073, [Pass 2] Processed Records: 1044, Remaining unfiltered nodes: 1044, Elapsed Time: 00:04
      [Undeleting and Disabling References done]  Processed Records: 1043, Undeleted Records: 0, Elapsed Time: 00:00
      [Removing "Identical to Master" records done]  Processed Records: 1043, Removed Records: 0, Elapsed Time: 00:00

      LOOT Masterlist Entries

        - name: 'DCEnhancedSecurity.esp'
          clean:
            - crc: 0x0D26018B
              util: 'FO4Edit v4.0.4'
      [00:00] Quick Clean mode finished.
      [00:11] Background Loader: finished
      [00:00] Start: Checking for Errors
      [00:00] Checking for Errors in [01] DCEnhancedSecurity.esp
      [00:01] Done: Checking for Errors, Processed Records: 993, Errors found: 0, Elapsed Time: 00:01


      The tool I know shows no problems so I'm chalking this up to mod conflict / general FO4 wonkiness unless a specific problem is pointed out.
    7. dommac99
      dommac99
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      It's still possibly an issue; I randomly started crashing on approach to Diamond City and I'm only able to enter the city after using "killall" even after uninstall. Exiting the main gate, fast travelling to Home Plate doesn't result in a CTD. Implying guards are the problem.
  3. MercyFire35
    MercyFire35
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    Hello Good Eve, This is a great mod, a good number of DC guards to actually provide protection to the city but would you mind if I ask? is there any other way to change their clothing making them uniformed using other mods for example Nox, BOCW Seal 10, or Western Operator dc guards? I would really appreciate it if you could somehow make it seem that we could change their attire through other mods.
    1. Urtho
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      Hey there glad you're liking the mod.  As for your question, I have no plans to add different armors to the guards at this time as I quite like the base game default look the guards have.
    2. MercyFire35
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      Good Morning, I appreciate and grateful for the fast reply, it`s quite unfortunate that we dont have similar interest regarding this mod, but if you could just somehow make a patch to enable us modders to change their attire it would be greatly appreciated. Also thankyou for the time reading my post and my replying to it.
  4. geala
    geala
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    Great mod. Makes the security of the biggest and wealthiest hub in the C. a security instead of a joke, just in the right amount. I use some spawn mods and the new guards and turrets saved me several times.
  5. Lordmacaroni
    Lordmacaroni
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    NA
  6. Kilo64
    Kilo64
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    Are the guards flagged to respawn if killed?
    1. Urtho
      Urtho
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      Both guards and turrets added by this mod will respawn if killed after the normal respawn time has passed (or a modded one if you've changed it somehow).
  7. 4estGimp
    4estGimp
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    • 586 kudos
    Here's a Diamond City Enhanced Security patch for "The Bleachers - A Diamond City Story".  It clears a DCES ladder out of the Patio Table and clears DCES catwalks from the areas shown in the Fens Sheriff's Department reveal video.

    4estGimp - DCES_Bleachers_WalkwayPatch
    1. DHemlock
      DHemlock
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      Thank you so much!
    2. rattl3head
      rattl3head
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      Thank you!
  8. mary51yr418p
    mary51yr418p
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    Why does this add its own versions of the guard armor instead of using vanilla, same with the tin can lol
  9. LordCybot
    LordCybot
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    Hm. For whatever reason whenever I use this mod all the DC Secuirty NPC's are naked undenerath the armor.
    1. Urtho
      Urtho
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      All NPCs added by this mod are actually custom ones and so should have no effect on the standard security guards from the base game concerning what they are wearing.
    2. LolitaRei
      LolitaRei
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      I'm having the same Underwear Guards issue as well. Some of the guards are turning up fine, but others are in their tighty-whities. XD
    3. jaderiver
      jaderiver
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      lol I have actually seen that just once tho, I was like " omg, no just no"
    4. Urtho
      Urtho
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      Not sure what else I can say that I haven't already said. None of the default guards are edited or modified in any way by this mod. Those that are added as new guards are working fine as can seen in the screenshots. If you're having naked guards you need to look at what other mods in your load order deal with armor, clothing, or outfits.
    5. ZolkBatcountry
      ZolkBatcountry
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      im having a similar issue i jsut cant get them to put on moded dc guard armour currently using lawbringers witch adds police n swat vest but they always spawn with vanilla style armor
    6. Urtho
      Urtho
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      If you're talking about vanilla guards - see my replies above.

      If you're trying to change my added guards, the armor you want them to wear will have to be better from an armor rating perspective for them to use it and the vanilla style gear I've given them has been modified to be quite protective.
  10. freeacccount
    freeacccount
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    Is it normal that the guards don't have any armor? They are standing in their underwear, holding weapons in their hands. And no armor.
    1. Urtho
      Urtho
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      All the guards added in this mod are custom ones, I haven't edited the clothing or anything else of the default guards in any way.  As can be seen in the screenshots the new guards know how to get dressed in the morning so if you're seeing naked guards you most likely have another mod that is editing or removing the clothes of the default guards for some reason.