357 comments

  1. jafr5625
    jafr5625
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    Sticky
    So I decided to do something new this time.
    I split the mod up between the main town interiors and the Museum. They are now separate mod files available for download. I don't know how well it'll go but hopefully nothing of importance was lost when I was going on a rampage in xedit. That being said if anything weird or notable occurs then please let me know.
    This newest version sees slight changes to civic access sewers and basement entrance to Daytona's store. Seeing as I want my mod to be compatible with most other mods out there. I decided to remove my edits to the vanilla interior (Civic Access) in an effort to remedy the conflict issues. To access the once accessible areas I've placed doors that'll move you to the right spots so no worries about breaking immersion. I also had to move the door to Daytona's into the extended sewer section, I liked the lighting right there so that's an added bonus.
    And if you're wondering about how the Museum fared then don't worry, nothing has changed aside from the fact that the sewer entrance door now spawns in the void if you don't have the main mod installed.
    But yes you read that right, Both of the mods now work independently of each other. So if you wish to only run the added town interiors, or vice versa, then you now can! But no seriously I hope this'll help you guys out in load order. Anything else comes up then please let me know.
    Also currently the old main files are in optional for the time being so I can see how this experiment pans out.
    1. 363rdChemicalCompany
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      I have been running Concord Revised V1B for nearly a year and a couple thousand hours of FO4 play now.
      (Never messed w/ the museum)
      Of all the concord mods I tried (and I tried all of them) its the most generally compatible, stable and yet useful mod out there for the town.
      I tried others, but they either were unstable or didnt add much or conflicted with a lot of other stuff out there.
      Your mod also works really well with Commonwealth Captives, so in every interior cell that you put into the town, you stumble on a small group of raiders holding some girls captive, that you can then rescure .
      The girls, then usually get sent to join my settlements especially ones short of females.

      So it is well integrated with my other mods and I cant imagine Concord without it now.
  2. rjd1922
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    When I try to trade with Welsh, both his and my inventories display as blank and he has zero caps. Also, the bookcase hiding the small room with the terminal in the new section of Concord Civil Access is already open and the items that are meant to be on it are floating in midair in the doorway. Also, where is the key to the Wright's Inn Basement? It doesn't unlock with the key on the second floor.
  3. Headcase
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    Dose anyone know of any mods that may conflict with the museum. Cant seem to get rid of the invisible wall bug. 
    1. Demandred1957
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      if you are staring into the void when you enter the access, or the museum is borked, it's most likely because of
      ELFX
      https://www.nexusmods.com/fallout4/mods/13596/

      You need this patch
      https://www.nexusmods.com/fallout4/mods/59895/
      Make sure the patch is lower than ELFX or Concord Revised.
      Fixed mine instantly.
    2. jafr5625
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      huh I thought my last update broke that patch.
    3. benjamin9001
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      FWIW I was able to fix this one by setting this to load late. Apparently it conflicts with the Unnoficial Fallout 4 Patch.
    4. sattyre
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      I have run this mod with Persistentify Those Plugins (it works as well for FO4) and it's now got the esm flag and loads to the top of my mod list.  With the exception of having to  remove the prp edits for the museum it seems to function perfectly fine and looks great.  Thanks for your work.

      I also run this with Tales of the Commonwealth, Plenty 'o' Exploration and Stumble Upon Interiors and it all seems to play nicely together.  Tales of the Commonwealth has a single Previs conflict that is fixed by altering the 00017df7 cell as illustrated below.

      @Headcase
      Your problem with the disappearing walls can be found at 00017df7. 
      Open it with xedit.  Forward that record into a patch and then you will need to remove the previs.  Right click in your patch on the last edit in the CELL \ XPRI - PreVis Reference Index, and click remove.
      Scroll down until you see:  CELL \ XCRI - Combined Reference Index.  Then right click and remove.
      The civic address cell 0003776D, needs to be handled a little differently.  Copy as over-ride into your patch and then double click at
      the top of the record where it says compressed.  A flag box will open
      and checkmark the no previs option.

      X out of Xedit, make sure the check box is checked so it save the edits to your patch and your done. 
      No more invisible walls.
    5. Headcase
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      This info is useless if one dose not know how to make a patch and why has no one just said sort it as a late loader problem solved. That simple.
  4. sattyre
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    Well done.  After playing through it I was pretty impressed.  Everything went well without a hitch.  One Ctd in the subway that was probably a result of dying too many times, LOL, (Bethesda Games don't like that in general,) or possibly an engine level conflict with a fairly heavy mod list.  Other then that, there didn't seem to be any issues and what issue there was definitely couldn't be pinned on your mod alone.  I used the optional Concord Revised v1.7.4.3.1 - Packed File Version and after following your advice on the previs for the museum it worked quite well without any wall glitching.   All in all, I would recommend it for any mod list as it adds so much extra to an otherwise underwhelming area.

    I did run it through the "Persistentify Those Plugins" mod which marks thing persistant and makes the plugin an esm.  I had it loaded in my heavily modified MOFAM build, about middle of the esms and resolved conflicts, (which were pretty minimal) and really had no issues.  Mofam runs around 700 active esps and includes PRP.
    Thank you for a great mod.

    For those people having issues with disappearing walls
    The problem with the disappearing walls can be found at 00017df7 and 0003776D. 
    Open the mod with xedit.  Forward the 00017df7 record into a new patch.  You will be asked to name it and it will appear at the bottom of your load order.  Find the worldspace tab and Open it.  You will need to remove the previs.  Right click in your patch on the last edit in the
    " CELL \ XPRI - PreVis Reference Index", and click remove.  (All the way to the right)
    Scroll down until you see:  "CELL \ XCRI - Combined Reference Index".  Then right click and remove.
     
    The civic address cell 0003776D, needs to be handled a little differently.  Copy as over-ride into your patch and then double click at the top of the record where it says compressed.  A flag box will open and checkmark the no previs option.

    X out of Xedit, make sure the check box is checked so it saves the edits to your patch and your done.
    No more invisible walls.
    The patch then needs to load at the end of your load order or after any other mod that modifies that record.
  5. ItsMeFreeman1
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    OOOOOH MAAAAAAIGH GHOOOOOOD!

    This is the most amazing thing that happened to me, in terms of modding Fallout 4, since I discovered AWARHERO's Great Green Jewel mod. I love mods that overhaul locations to that degree with that level of quality. I just spent couple of hours testing your mod to check if there are any problems and I couldn't find any. The only one worth mentioning is character disappearing for a short bit in some places when visiting Meeting Hall, but that is easily fixed by going to 1st person view. Another minor one is shop signs above Colonial Hotel, Daytona's shop and other shops are displayed as colourful mosaic. Apart from that I couldn't find any issues. Only a few minor changes on the outside of Concord. Only a few additional interiors, but some of them overwhelmingly massive. I got lost while exploring additioanal areas to Civic Access. And the Museum feels so increadible to visit now. Settlement? You've got to be kidding me! I didn't visit the rail station yet. I bet it will be another couple of hours of exploration. All these changes make that previously unnoticeable location worth visiting again and again. You've mentioned that some of this is a cut content from the original game. You are an absolute legend for bringing this back. It is taylored to perfection.

    I am smashing the hell out of that ENDORSE button until it's engraved on my monitor and is embossed on your side of a screen.

    Dear jafr, I wish you a digital greatness for bringing this mod to us!
  6. OmletinaOmletina
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    So, there is no decision / compability to ELFX in current version?

    Load order
    -ELFX
    -This mod
    (Patch for ELFX dosen't help - neither for Museum nor Sewers)
    - BTint and compatible mods.
  7. CaptBarras
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    i read it is compitable with sim settlement 1, but what about ss2?
    1. NoraJae
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      Works great!
  8. NoraJae
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    This is my favorite concord related mod, thank you!
  9. jeg13
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    idk why but when i get close to the signs for the buildings, the textures get gliched out but when I stand further back, they turn back to normal. any fix for this?
  10. Demandred1957
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    So at least 10 hours+ put into this exploring stuff, and still not finished..Amazing..
    I have a question about the civic access areas though. I have put at least 5 hours into exploring the hidden settlement and waste water plant. Found Fred, and explored every terminal I could find. You are supposed to be able to reboot the servers etc? It feels like I should be able to do something with both the plant and settlement, but I am not finding anything that will turn stuff on etc.
    The walkway bridges I found the switches for just fine, but if there is something else for me to do here, I am too dumb to figure it out. Could you tell me what is available down there, and maybe cover your reply with a spoiler bar, so that ppl in the future won't have it spoiled for them? Thanks!
    1. jafr5625
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      The reboot servers thing was ironically enough, cut content. I was planning to allow you to drain the water in that one room but it never panned out right. It was also a leftover from the original version of this mod Museum of freedom Cut content - settlement - and more. The settlement in a sewer idea was also cut down from its original take and then later split off into its own concept mod that I never finished. Originally it was supposed to be a "Concourse" of where the multiple sewers in the area would meet up at, and the town would be stationed in that large open sewer. But now its more like an overrun section of slum of a town that "exists", kinda like Rockopolis in fallout 3.
      Another portion of cut content was that barricaded door in the subway tunnels, Originally it kept going in a similar way to fallout 3's metro network but would be caved in and an underground entrance would open up to a larger arena where the raider boss would've been. But then I thought to myself, "That doesn't sound realistic at all!" and cut it. Also the area would've been so big that the interior space couldn't handle it so that also messed things up.
      All in all I really liked designing the newer areas, especially the dark and dank underground treatment plant, really fun to design the pathway. 
  11. Coffee2077
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    Radiation 4 has been updated。Will this mod still be updated?
    1. jafr5625
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      When I finally get around to it, I'll see about touching things up. Aside from that I don't think the new update it had will change much, only breaks the script extender mods. This just runs base game, no dlc fallout 4, as I had intended it to.
    2. Demandred1957
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      So the signs being pixeled would be a nice fix.
      And purely in my own opinion the weapon vender's voice is a thing of nightmares. It hurts to listen to him..
      Enhanced Lights and Effects clashes hard as well. Could the patch be integrated in?
      Other than that, this mod is A+
    3. jafr5625
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      I'll dig around and find a nice AI voice to replace it sometime. SAM is a tad grating, but it was funny at the time of making it, and gives off that "wow he really was shot/ broke" kind of feel.
      ELFX can be, but it'd have to be a separate patch file.
      Yeah I'm still confused on why that's the case. Someone however did report that manually installing the unpacked files fixed their pixelated signs issue, idk how though. Perhaps the compression that the .ba2 files experience?