This is a great mod. Open Lexington aside, my concern is its possible incompatibility with Concord Revised and Shallow's Snacks 2 - The Soylent Encounter.
Hello. You mention that this is compatible with Open Cambridge, Open East Boston, Open Hagen, & Open Malden; but is this also compatible with Open Concord, Open Bunker Hill and Open Lexington that Open Commonwealth includes? Thanks.
Tested and working well on latest NG update 1.10.984. These are some very high quality interiors. Adds to the game without taking away from anything else. Perfect.
how come you didn't make a vault player home for fallout 4 you did make one for fallout 3 and fallout new vegas if needed the vault player home will be in an area near diamond city since you know we already have one near the players hometown in the games beginning
FYI, if anyone is interested: I checked this mod out in xEdit, and here are the results BASED ON VERSION 1.0.
Precombines are intact
No ITM (Identical to master) problems.
No exterior Navmesh touched.
No vanilla assets overwritten.
No deleted items.
No dirty edits.
In terms of compatibility with other mods, I compared this mod to:
Beantown Interiors.
Lexington Interiors.
Concord Revised.
Plenty 'o' Exploration.
Commonwealth Underground and Forgotten Spaces
Inside Jobs
Stumble Upon Interiors.
Here are the results:
Confirmed no conflict with Beantown Interiors. (yay!)
The Apartments, ZPLInterior02, conflict with the Blue Hotel of Lexington Interiors. All of the exterior doors in that massive structure are used. The door to the apartments may be moved elsewhere, but Lexington is tough because Lexington Interiors uses lots of buildings. I can recommend a door if Beluga would find the information helpful.
The Concord Laundry, ZPLInterior01, conflicts with one of the doors of Concord Hotel Colonial in Concord Revised. Fortunately, the Hotel Colonial has two doors, and the Laundry only blocks the left one. Also good news: The door for the laundry is set forward a little bit, so it may be used normally. The two locations may actually live side by side without too much fuss.
The Office (ZPLInterior03) seems to have landed in a favorable spot. I didn't notice any conflicts.
Thanks for all the Info! I double-checked your findings and have to add something.
for CONCORD you wrote: "The Concord Laundry, ZPLInterior01, conflicts with one of the doors of Concord Hotel Colonial in Concord Revised. Fortunately, the Hotel Colonial has two doors, and the Laundry only blocks the left one."
BUT, when your are inside the Hotel, you still have 2 exit doors the one leads outside again but you find yourself in front of the laundry. That´s no problem, it´s just lacking some logic here. I personally ignore this but others might get irritated....
Now for Lexington: The office door conflicts with Hidden Corners Mod and is placed before the Arnold Music Corporation door. They share the same spot. your mod together with Hidden Corners also conflict with subway runner as the subway entrance is also located on that spot. So I end up with 3 Doors blocking each other.
The apartment door that is being blocked by one of the 3 doors from the blue Hotel: I entered and checked the interior cell. Small and easy one.
I think I found a perfect Spot for that door. Enable Lexington Interiors mod. Start the game and go to Lexington and look for Someone´s Home Nr.8"
To its right there is a partially destroyed Building with some Stairs. go up the stairs until you face a wall. Perfect location when you compare your interior Cell to that building. They would work fine together even visually.
Don't mislead people, mod requires repair of broken previsibins: ERROR: CELL 0000DDDE (of Landwer_Interiors_Project.esp) has disabled Previsbines due to later Timestamp on REFR 000394A6 Warning: CELL 0000DDDE (of Landwer_Interiors_Project.esp) Cluster 0000DDBE is missing 9 Cells (probably they have no RVIS) Warning: CELL 0000DEE1 (of Landwer_Interiors_Project.esp) Cluster 0000DEE1 is missing 9 Cells (probably they have no RVIS) Warning: CELL 0000E019 (of Landwer_Interiors_Project.esp) Cluster 0000E01A is missing 9 Cells (probably they have no RVIS)
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You mention that this is compatible with Open Cambridge, Open East Boston, Open Hagen, & Open Malden; but is this also compatible with Open Concord, Open Bunker Hill and Open Lexington that Open Commonwealth includes?
Thanks.
Whats in the update?
Today's update adds another interior.
Edit: an ESL version is now available under optional files!
FYI, if anyone is interested: I checked this mod out in xEdit, and here are the results BASED ON VERSION 1.0.
In terms of compatibility with other mods, I compared this mod to:
Here are the results:
Best regards.
for CONCORD you wrote:
"The Concord Laundry, ZPLInterior01, conflicts with one of the doors of Concord Hotel Colonial in Concord Revised. Fortunately, the Hotel Colonial has two doors, and the Laundry only blocks the left one."
BUT, when your are inside the Hotel, you still have 2 exit doors the one leads outside again but you find yourself in front of the laundry. That´s no problem, it´s just lacking some logic here. I personally ignore this but others might get irritated....
Now for Lexington:
The office door conflicts with Hidden Corners Mod and is placed before the Arnold Music Corporation door. They share the same spot.
your mod together with Hidden Corners also conflict with subway runner as the subway entrance is also located on that spot.So I end up with 3 Doors blocking each other.
The apartment door that is being blocked by one of the 3 doors from the blue Hotel:
I entered and checked the interior cell. Small and easy one.
I think I found a perfect Spot for that door.
Enable Lexington Interiors mod. Start the game and go to Lexington and look for Someone´s Home Nr.8"
To its right there is a partially destroyed Building with some Stairs. go up the stairs until you face a wall. Perfect location when you compare your interior Cell to that building. They would work fine together even visually.
ERROR: CELL 0000DDDE (of Landwer_Interiors_Project.esp) has disabled Previsbines due to later Timestamp on REFR 000394A6
Warning: CELL 0000DDDE (of Landwer_Interiors_Project.esp) Cluster 0000DDBE is missing 9 Cells (probably they have no RVIS)
Warning: CELL 0000DEE1 (of Landwer_Interiors_Project.esp) Cluster 0000DEE1 is missing 9 Cells (probably they have no RVIS)
Warning: CELL 0000E019 (of Landwer_Interiors_Project.esp) Cluster 0000E01A is missing 9 Cells (probably they have no RVIS)
I’ll try to repair the broken precombine this week.
Edit: fixed in 1.21.
I'm Darlene at Fallout 4 Nexus - Mods and community (nexusmods.com)