Fallout 4

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Transient3292

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wanderer3292

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40 comments

  1. confusatron
    confusatron
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    Love the idea of this, sadly it causes a CTD when I get close to the area (and with the mechanics rooftop mod, but no other settlement mods by this author) because of other mods I have, and from 600 active plugins I'm going to have a hard time deciding what's the issue. This is no dig at this mod, I'm just expressing sadness that I can't add this one.
    1. confusatron
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      Now that I think about it, this has an internal settlement, and so does the mechanic rooftops (with the RRTV subway settlement), that might be the common factor. Will try rooftops settlement without the internal cell and see if I get the CTD.
      Edit: Nope, still crashes :/
    2. confusatron
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      turns out CVC was causing the issues (might be a conflict with workshop rearranged), I uninstalled it and was able to play with this. I also had installed "The Overwatch" by Greekrage so I tried my hand at deleting the workshop part from this mod but kept all the added scenery, wish me luck.
    3. mr2blobby
      mr2blobby
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      it most likely wasnt cvc since that mod adds items into your workshop menu. the overwatch overlaps with this settlements borders so thats probably tthe common factor
  2. KENNETHC
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    This just let people know that , if they are using  GreekRage  settlement mod called The Overwatch, the Mode includes Jalbert Brothers Place. So you will  must to decide which mode to use. Both modes edit same space.
  3. TheCasualRanger
    TheCasualRanger
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    Excellent mod and very well done! Bunker is a very large plus. I’ve started a new play through today And will be using it as a home base. I did notice one thing, I’m using two recruitable settler mods

    https://www.nexusmods.com/fallout4/mods/16304
    https://www.nexusmods.com/fallout4/mods/8704

    And when I find the settler and recruit them, Jalbert is not in the list of choose-able settlements to send them to.

    Other than that I’m loving this! Endorsed!
    1. wanderer3292
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      Thanks, glad to hear it. The first mod is something I'd have to really look at, which I will do at some point. The npcs from Settlers of the Commonwealth should definitely work because I use them all the time to test. If it's some other npcs from Tales from the commonwealth then that means they're just not recruitable.

      Make sure you activate the workshop before trying to recruit.
    2. TheCasualRanger
      TheCasualRanger
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      Yea it’s strange, Hoss the super mutant that comes with settlers of the commonwealth who is initially located at Jalbert doesn’t let me recruit him, I get the dialogue but Jalbert isn’t chooseable. May be associated with the workshop happiness not being at 50... all I can get it to show on each save is 20%. But it may be another mod conflicting with it. Not sure.
    3. wanderer3292
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      Yeah you should post your mod list in spoilers so i can figure out why. I use hoss every single time I have gone in-game to test which is many, many times. I also thought I must have outsmarted that 20% bug because I've never had that happen.
    4. TheCasualRanger
      TheCasualRanger
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      fixed the issue....i put your mod super low on my LO.... fixed the 20% (got it upon activation with 52) and Hoss can be sent there properly!
    5. wanderer3292
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      Glad to hear that, and thanks a lot for letting me know how it worked out!
    6. effelo
      effelo
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      I had the same issue and looked into it in xEdit: in my 720 plugin setup the settlement flags are conflicting with only 2. -> It needs to be below these plugins in the load order:
      - "Settlers of the Commonwealth" (from Atomic Radio and Tales from the Commonwealth)
      - Weaponsmith Extended 2
      Then it should work.
    7. wanderer3292
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      Thanks for this. I use Settlers of the Commonwealth but it's high up in my load order so I've never had problems while testing.
    8. effelo
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      for everyone reading this: be aware that if you started a game with this mod before those mods in your load order and it messed up the settlement, you will need to start a new game. I know of no way to fix it while keeping the character.

      @wanderer3292: I uploaded some fixes for the location here: Eff's Patches - Jalbert Brothers Expansion
      Please feel free to incorporate the fixes into your mod. If you do, please let me know here or in a comment there and I will change the description to clearly state that your mod already offers the fixes.
      It will probably be months or at least weeks before I can really play around there, so I will keep my page up no matter what. The fixes I made were just the ones that I could easily see were necessary just from looking into the data in xEdit. I anticipate that I will add further fixes when I get around to really play with the settlement.
    9. clydemcelroy1
      clydemcelroy1
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      Might not be everyone's favorite way, but with settlements where you have trouble recruiting or sending settlers, try spawning them with cheat terminal. That's how I do it and have no issues.
    10. wanderer3292
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      I'm honored that you like the mod enough to do that.
      Linking the settlement guard posts and workbenches is actually an oversight, I meant to do that before uploading. Those keywords are my personal preferences, however I also meant to switch them before uploading. Things like that, and the beds that I placed are what I hope to get feedback on, as I can only make the mod for my own play style if I don't know how others go about playing the game. Either way, since noone else has mentioned these things, I will leave the mod as is and people have the option of using your patch. I'll also put a link on the description page when I get a chance today. Thanks!!
    11. confusatron
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      Hi, I'm wondering if the latest version does not need the patch.
    12. effelo
      effelo
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      Hi. I checked the new version against my patch. The new version does pretty much everything the patch does, except it misses the armor workbench that the location already provides in the vanilla game - the one outside. So without the patch this workbench would not be linked.
      The new version also seems to have one sleeping bag less than the first one, which my patch adds again (at least I think I did not add another sleeping bag by intention).
      Additionally my patch does not fix the "level" of the encounter zone, but leaves it to scale with the player.
      Basically I will keep using my patch, but 99% of the changes I initially did are now included in the newest version.
    13. confusatron
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      Thank you!
  4. Alheithinn
    Alheithinn
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    This place is huge. So much open space. And that's not a complaint. So many transfer settlement builds, for example, are cramped. There won't be any problems negotiating crowds at Jalbert Brothers.

    It's beautifully done and I like the player housing. It's a nice little place and the planters are a nice touch. It's also big enough that even with Dogmeat and Piper I can move from one end to the other without much hassle.

    Now I have to figure out how I'm going to fill this  place up...

    Endorsed.
  5. shokgun
    shokgun
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    Great mod! love it, are you planning on doing University Point and salem as settlements to? that would be awesome xD
  6. jumarbye
    jumarbye
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    "I really like what you've done with the place!"

    Great mod. and I like how you kept the scrap heap vibe with your added content. Thanks for this! 
  7. Rodolfo165
    Rodolfo165
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    do you think you could add a version without the added stuff? i tried using Conquest but for some reason i cant get rid of the radiation even if i delete the barrels, thats the only reason why im looking for a mod to turn the place into a settlement, thanks!
    1. wanderer3292
      wanderer3292
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      Unfortunately no, but if you use place everywhere you can scrap everything I've added
  8. nyxalinth
    nyxalinth
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    Not long ago, I looked high and low for a mod that would let me settle here, and couldn't find one. Thank you for this! I'll come back to say more once I've played around with it.
  9. Orody
    Orody
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    Really nice, simple and realistic, just like a vanilla hub at this location could have been!
    1. wanderer3292
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      Thanks, I was torn between leaving it empty for players to fill in, or to flesh out every living space to try and make something like Diamond City.
    2. RickyTheOx
      RickyTheOx
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      Im using ASE.
      Will Abernathy collide with this in any way ?
    3. wanderer3292
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      I don't know what that is.
    4. RickyTheOx
      RickyTheOx
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      All Settlement Expanded
    5. wanderer3292
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      I looked in xedit, they should work together just fine.
    6. RickyTheOx
      RickyTheOx
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      Ok,tnx
      Will try it out then :)
      Edit
      LoL... sometimes I get confused.
      I was thinking on Wicked Shipping Fleet Lockup, near Abernathy.
      This one is near Greengarden (Greygarden)
      Sorry to waste Ur time.
    7. wanderer3292
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      I was curious once you reminded me of ASE, greygarden's cell is right next to Jalbert Brothers but there is no conlfict there.
    8. RickyTheOx
      RickyTheOx
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      Only thing is that sometimes when using extended area/borders it can cross over.
      Like in Sanctuary and RR I have to be very careful so I don't start the wrong workbench or build/scrap in the wrong places with wrong workshop. The borders are very close to each-other.
      And Im using mods that almost erase the borders, so it can be tricky.
      That's why I asked about the compatibility.
  10. SuperDARKone666
    SuperDARKone666
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    is there any way you can make an esl file for heavy load orders thanks
    1. JimmyRJump
      JimmyRJump
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      In response to post #83080723.


      Spoiler:  
      Show

      SuperDARKone666 wrote: is there any way you can make an esl file for heavy load orders thanks


      Open xEdit and save the ESP as an ESP-light. Same result but better as the extension is still esp and the mod will be loaded amongst the other ESPs.

      (right-click in xEdit's mod field and choose "select none" and then scroll the list to where this mod is sitting. Double left-click it and wait till all references are loaded. It will say "Finished" at the bottom. Then right-click the mod in the left panel and choose "Compact FormIDs For ESL" and again wait till xEdit is finished. Then in the "view" tab of xEdit double left-click the "Record Flags" entry under "Record Header" and choose "ESL". Close xEdit and you're done.
    2. SuperDARKone666
      SuperDARKone666
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      thanks heaps will do