Over all this is a great mod as I always felt that this build area should have reached the surrounding buildings as they form a preexisting wall to keep unwanted outs. I have been building Bunker Hill up with this mod installed even found a couple of the damaged buildings in the area that can be patiently re-built and inhabited. Now here is the but...not a direct issue with this mod, but I am know experiencing CDT in Bunker Hill constantly. I believe this is not an issue with the mod itself, but the added build here has inspired a lot of building which might be more than the area can handle. Just a warning for those wanting to repave the streets all the way around and add defended access points at every opening in the line of building circling Bunker Hill. If there is a way to avoid this issue I have encountered please inform. Other than this self-inflicted issue this is a great mod.
Update - removed some defenses from the roof tops of the building around the block (a few of which were a little outside the green, some areas lets you go a good step or five out of the green and still allow building). Plus, went to workbench and raised build limit +100% (I believe a mod allows this, can't remember which one). No more computer crashing in Bunker Hill. Lessons learned, remember to raise build limit with all this room to build, and don't get too greedy trying to reach outside the green.
This seems to be an issue with the vanilla Bunker Hill. I've tried 3 different mods that attempt to fix/clean up the settlement, and all work fine at first, but after a few save games the area starts crashing any time I enter it. I haven't had that problem with "Settlements Expanded", which JUST expands the build area... so it's something to do with the actual buildings/objects in Bunker Hill.
This is for the new players and there are some. If you already have a Bunker Hill overhaul like Clean And Simple you don't need this mod.
I am well aware that this is the sort of thing experienced mod users regard as going without saying but new players aren't experienced with mod conflicts yet. The conflict, in this case, is dirty item replacers ending up imposed on the CAS Bunker Hill. This is just something that happens when two mods mess with the same place without careful patching.
(Another example is using either of the above mods and Lootable Crates as that mod's creator painstaking put one-pixel larger container crates around the vanilla crates. Remove those with the Lootable Crates still present and... the lootable crates are still there. See?)
I am having continuous inabilities to sustain worshop mode with Jenncaves Bunkerhill mod... after u build a few items, like clipping a dozen or more BLOCKS into the terrain tosmooth things out a bit... I am CONSTANTLY KICKED OUT CTD right to Desktop at bunker hill with Jenncaves mod I am sorry!! but there are SERIOUS issues with Jenncaves Bunker Hill mod off Bethesda... and worst of all.. (discussions, comments, support, warnings are either obscure, hard to smell, or blocked!
Was the error message "Operation can not be completed" by any chance? That's a known issue on Bethesda's end. Something they've done in the vanilla game updates and/or in Creation Club has apparently caused issues when trying to download mods and the problem is being investigated. There is no definitive fix thus far, and the problem does not trigger for everyone in the same way so it's impossible to predict when/if it's going to happen.
11 comments
Update - removed some defenses from the roof tops of the building around the block (a few of which were a little outside the green, some areas lets you go a good step or five out of the green and still allow building). Plus, went to workbench and raised build limit +100% (I believe a mod allows this, can't remember which one). No more computer crashing in Bunker Hill. Lessons learned, remember to raise build limit with all this room to build, and don't get too greedy trying to reach outside the green.
I am well aware that this is the sort of thing experienced mod users regard as going without saying but new players aren't experienced with mod conflicts yet. The conflict, in this case, is dirty item replacers ending up imposed on the CAS Bunker Hill. This is just something that happens when two mods mess with the same place without careful patching.
(Another example is using either of the above mods and Lootable Crates as that mod's creator painstaking put one-pixel larger container crates around the vanilla crates. Remove those with the Lootable Crates still present and... the lootable crates are still there. See?)
I have tried on two different computers, same s#*! on both of them.