Concord Revised is a mod that expands and revises upon the Concord area through its interiors. They've been edited and reworked with little tidbits of lore, loot, and loads more enemies to kill. To summarize, this mod does to Concord what Bethesda didn't. Add life to it.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
If you are going to improve upon my works, then do so with my Blessing. For Glory is a thing all must strive for, whether its little or big. - Some guy at some point in time.
Also don't claim others work. Don't be bad. Bad is for the Bad guys.
File credits
Thank you Sebastian Macke for creating SAM (Software Automatic Mouth).
Thank you SAM for lending you're voice capabilities.
(link to Sebastian's website for SAM) https://simulationcorner.net/index.php?page=sam
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Added a new interior, BosCom: Concord Station, a ruined prewar television station which broadcasted in the area of Concord. A small but rewarding area to trek through, but has a few dangers lurking as well.
- Fixed the placement and scraping in the Museum, you can now (nearly) scrap everything. (I still recommend a place anywhere or scrap everything mod to help with building)
- Changed Jessup's name again (didn't realize a random name I picked happened to be a main story character in NV), its jess now. (simple, sweet, and better than Jared)
- Adjusted Harper Station just a bit for playability sake (this trash is one pixel off, literally unplayable)
- Changed a few locks around, some are now a bit easier others much harder but mainly removed the pointless/ repetitive ones.
- Hammond's gun store has been adjust a bit to prevent continual stealing without any incidents, as well as moving things around and placing the store inventory into the store itself behind the counter. (Good luck getting it without killing Welsh)
- Adjusted the Boomstick, moved it to a different place entirely, as well as adding a little special upgrade to it (it'll definitely need tweaking, but feel free to test it out)
- Removed the room bounds in the Hotel Colonial, it was causing issues. (Plus wasn't needed)
- Added ambient lighting to Daytona's general so no more broken character textures.
- Removed any changes my mod made to the surrounding areas in Concord as a way to allow compatibility between most mods.
- Adjusted enemy difficulty in most areas.
- Various tweaks and changes that I forgot to write down over the course of a year.
- Added different repaired states of the Museum as separate cells for performance reasons. They are currently unimplemented into normal gameplay as I'm mentally deficient when staring at the papyrus scripting language. The workshops do in fact work and could be used like normal, if you wish to see/test them out then use the command "coc concordmuseumpreclean" to teleport to the cleaned and refurbished version (my favorite version). The same goes for the rest: concordmuseumpostclean(postwar textures over a prewar layout), concordmuseumrepaired(vanilla+ interior with removed garbage and patchwork repairs). All of these interiors are setup for the player to do as they wish so the "empty" look in all of them will most likely be here to stay; Though if I EVER figure out how to transition the interiors from vanilla to *selected interior* then it'll be added in the 1.8 update which is postponed until I figure this s*** out.
Version V1.7
Fixed the previs bug that most users were having as well as a few other small bugs that are irrelevant at this point. (also because i forgot most of them ;p)
Added two new interiors the "Waste water pumping plant" basically a place that "takes the shit, and moves it over there" but done so in a scenic fashion that looks familiar to the original look, and "Wrights inn basement" you can only get in with a key but where is it? (spoilers down below)
Added some much needed character to a few people. (done so in the simplest way possible) Yevern was just a placeholder name, he's been renamed to Jessup Arundel and Jessup's last name has been changed to Arundel (yep he's same person now, like i said "simplest way possible".)
Wrights inn trapdoor key is in the safe in Dar's house in the abandoned slum inside civic access. The briefcase key has also been relocated to the basement in a master locked safe.
Version V1.6
Adds a new interior with a merchant named welsh (fully voiced too!), Reduxed interiors for Civic access and Museum of freedom, Reduxed the Harper station entrance, adjusted enemies in Harper station and subway tunnels, fixed some issues added more issues (the usual).
Version 1.5
Adds three more interiors bringing the total to 6, optimizes lag intensive areas, fixes several annoying bugs, and removes the Concord settlement in favor of compatibility with Concord township.
Version 1.4
Settlement fix and figured out how to clean the mod update.
Version 1.1
Bug fix update.
Version 1.0
Published Mod adding new three interiors, an edit vanilla interior, and a new settlement. (a heavily modified version of my previous Museum of Freedom - Cut Content - Settlement - and more)
The reason for this mod even existing is because Concord felt like an area just meant for showing off the "new" engine at E3, nothing is enter-able and it just falls flat. So I changed that by adding in ten new interiors, editing two vanilla interiors, adding three new unique weapons with aptly fitting legendary perks, collectible cannons to place in your settlement, a fully working settlement system in the Museum and Easter eggs galore.
If you enjoy the mod then please consider endorsing, and if you have any grand ideas for the mod then please feel free to edit the mod or share your ideas in the posts section.Big thanks to theDeluxeSam for the mod showcase video which you can view either here on YouTube or in the videos tab here on the nexus. (It's a little outdated by now. Still cool of em' though.)
[Recommendations] I highly recommend you start a new game And it is important that you load this mod at the bottom of your load order. A Scrap everything/ Place anywhere mod is recommended for complete freedom in building in the Museum. If you're updating the loose version of the mod, you must remove the old precombine and vis files for "00017DF7" and "0003776D". Or else the invisible wall glitch might occur.
(Old Recommended Mods) Concord Township; Outdated at this point. (Use at your own risk.) Beantown Interiors; Might still work but may cause issues. (Use at your own risk.)
[Requirements] A legal vanilla copy of Fallout 4, the DLC is currently not required.
[Currently Compatible mods] Sim settlements, Wild wasteland, Beantown interiors project, Vault Tec in Concord, Concord Township, Concord Expanded, Commonwealth underground and forgotten spaces, and Plenty o' Exploration should be/are compatible.
Unofficial fallout 4 patch, interiors enhanced - darker ambient light and fog, tales of the commonwealth, Enhanced lighting and FX (Patch for this Here), and vertibird faction paint schemes are technically compatible but can cause previs/fps issues if loaded first.
[Incompatible mods] A quest in Tales of the Commonwealth may be broken due to this mod. (This has been here for a couple years now with no other reports. But I'll keep it here as a warning.)
In a seemingly strange turn of events Bar-Stool Games seems to be incompatible and causes CTD's. (Currently in V1B is only an issue for the Museum Revised Addon.)
[Currently known bugs] - Please report any that you see, thank you. Invisible walls in the Museum is a consistent issue due to mod incompatibilities and conflicts, or bad previs/precombine files. (A small issue but one none the less.) Boomstick {Upgraded}, tapping mouse results in strange animations from the weapon, I have no clue on how to fix. (this can be seen better in god mode upon releasing the trigger, also machine DB go brrrrr)
(Please note the mod contains profanity/swearing in the notes placed around, just thought I'd mention that.)