Fallout 4

321 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. TheCommanderOfThe101st
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    thank ya for the amazing mod. On a side note, have considered having either a version that fixes up the museum or even just have a terminal with options to upgrade the place to give it a new look. But mostly to fix the floors without having to use ugly wood floors, and fixing the pillars. :3 

    Also does it stop the raiders from respawning since it's a settlement now?
    1. jafr5625
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      I did consider it. In fact it was going to be a feature. But life pulled a curb stomp and I had to put my plans on hold. The versions you speak of are in place as separate interiors, there are three of them in differing stages of repair.

      The "Repaired version" or the cell id "ConcordMuseumRepaired" is nearly the same as the one currently accessible but it has the broken pieces boarded over and ramshackled back into place. Nothing too fancy.

      The "Postwar version" (cell id "ConcordMuseumPostClean") is only nearly identical to the prewar version other than a few small layout changes. But the walls, floors, and ceilings are all patched up with the proper tilesets to look like a building that's been abandoned for a good while.

      The "Prewar version" (cell id "ConcordMuseumPreClean") is what I'd consider to be what the museum looked like proper, albeit with a few modifications. This version boasts completely cleaned floors and walls untouched but dust or nuclear radiation! I even included a few plaques with some lore or history about some of the exhibits.
      The in universe explanation for the Museum to be looking like these three examples, was a complete fetch quest for tools and equipment that repair bots (Ones outside in a shipping container somewhere) would need to completely finished the job. They would do the work and fix the place up depending on how much of the stuff you've gathered. None for the repaired, some for the postwar, and all for the prewar versions respectively.
      Of course this was all on paper. The interiors are somewhat finished and can be used like a settlement proper but I had no way of implementing them into the actual game proper without messing around with Papyrus script.
    2. DickyDee
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      Is it possible to maybe release these individually as replacers for the original museum?
    3. jafr5625
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      Yes, but any changes to the museum from other mods won't appear as the chosen interior is an entirely different space. Also it'd have to be added in after completing its quest or you won't have access to it unless you use console commands.
    4. DickyDee
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      Personally, I wouldn't mind having the repaired museum being a download option and installing it after completing the quest. I just like the idea of making that museum into an actual museum and cleaning it up would be nice!
  3. Etrice098
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    No idea if ill get a response, if not its fine not a big deal...

    But I'm just trying to figure out one issue with the museum of freedom, in concord. I think this is the mod that adds some extra places to explore inside and they seem to be blocked by something. Likely another mod. I have been trying to figure it out but still have yet to. Might be prp, might be tales. If anyone else here knows id appreciate any thoughts on it thanks

    Otherwise though doesn't seem to impede doing Preston's stuff so like meh its fine
  4. Mattcarrisosa
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    Hi, really enjoyed the mod it was a staple of my LO. Sadly my PC is dead right now and my only way too scratch my FO4 itch is on my poopy series x. Would you mind uploading it for xbox? If not I understand i'll just have to wait for my new gpu lol, anyways thanks for making concord feel like a real town
    1. jafr5625
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      I won't be reuploading it myself but you are more than welcome to if you wish.
      Anyhow, thank you for playing my mod, I'm glad you enjoyed it!
  5. BlazeStryker
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    Hi. For all I know someone mentioned this but I honestly don't consider it a bug anyway, more an oddity. You can (and I just now did again) jump down through the hole in the meeting hall into the Concord Subway, but jumping up (as the modders and the Jetpack crew can do) lets you get into the kitchen but no further.

    I am uncertain as to why...
    1. jafr5625
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      Sorry I'm late to this but, I had the autodoor (the invisible door you walk into that takes you to new areas), was too high up for the player to activate (unless you were slamming your head into the ceiling.) I honestly didn't think anyone would jetpack back up.
  6. MuiNoob
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    NGL, one of the mods I have has effed up my inside of the concord main building. I wouldn't know how to repay you if it does fix the problem. I'll make an edit if this does fix it.

    It didn't fix it. At least Concord is more worth visiting now. 
  7. mhawaro
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    I think the ELFX patch no longer work with your latest update tho, and last time i using it caused massive flickering inside concord museum also tested it with separated Museum revised and the result are still same. Maybe its only work with Optional file before split but i cant confirm. :(
  8. WommyJuzo
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    there appears to be a giant pink thingy inside the museum when you enter the added new rooms on the left it stretches through the entire building 


    EDIT: i found the problem  and fixed it. i used this mod: https://www.nexusmods.com/fallout4/mods/13596?tab=description: Enhanced Lights and FX. it spawned the pink thingy that is probably there for better lighting well bother better lighting

    EDITEDIT: I BROKE MY ENTIRE GAME 

    EDITEDITEDIT: I fixed it
    1. WommyJuzo
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      nvm its not your fault 
      i have some other mod which does this. after disabling  mods it still appears to be broken
    2. WommyJuzo
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      i will now try finding out what causes this problem
    3. WommyJuzo
      WommyJuzo
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      i fixed the problem
    4. WommyJuzo
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      life is pain
  9. Jsantoloci
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    I cant figure out what version doesn't edit the civil access. any idea?
    1. jafr5625
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      They both add something to the civic access, the museum addon adds only a door to where it was supposed to be in the old versions of the mod (albeit a little immersion breaking since it opens to the void.) , and the base mod, that adds new interiors and such, I've edited to make sure that the changes to the sewer were reverted back to vanilla. So there shouldn't anything messing with the vanilla assets and causing any conflicts again.

      But if you feel the need to remove these additions then removing the civic access changes from my mod in xedit should work just fine, although the waste treatment plant will be inaccessible.
  10. saaaaty
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    Is it compatible with PRP?
    1. jafr5625
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      The museum addon portion of the mod will show conflicts since it edits the base previs. (I edited and changed the level layout such as walls and now the game is throwing a fit.)
      But the base Town portion shouldn't edit anything. I cleaned up any conflicts that I came across in xedit and it hopefully works as intended, if you find anything then let me know.
  11. Queenieangel
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    Many, many thanks for this gorgeous work,  I really love it!
    There's so much to discover, I just can't find the time to do the main quest in Concord. I am really enthusiastic! Although I haven't owned and played FO4 that long, I can say this mod is already one of my favorites!!
    And a big KUDO And Voted!!
    Again, this Mod rocks..
    1. jafr5625
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      Thank you very much. I'm glad you enjoy it!
    2. Queenieangel
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      I hope the images are not to much!
    3. jafr5625
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      No, they were perfect. Thank you!