Oh, right... I just remembered that i'm also using Fusion City Rising's addon HotC "Subways of the Commonwealth". I totally have no idea whether there The Fens' subway is used by that mod or not. Does anyone know?
This will probably conflict with other subway mods. Though, Subway Runner seems abandoned to me. And Subways of the Commonwealth seems to be about adding completely new stations. So I'd say, it probably doesn't conflict.
Depends on how exactly the mod is made; I have it downloaded, but haven't played Fusion City yet.
To give you an example:
I have the Neon Nights mod installed. It's an apartment in Goodneighbor where you can look at the windows and actually see the NPC "neighborhood watch" move around and do their NPC thing in real time as though you were there on the street.* So anything that would interact with goodneighbor outside of the Neon Nights apartment would theoretically affect how Neon Nights interacts with the outside. Moreso if you, say, had something that added an exterior object to the outer wall of Neon Nights. So that's one example of potential compatibility issues.
But here's another one:
I have *two* mods that add a basement to the same house near Concord:
-America Rising 2 (the Enclave mod), and -Sebos Loft
Sebos Loft makes the door at the front of a small house functional such that it essentially loads into an entirely new cell that is three floors. I say entirely new cell because the lower cell is a basement, but the upper two are *entirely* too large to actually be scaled to the proper size of what is, on the literal surface, a small house.
On the other hand, America Rising 2 adds a hatch at the back of the house for directly accessing the basement... which is an entirely different space than what Sebos Loft has inside.
So, to answer your question, it would depend on how exactly this mod is made, and I'm guessing since it isn't made to directly interact with Subway Runner it probably won't have any compatibility issues with it at all. On the other hand, it also depends on what changes are made and where exactly they are. My advice? Play through the game, unlock the areas where Subway Runner and this mod overlap, then save, then install and play through and see if there's any conflict.
*The Lexington Apartments mod also offers this "look outside and see stuff happening" feature that Neon Nights does.
pra, I have a question to you. Would you be interested in creating a player home/settlement from Fort Hagen hangar. Personally, I think it's a good place for a player/faction base. https://fallout.fandom.com/wiki/Fort_Hagen_hangar
At the station, 100 percent of happiness, I leave the station in the statistics disappears: all the food, all the water, all the electricity, all the beds. Happiness drops sharply. Sinned against the settlers, assuming that the synth. Relocated to other settlements. I left a verified one. I was leaving the station. The result is the same. The station has 20 beds, 150 food, 150 water, 100 energy, 300 protection. Happiness starts to grow from 60 to 92. At the exit, everyone attacks who is not lazy. The result is the same. I got hit a couple of times. I removed the station of caravaneers, traders. the same result. Can reduce protection? The problem is solved only through the console with the command: coc SanctuaryExt. A rapid movement that does not exist on Fens Way. The game considers the station on the street to be a settlement, which does not exist, since there is no workshop. If there would be a duplicate settlement on the street. Therefore, the attack on the settlement does not take place inside, but only outside. This makes the mod useless.
The cell on the surface is flagged with the settlement's location, it has to be that way for the vanilla settlement registration to work. The attack spawn markers are placed outside, because the game would just dump all the attackers right past the entrance otherwise. They should, in theory, be able to path into the interior, though. No clue what's going on with your game. Never heard of anything like that happening before.
That's right, there are no settlers, beds, electricity and protection from bandits on the street. Inside the station everything is wonderful 100 percent happiness. The settlers say we have repulsed the attacks, they will not come to us again. No corpses, no weapons, clean. How to make a quick transfer from the station. To avoid going outside or to have statistics duplicated from the outside.
Had a hard time getting this one to work. Lechmere didn't have any issues but for this one, I had to move it below " Immersive Cleaning". I use that mod alongside Raze & Clean my Settlement it rebuilds precombines. I don't like putting anything below Immersive Cleaning because I have run into flickering issues before so I'm unsure if I should keep this mod below Immersive cleaning or take it out.
This mod is acting strangely for me, I can build inside of the station.... But the interior is using it's default design, not the one pictured. I was hoping someone had the same issue as me but it seems I'm the first, just my luck.
Sounds like a load order issue. If you installed the ESL version, move the patch further down. If you are using the ESP version, just move that one further down.
I have a question. Will any mod which disable combat boundary in the subway break the settlers? I heard that disabling combat boundaries in some settlement areas will break settlers' navigation or something like that. Is it true for this mod?
Sounds like it is doing something to the navmesh. This mod redoes the navmesh in the subway station, so I think it might conflict. I'll look at it when I get home.
NCB definitely conflicts with this mod. It removes the flags "never resets" and "workshop" from the encounter zone. You should definitely load the included patch below. Though the patch will also add the combat boundary back. I guess I could make a compatibility patch which does both the workshop edits and the CB removal. Though I still don't know how this will affect the settlers down there...
For now i let your mod win over that mod, so combat boundary still intact in the station. I heard from Crossing the Great Wastes' guide that no combat boundaries will cause issues with settlers so they ask to remove all changes to some settlements (ie. restoring it to vanilla)
I just did the tunnel snakes quest without problems. That said I have not experienced the quest before so I cant confirm nothing was damaged in the upper station; but I found the Snakes, Pistols, outfits, New Recruits Terminal, and Ultimatum.
I cannot find the basement though. If it is the door right next to the hole in the wall on the platform then the Tunnel Snake.esl overwrites the door.
44 comments
And Subways of the Commonwealth seems to be about adding completely new stations. So I'd say, it probably doesn't conflict.
To give you an example:
I have the Neon Nights mod installed. It's an apartment in Goodneighbor where you can look at the windows and actually see the NPC "neighborhood watch" move around and do their NPC thing in real time as though you were there on the street.* So anything that would interact with goodneighbor outside of the Neon Nights apartment would theoretically affect how Neon Nights interacts with the outside. Moreso if you, say, had something that added an exterior object to the outer wall of Neon Nights. So that's one example of potential compatibility issues.
But here's another one:
I have *two* mods that add a basement to the same house near Concord:
-America Rising 2 (the Enclave mod), and
-Sebos Loft
Sebos Loft makes the door at the front of a small house functional such that it essentially loads into an entirely new cell that is three floors. I say entirely new cell because the lower cell is a basement, but the upper two are *entirely* too large to actually be scaled to the proper size of what is, on the literal surface, a small house.
On the other hand, America Rising 2 adds a hatch at the back of the house for directly accessing the basement... which is an entirely different space than what Sebos Loft has inside.
So, to answer your question, it would depend on how exactly this mod is made, and I'm guessing since it isn't made to directly interact with Subway Runner it probably won't have any compatibility issues with it at all. On the other hand, it also depends on what changes are made and where exactly they are. My advice? Play through the game, unlock the areas where Subway Runner and this mod overlap, then save, then install and play through and see if there's any conflict.
*The Lexington Apartments mod also offers this "look outside and see stuff happening" feature that Neon Nights does.
https://fallout.fandom.com/wiki/Fort_Hagen_hangar
Happiness drops sharply.
Sinned against the settlers, assuming that the synth. Relocated to other settlements. I left a verified one.
I was leaving the station. The result is the same. The station has 20 beds, 150 food, 150 water, 100 energy, 300 protection. Happiness starts to grow from 60 to 92.
At the exit, everyone attacks who is not lazy. The result is the same. I got hit a couple of times.
I removed the station of caravaneers, traders. the same result.
Can reduce protection?
The problem is solved only through the console with the command: coc SanctuaryExt.
A rapid movement that does not exist on Fens Way. The game considers the station on the street to be a settlement, which does not exist, since there is no workshop. If there would be a duplicate settlement on the street. Therefore, the attack on the settlement does not take place inside, but only outside.
This makes the mod useless.
No clue what's going on with your game. Never heard of anything like that happening before.
I heard that disabling combat boundaries in some settlement areas will break settlers' navigation or something like that. Is it true for this mod?
This mod redoes the navmesh in the subway station, so I think it might conflict. I'll look at it when I get home.
NCB definitely conflicts with this mod. It removes the flags "never resets" and "workshop" from the encounter zone. You should definitely load the included patch below. Though the patch will also add the combat boundary back. I guess I could make a compatibility patch which does both the workshop edits and the CB removal. Though I still don't know how this will affect the settlers down there...
Just a head up for any CC -downloaders; (Not me) This is the same place as a quest location: "Tunnel Snakes Rule!"
http://fallout.wikia.com/wiki/Tunnel_Snakes_Rule!
Does the quest still work, or is there a hard conflict there?
I cannot find the basement though.
If it is the door right next to the hole in the wall on the platform then the Tunnel Snake.esl overwrites the door.