Fallout 4
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El Ha

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Zorkaz

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28 comments

  1. deunan2277
    deunan2277
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    • 11 kudos
    This is strange, using either ESL or ESP the expanded buildspace doesn't work, walls can't be scrapped too. Mod is installed correctly. I have no other mod that alter Covenant. I've completed quest Human Error before installing your mod, Boston FPS Fix is at last of my load order does it overwrite your mod? Nvm I've used another mod to scrap the turrets.
    1. fgambler
      fgambler
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      Boston FPS Fix, or any other mod that rebuild previs, will override any mod that changes locations. It needs to be put above such mods in the load order.
    2. Aranakis
      Aranakis
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      Above or below? You're supossed to put this mod under Boston FPS Fix so it doesn't override it, am I right?
    3. remus04XIII
      remus04XIII
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      Yes, a mod loaded after will usually override anything previous to it if it contradicts. Granted there are a few exceptions when something doesn't work, and it's worth messing about changing where the mod not working goes, but generally yes, lowest mod wins where there's a conflict.
  2. Magickingdom
    Magickingdom
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    • 56 kudos
    Thank you for this mod. This makes Covenant make sense.
  3. CodeNamed1
    CodeNamed1
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    • 17 kudos
    Hey Zorkaz! The walls behind the last house are NOt scrappable rest of the walls are fine but for some reason the last walls are not.

    Also when I say rest are "fine" I mean the wallls don't appear to be scarppable at first but when I enable the place everywhere mods extra objects function they appear to be scappable (Note: This was installed on an ongoing save)
  4. Didaskos
    Didaskos
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    This could really do with some more pictures showing all the changes in full.
    1. Zorkaz
      Zorkaz
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      Why? Most changes can't be shown per image and there's a full description
  5. Zekiran
    Zekiran
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    I love the build area and particularly the height on this mod. However I'm wondering if something is a little broken - at least on my build. I yanked all the structures - leaving the wall enclosure - and built a 4 story structure that has basically three 'yards' around it, each corresponding to where the main buildings had been. The one across from the entrance is the 'back' of the plot now. And, it's where all the settlers (only 9 so far) just... stand around. I've placed a leisure marker where I want them on the roof of the building, but I'm just wondering if that clumping behavior is normal for this mod? I've never seen it happen when I have pulled buildings out before in other play throughs.
  6. taryl80
    taryl80
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    • 54 kudos
    Hey Zorkaz!

    Thank you for this mod. I was always on the look out for a good Covenant mod. Have you also make the annoying blue Maindoor scrapable or give it more time before it closes?

    Anyways, I will test it now :D.
    1. Zorkaz
      Zorkaz
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      I didn't but good idea for the next update
    2. Thorwulf65
      Thorwulf65
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      Hello,
      the blue door and the other doors are scrapable with "Place Everywhere" / activate "Extra Object Selection Eabled".
      "Place Everywhere" should be in every load order...
  7. darkklawd
    darkklawd
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    Well this looks promising!! Now I have a reason to raid n turn Covenent into my new FOB!! Thanks for sharing this.
  8. drevviken
    drevviken
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    I assume this, considering its nature, breaks precombines.. ?
    1. Zorkaz
      Zorkaz
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      Why?
    2. drevviken
      drevviken
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      Since it deletes or replaces several vanilla objects...? Also when you make things (that normally aren't) scrappable it usually does...
      My knowledge on the subject is limited though, hence the question.
    3. Zorkaz
      Zorkaz
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      It does affect plants, activators and actors, but not static objects. So I'd say no unless I overlooked something
    4. drevviken
      drevviken
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      But weren't both the turrets and walls static objects to begin with? :p
    5. Zorkaz
      Zorkaz
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      Turrets are actors. The walls just got a scrap recipe
    6. drevviken
      drevviken
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      Alright . I'll try it out, anyhow. Covenant is just one of many places that'll drive you insane but at least this mitigates some of the issues...
  9. bcaton
    bcaton
    • BANNED
    • 6 kudos
    I want to use this mod, but i can see it conflicting with another and i think i should use the esp file to sort things out - but would there be complications if i flag the esp as an esl with xedit?

    Also, is there any easy way to flag covenant npcs as friendlies? I like their uniqueness although the nasty nature of what they do in the background means i end up having to kill them. I know a roleplay option to convert them to the light side would be way too complicated, but is there some easy workaround to just forcibly make them regular settlers?

    If not, I guess I can clone them. Some of the voices are cool, though.
    1. Zorkaz
      Zorkaz
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      To both questions: I don't think so
    2. deleted77474873
      deleted77474873
      • account closed
      • 10 kudos
      After taking a quick look at the Covenant quests in the CK and Fo4Edit I suspect that you pretty much have to edit the quest Human Error (MS17) in multiple areas to keep the inhabitants friendly after siding against them. From my experience with that quest the only somewhat RP/lore-friendly solution to add this option would be to directly go to the Compound, kill the guards, free Amelia, let Dr. Chambers live even after she tells you that you have to kill her, and then talk to Old Man Stockton at Bunker Hill. If someone wants to make it even more fancy one could probably do some re-editing of Dr. Chambers' voice files and add some dialogue offering a sort of truce.

      However keep in mind that there might be some side-effects if you choose the Institute later since I don't know if the scripts/fragments of their quests affect the Covenant factions even if they don't show up directly as reference in Fo4Edit. There is also some heavy editing done to the Covenant quests and AI packages by the UFO4P mod which probably means that one would have to check for that plugin to ensure not accidentally breaking people's save games.

      You can also try the brute force method and just set all four Covenant related factions friendly towards the player faction via console commands after Human Error and see what happens. You probably need another mod to claim the workshop after keeping them alive this way.

      edit: console commands for the brute force method...

      ;main factions for Covenant/Compound/Settlers
      setally 0001C21C 00062030 0 0
      setally 0001C21C 00074794 0 0
      setally 0001C21C 000D4D9C 0 0
      ;Fitzgerald faction (not sure if actually needed)
      setally 0001C21C 000890C0 0 0
    3. masterhamper
      masterhamper
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      • 119 kudos
      There is the Covenant Peaceful Solution
      https://www.nexusmods.com/fallout4/mods/11051
      Didn't try it yet but seems right up yer alley
  10. Cinedelic
    Cinedelic
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    • 8 kudos
    I like where this is headed.

    If we're throwing out ideas of things to add in version 1.1, I would suggest upgrading the navmesh in the vanilla areas of Covenant. Some of the areas beside the houses are utterly unpassable for NPCs despite being just basic flat ground. Given how little space there was to work with in the vanilla build area, it was particularly annoying not to be able to send people to work in those spaces.
    1. Zorkaz
      Zorkaz
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      I checked the navmesh in the CK and couldn't get what you mean