"Max Performance - All interiors" can cause issues with the ownership in place (Items still belong to the gangsters) https://www.nexusmods.com/fallout4/mods/37837
So this mod was working just swell until I tried sleeping in a couple beds out in the wastes and it told me I needed to clear the location. Then I tried to sleep in the sleeping bag inside the training yard after clearing it and it said I could now use the training yard workshop. Uninstalled and doesn't look like it fried my save yet.
Otherwise it worked as intended. It's a shame, Warehouse01 (white door in front of Bobbie's) is such a stellar location once you disable all the clutter and trash. Most of the other Goddneighbor player homes come furnished, can't be settlements and conflict with other mods for the Goodneighbor cell.
Conquest is an acceptable alternative with workarounds. No map marker, dumb names, bad ambient music, you'll need to disable more of the clutter manually and you'll need to run the command "SetCellOwnership GoodneighborWarehouse01" for the one in front of Bobbie's to be able to use beds or enter without sneaking. 02 is over by the Memory Den and 03 on the other side other side of the alley by 01.
I can't even buy permissions after the "cleaning" Quest. They are not on Daisies list. I guess the warehouses have to stay abandoned.
edit:
Started a new game and fixed the issue i had with getting the permits. what can i say, disappointing. Don't use it if you want to build some nice, neat Player homes.
- don't work with "raze my settlement" only partially. - u can scrap lights, but light sources are still there. - u can't scrap some furniture (only with disable command) like mentioned in another comment. - if you build your own power grids, you'll get a broken power grid message if you are using transfer settlements. - and if you think, just put it at the bottom of your load order, not possible without getting a error message (loot). so it's in position 117 of my 678 load order positions and i can't do nothing about it without breaking something.
i learned, if a mod says "not maintained" don't use it...period. i should have left it abandoned.
In Vortex, go to the plugins page and change the plugin's "group" entry. For me, the "Late Fixes & Changes" group load last right before "Late Patches". Within a group of plugins you can further sort them by clicking and dragging the little icon in the dependencies column for one plugin onto the icon of another plugin. a window will pop up where you can set a rule for which plugin loads first. loot will auto sort them from there.
Loot will butcher your load order unless you learn how to group mods and apply rules and exceptions. it's a pain in the ass but that should get you where you want to go.
Unfortunately i dont use vortex and surely never will. I just read your decription and i knew why, beside the millions of complaints about it here on nexus about errors and problems with Vortex in almost every mod thread. The mod here is not worth this trouble for me. And yes, i realized loot did not do what it is supposed to and i don't really have the patience anymore after all those years to learn it properly, so i dropped it and organized my whole load order manually with my mod manager. It took me a lot of time, but it was worth it so far... But thanks for the replay mate!
Mod works for me. Not quite as described but functionally a-okay. Using next gen update, f4se, and a bunch of mods.
Installed mid game. Doors were green but locked. Could immediately sleep, workbenchs were available and Daisy had the contracts (multiples) without starting Hancock's quest to clear the warehouses. Having a contract in your inventory and entering the coresponding cell adds the Warehouse's name to your Pipboy's workshop tab and enables you to send settler's there, making it a full settlement. You can build and treat them as simple player homes without the contracts.
Between the disable command and the workbench I was able to clear the whole place out. Some of the lighting effect are baked into the cell, notably the shop lights cast light rays and shadows. These light effects cannot be removed unfortunately.
Good idea for a mod, but like others have said, despite buying the permits after clearing out the warehouses for Hancock, still marked as trespassing and can't sleep, although the workshops are owned and can build in there. I guess it has the benefit of preventing the Triggermen from endlessly respawning and being somewhere for the people of GoodNeighbour to do their various things in.
Purely an aesthetic request, but is anyone able to remedy the appearence of the permits in the inventory? Only ask as they totally mess my screen up...
Also, is it just me, or do they keep respawning in Daisy's items?
Works great and love the concept, using it as a foundation to create a raider/merc faction.
That said the northern warehouse is not working for me, despite purchasing the permit the door still shows as red (from the exterior though clear inside) as well as all the items inside, including the workbench.
I tried fixing with 'setpv ownedbyplayer true' console commands and although this allows me to use the workbench I cannot send settlers and the door remains red from the exterior.
Any suggestions on how to fix would be great. If not I may just try spawning settlers inside to see if I can work around.
30 comments
https://www.nexusmods.com/fallout4/mods/37837
Otherwise it worked as intended. It's a shame, Warehouse01 (white door in front of Bobbie's) is such a stellar location once you disable all the clutter and trash. Most of the other Goddneighbor player homes come furnished, can't be settlements and conflict with other mods for the Goodneighbor cell.
Conquest is an acceptable alternative with workarounds. No map marker, dumb names, bad ambient music, you'll need to disable more of the clutter manually and you'll need to run the command "SetCellOwnership GoodneighborWarehouse01" for the one in front of Bobbie's to be able to use beds or enter without sneaking. 02 is over by the Memory Den and 03 on the other side other side of the alley by 01.
edit:
Started a new game and fixed the issue i had with getting the permits.
what can i say, disappointing. Don't use it if you want to build some nice, neat Player homes.
- don't work with "raze my settlement" only partially.
- u can scrap lights, but light sources are still there.
- u can't scrap some furniture (only with disable command) like mentioned in another comment.
- if you build your own power grids, you'll get a broken power grid message if you are using transfer settlements.
- and if you think, just put it at the bottom of your load order, not possible without getting a error message (loot). so it's in position 117 of my 678 load order positions and i can't do nothing about it without breaking something.
i learned, if a mod says "not maintained" don't use it...period. i should have left it abandoned.
Loot will butcher your load order unless you learn how to group mods and apply rules and exceptions. it's a pain in the ass but that should get you where you want to go.
I just read your decription and i knew why, beside the millions of complaints about it here on nexus about errors and problems with Vortex in almost every mod thread.
The mod here is not worth this trouble for me.
And yes, i realized loot did not do what it is supposed to and i don't really have the patience anymore after all those years to learn it properly, so i dropped it and organized my whole load order manually with my mod manager.
It took me a lot of time, but it was worth it so far...
But thanks for the replay mate!
Mod works for me. Not quite as described but functionally a-okay. Using next gen update, f4se, and a bunch of mods.
Installed mid game. Doors were green but locked. Could immediately sleep, workbenchs were available and Daisy had the contracts (multiples) without starting Hancock's quest to clear the warehouses. Having a contract in your inventory and entering the coresponding cell adds the Warehouse's name to your Pipboy's workshop tab and enables you to send settler's there, making it a full settlement. You can build and treat them as simple player homes without the contracts.
Between the disable command and the workbench I was able to clear the whole place out. Some of the lighting effect are baked into the cell, notably the shop lights cast light rays and shadows. These light effects cannot be removed unfortunately.
Also, is it just me, or do they keep respawning in Daisy's items?
Beyond that, LOVE the Mod, and the concept!! 😊😁
Edit: i have permission to build and i've made my base but no sleep.
That said the northern warehouse is not working for me, despite purchasing the permit the door still shows as red (from the exterior though clear inside) as well as all the items inside, including the workbench.
I tried fixing with 'setpv ownedbyplayer true' console commands and although this allows me to use the workbench I cannot send settlers and the door remains red from the exterior.
Any suggestions on how to fix would be great. If not I may just try spawning settlers inside to see if I can work around.
I joke. Cool mod idea.