Over the past year Transient and I have collaborated on various projects, including Goodneighbor Expanded(GNE). Transient is busy with many projects and I was asked to help split the work and support the mod. I jumped at the chance, as a long time user of both GNE and Mika's "Better Goodneighbor".
I'm releasing version 3.0 which has been in development (see sticky post above). This version comes complete with new previsibines generated for both Better Goodneighor and PRP69. Calarand's Apartment and RedRocketTV's Condo are both patched and now compatible. With this major release, all bugs have been closed and we're starting fresh with a clean slate. If you find a bug, please submit a bug report or step on it. This update does not require a new game unless you are heavily invested in your settlement in what was formally known as the basement apartment. A wise man once said, "Those players crafty enough to have unlocked the workbench, and setup a fancy interior settlement complete with settlers and whatnot, would also be crafty enough to merge this mod".
Neon Flats and Nai's player homes compatibility patches are being donated by other members of the community. Links to those approved patches should be up soon.
We hope this collection of work expands your mind while experiencing Goodneighbor. Maybe even put down some roots and call it your home.
You stay free brother, Hap
Changelog:
Spoiler:
Show
Version 3.0 - Major version release. You can update mid-game, but new files have been added to the mod so your loadorder might shift with the additional plugins. This mod now has a master plugin that goes up top, and a previs patch that goes down low. There are also compatibility patches for other mods that go in the middle. The mod has a fomod installer with all patches included in the download.
FAQ:
Spoiler:
Show
Do not install Hap's Better Goodneighbor Precombined Visibility Patch or ANY BG previs patch - They are not needed with the rebuilt/patched previsibines included in this mod.
You do not need to use a repaired version of Better Goodneighbor to use this mod. The deleted/errored navmeshes have been overwritten by this mod. If you would like to use this Better Goodneighbor Patch for your mods, please DM me. It has been designed to reset Mika's Better Goodneighbor back to vanilla so it can be used with any loadorder.
This mod has a fomod installer with all patches included in the download.
GoodneighborExpanded[Patch-Previs].esp (Only for Vanilla users) GoodneighborExpanded[Patch-PRP].esp (Only for PRP users)
Compatible with:
Spoiler:
Show
Better Goodneighbor
RedRocketTV's Goodneighbor Condo (Do not message RRTV, Transient, or me asking for this mod. It was taken down and we will respect the author's wishes)
Calarand's Goodneighbor Apartment
Horizon
Depravity
Tales of the Commonwealth/Settlers of the Commonwealth
PRP
Goodneighbor View
NOT Compatible with:
Spoiler:
Show
Welcome to Goodneighbor
Neon Flats - Patch in development
Nai's player home - Patch in development
-- Thanks! Transient - Your dedication and hard work has expanded all our Goodneighbors and so much more VlitS - An elder scroll level of knowledge, ad victorium PJMail - For all your help and advice. Get PJ's Flyable Personal Vertibird! Glitchfinder - Thank you for you constant hard work and donated time. Mr.Numbers3k - You helped me see the forest when I could only see the trees DAmanding - Coordination and communication with all the various members of this growing community
main computer that can actually run fallout 4 is kinda.... meh, an being worked on currently, but once I get it working again, totally gonna install this! looked totally awesome! only a few (good) goodneighbor mods out that like this one. cant wait! but question (for anyone really) would this be compatible with the mod "welcome to goodneighbor" https://www.nexusmods.com/fallout4/mods/15702
I know (only by lookin at screen shots) an I actually played welcome to goodneighbor" that would be SOME (hopefully) minor issues, like objects spawned into each others (nothing that console command cant fix maybe.... but hope nothing game breaking.... just looking for comfirmation if anyone else tried the two mods together--
bro it says it in the description in the end with a big header NOT COMPATIBLE are you like a bit slow or just really really lazy? people like you are the reason many great mod authors locking their commentsection so you cant get legit help anymore, or abandoning modding as a whole.
Is there meant to be a doctor NPC in the clinic trailer by the entrance? Also, I think the diner is a bit of a weird building - I couldn't seem to find a food vendor inside and it's just multiple floors of sandboxing generic NPCs. Otherwise, this is my favourite Goodneighbor mod
Hello, I don't know if this was already brought up, but I wanted to point some little bugs I saw when you install both "Better Goodneighbor" and Goodneighbor Extended. When I have Goodneighbor extended enabled I saw that somethings from Better Goodneighbor were missing.
here are some pictures that show the mod with and without.
When objects are missing like that it’s an indicator of a precombined/previs conflict. There’s a mod in your order that is messing with those cell record.
If you all want direct help, visit my discord channel. You are having precombine/previs conflicts.
Troubleshooting requires loading xEdit and looking at the cell records for the area in question. It only takes a few seconds to look at the Goodneighbor cells and spotting the offending plugin.
Dear Author, Thank you for your mod! It is a great idea and use the space wonderfully. There is a hole on top of the memory den which would usually not be visible but due to the new mod areas it is visible and can be fallen through. Would it be possible to close the gap in an upcoming patch? Thank you! In the meantime console users can duplicate a roof piece to 'patch' the hole in game :). Please see pics:
I'm getting a giant open hole in the top of hotel Rexford that I can drop through. I don't have any other mods that touch goodneighbor. Great mod otherwise :)
I had to do some digging to figure out the original plan here. It appears that there was work planned to build out that area, but only demolition was started.
I'll re-add these three rubble piles on the next update. I'm making a bug report. Here's an image of the details:
No this mod is not compatible with Aurelianis mod. The intent of their mod is to clean up and clear out Goodneighbor. These collection of patches make Goodneighbor a busy beautiful mess.
Mister Number's patch for this mod + Better Goodneighbor and some extras like GN Enhance Interiors & Better Third Rail makes the town unreal https://www.nexusmods.com/fallout4/mods/71685?tab=description
586 comments
Over the past year Transient and I have collaborated on various projects, including Goodneighbor Expanded(GNE). Transient is busy with many projects and I was asked to help split the work and support the mod. I jumped at the chance, as a long time user of both GNE and Mika's "Better Goodneighbor".
I'm releasing version 3.0 which has been in development (see sticky post above). This version comes complete with new previsibines generated for both Better Goodneighor and PRP69. Calarand's Apartment and RedRocketTV's Condo are both patched and now compatible. With this major release, all bugs have been closed and we're starting fresh with a clean slate. If you find a bug, please submit a bug report or step on it. This update does not require a new game unless you are heavily invested in your settlement in what was formally known as the basement apartment. A wise man once said, "Those players crafty enough to have unlocked the workbench, and setup a fancy interior settlement complete with settlers and whatnot, would also be crafty enough to merge this mod".
Neon Flats and Nai's player homes compatibility patches are being donated by other members of the community. Links to those approved patches should be up soon.
We hope this collection of work expands your mind while experiencing Goodneighbor. Maybe even put down some roots and call it your home.
You stay free brother,
Hap
Changelog:
The mod has a fomod installer with all patches included in the download.
[Loadorder]
GoodneighborExpanded.esp
<<< optional >>>
PFP.esm (Only for PRP users)
GoodneighborApartment.esp
RRTV_GoodneighborCondo.esp
Crimetown.esp
GoodneighborExpanded[Patch-GoodneighborApartment].esp
GoodneighborExpanded[Patch-RRTV_GoodneighborCondo].esp
GoodneighborExpanded[Patch-Crimetown].esp
PRP.esp (Only for PRP users)
<<< end of optional >>>
GoodneighborExpanded[Patch-Previs].esp (Only for Vanilla users)
GoodneighborExpanded[Patch-PRP].esp (Only for PRP users)
NOT Compatible with:
--
Thanks!
Transient - Your dedication and hard work has expanded all our Goodneighbors and so much more
VlitS - An elder scroll level of knowledge, ad victorium
PJMail - For all your help and advice. Get PJ's Flyable Personal Vertibird!
Glitchfinder - Thank you for you constant hard work and donated time.
Mr.Numbers3k - You helped me see the forest when I could only see the trees
DAmanding - Coordination and communication with all the various members of this growing community
I know (only by lookin at screen shots) an I actually played welcome to goodneighbor" that would be SOME (hopefully) minor issues, like objects spawned into each others (nothing that console command cant fix maybe.... but hope nothing game breaking.... just looking for comfirmation if anyone else tried the two mods together--
if yes read the description of the mod it literally answers your question
are you like a bit slow or just really really lazy? people like you are the reason many great mod authors locking their commentsection so you cant get legit help anymore, or abandoning modding as a whole.
Will a PRP74 patch be in the works yet?
Hello, I don't know if this was already brought up, but I wanted to point some little bugs I saw when you install both "Better Goodneighbor" and Goodneighbor Extended. When I have Goodneighbor extended enabled I saw that somethings from Better Goodneighbor were missing.here are some pictures that show the mod with and without.
https://imgur.com/a/NG21x7E
When objects are missing like that it’s an indicator of a precombined/previs conflict. There’s a mod in your order that is messing with those cell record.
have you resolved the issue? I have the exact same one, although I have been sticking to the loadorder and putting the mods as far down as possible.
Troubleshooting requires loading xEdit and looking at the cell records for the area in question. It only takes a few seconds to look at the Goodneighbor cells and spotting the offending plugin.
Thank you for your mod! It is a great idea and use the space wonderfully.
There is a hole on top of the memory den which would usually not be visible but due to the new mod areas it is visible and can be fallen through.
Would it be possible to close the gap in an upcoming patch? Thank you!
In the meantime console users can duplicate a roof piece to 'patch' the hole in game :). Please see pics:
View from adjacent building
Up Close
?Trapped?
I had to do some digging to figure out the original plan here. It appears that there was work planned to build out that area, but only demolition was started.
I'll re-add these three rubble piles on the next update. I'm making a bug report. Here's an image of the details: