File information

Last updated

Original upload

Created by

RoadWarrior9

Uploaded by

haplessAccreditation

Virus scan

Safe to use

191 comments

  1. haplessAccreditation
    haplessAccreditation
    • premium
    • 220 kudos
    Locked
    Sticky
    I've always used RoadWarriors Cambridge PD settlement. Here is my tribute, hope you enjoy!
    -Hap

    Changelog:
    Spoiler:  
    Show
    2.2
    <> Added missing visibility file - Thanks friend of the department LB59
    <> Changed [REFR:001604B9] CollisionMarker - changed enabled to allow access to cooking fire
    <> Changed [REFR:001D8322] WorkbenchArmorA "Armor Workbench" - changed enabled parent to prevent furniture conflict
    <> Removed unused base objects - BldConcMdRoomCorner01RW9 [SCOL:FE0003A3],BldConcMdRoomICorner01RW9 [SCOL:FE0003A4]
    2.0
    <> Major revision - New game required!
    <> Interior walls redesign
    <> Rusted barricades
    <> Moved large truck trailer blocking defenses line of sight
    <> Cleaned previsibines
    <> Expanded Aloot's integration patch, linked workbenches to primary exterior settlement, interior workbench to allow moving furniture
    1.3
    <> Release Date: 12 Nov 2021
    <> Navcuts on third floor main office and east office
    <> Repaired visual wall/floor gaps in stairwell
    <> Prevented chains over basement exit double doors from respawning after being removing by player
    <> Destroyed rooftop shack now scrapable
    <> Even more "Everything is scrapable!"
    <> Removed CELL -7, 1 and -7, 2 XPRI data
    <> FOMod (with install image viewable on 4k monitors!)
    <> Included a Non-PreVis/PreCombine install option
    1.2
    <> Release Date: 08 Oct 2021
    <> Everything is scrapable! (Reported by ImmortalAbsol)
    <> Adjusted CPS interior door to address visual issues (Reported by kaliban93)
    <> Cleaned precombines to eliminate vanilla duplicates (Reported by PJMail)
    1.0
    <> Release Date: 30 Sep 2021
    <> Initial Release
    FAQ answers:
    Spoiler:  
    Show
    <> This is a complete replace of the original Cambridge PD from RoadWarrior9. Do not use their original mod with this mod.
    <> This works with PJMail's Flyable Personal Vertibird (and all vanilla Vertibrds).
    <> You can use this settlement even if you do not align with the Brotherhood faction.
    <> This is an exterior settlement, but if you use the provided Aloot patch, the interior workbenches are all linked to the exterior settlement.
    <> I have plans to release a version with Brotherhood NPC's if the player has aligned with the Brotherhood and has cleared Fort Strong.
    <> previsibine = previs + precombined (the community is tired of writing these two separate words)
    <> Here's a guide on previsibines.
    Compatible with:
    Spoiler:  
    Show
    <> Tales from the Commonwealth
    <> Beantown Interiors Project
    <> Aloot's Better Cambridge Police Station (Use provided patch, it's worth it!)
    <> Inside Jobs
    <> Lexington Interiors
    Comments:
    Spoiler:  
    Show
    being formatted...


    Precombined Cell List
    Spoiler:  
    Show
    BreakClusterVersion
    -8,2 -9,3v2.0
    -8,1 -9,0v2.0
    -7,2 -6,3v2.0


    ——————————————
    Thanks:
    VlitS, an elder scroll level of knowledge, ad victorium.
    PJMail, for all your help and advice. Get PJ's Flyable Personal Vertibird!
    DeathByKitty and Oynlen, for making the Commonwealth A Forest and Another Pine Forest Mod, without breaking my precious precious precombines.

    Honorable mentions:
    Elm, Zilav, BenRierimanu, Searge, Yarrmateys, Evan, RA2Phoenix, Lively, Pytheian, Arthmoor, and all the other amazing people that have helped me learn the oddly weird and weirdly odd occlusion system in FO4.


    Want a landing pad in Beacon Hill for your vertibird? Try the Vault-Tec Regional HQ Helipad
    Turn the Cambridge Police Station into a Settlement! It's your home away from the Prydwen.
  2. mickey090
    mickey090
    • member
    • 2 kudos
    the workbench in the picture doesnt show in my game   i still have the interigation table in that room


    also the room through the window has the 2 PA stations and alot of weapons and ammo crates  what is in that room in the above picture is Gone
    1. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      You have another mod conflicting in that interior cell.

      Open xEdit and examine that cell. Once you identify what other mods are touching that cell, then we can look into a patch.
  3. dinadan95350
    dinadan95350
    • member
    • 31 kudos
    I've found a very small bug ... maybe. Of course maybe it's my own fault -- but it's so specific and nearly inconsequential that I'm betting it's a small defect. Of course, you tell me. To be sure, I had to wrestle with my load order a bit in order to get everything solid and non-flickery. But now ... everything, inside and out, is SOLID and non-flickery. Everything looks GREAT, except ...

    The problem ...

    1. I went inside.
    2. I went down the basement stairs.
    3. I opened the door to the "Motor Pool" area (the little exterior garage).
    4. I turned around to re-enter the door, ie re-enter the interior of the Police Station, but ...
    5. Looking at that wall ... the door is fine ... but the wall around it is missing.
    6. It's not flickering. It's just missing. Seems very stable. But just missing.
    7. I'm not seeing sky-space, or any of that weird stuff you get when previs goes sideways.
    8. I just see a set of short stair-hall behind, which seems to be what Bethesda put there, even though it doesn't match the real interior.
    9. The door still works fine. I can re-enter the interior. The problem is cosmetic.

    Note that this is true with or without Aloots. Aloots doesn't seem to matter.

    Yes, could be my fault, but I mention it because the problem is present when absolutely everything else is so solid. So, FYI FWIW.

    CORRECTION: "which seems to be what Bethesda put there" -- I was wrong. This mod puts it there.
    1. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      Yeah, that’s a load order conflict.
    2. dinadan95350
      dinadan95350
      • member
      • 31 kudos
      Okay, I can believe that, because ...

      - In further testing it turns out that TWO doors open into the motor pool ...
      - but only one goes back.
      - The door from the interior opens into the exterior motor pool, and the motor pool door returns to that interior.
      - The door from your exterior workshop area opens into the motor pool, but the motor pool door does not return to that place.
      - Every object in this area (including doors) inside and out is defined either by Fallout.esm or this mod.
      - This mod and its previs are last in my load order excepting Exoclyps Diamond City previs.

      Again, I do not doubt this is my load order, but I have a question the answer to which might help me.

      - In the motor pool there are two door-frames.
      - On the left is a door defined by Fallout.esm. It enters the interior.
      - On the right is a non-interactive plywood panel (object is "Door"  -- added by this mod).

      My question is ...

      - Should the door to the interior be on the right?
      - Because it looks like this mod's intent is that the door on the left enters this mod's exterior.
      - And it seems like a fine solution if the doorway on the right is intended to enter the interior -- it all matches the layout.
      - In other words: is that door in the motor pool defined by Fallout.esm supposed to move from the left to right door-frame?

      Sorry to be long-winded. Just trying to ask my question clearly. Thx.
    3. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      Yes, the door should be on the right in the motor pool. You’re having loadorder conflict. 

      The easiest way is to look up that cell in xEdit and see what mods touch that cell. Then you have a small fixed list of mods that could be causing the conflict. 
    4. Bradysr
      Bradysr
      • member
      • 0 kudos
      sorry to revive a dead post but how do you do that exactly?
  4. DarkArbiter117
    DarkArbiter117
    • member
    • 2 kudos
    Edit: For anyone who has problems like me in the future with flickering textures, I just loaded this settlement in its last mods, I'm sorry I wrote about it working badly in this aspect, after doing some research I saw that there is always a problem if it is loaded too high on other mods.


    The only thing I would like to add is to be able to scrap more things, there is junk that cannot be scrapped, and also to be able to scrap the brotherhood of steel barricades and the trash walls, because I feel that it limits me a bit to be able to build what I want on the outside of the police station.

    Inside the station it would be good to be able to scrap more things, there is a lot of debris that is floating around because it is not scrappable and it also limits a bit the possibility of making a cleaner internal construction, I wish you could lend a hand with these things.😬
  5. 5z6hu5z67547hz7657
    5z6hu5z67547hz7657
    • member
    • 0 kudos
    Heya, I've got a Problem/Bug with your Mod:

    The Walls (specifically around the Stairs) flicker in and out of existance when I stare at them, hope that can be easily fixable.
    1. HighlordVaakko
      HighlordVaakko
      • member
      • 0 kudos
      all i have found is a cheat command, and i don't want to type it in over and over again so I'm looking for a mod to fix this issue. the cheat is TPC
    2. DarkArbiter117
      DarkArbiter117
      • member
      • 2 kudos
      Thanks for sharing the command, it works fine to use, although it is indeed annoying to have to type it every time to be able to see correctly without flickering textures, does anyone know of a mod that makes the command activate every time?🤔
  6. SpaceCoyote480
    SpaceCoyote480
    • supporter
    • 0 kudos
    doesn't seem to work with Sim Settlements 2
    I don't believe it's script lag
    https://imgur.com/a/iF32n6Z
    1. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      I know this error.

      If the CELL names of this settlement are overwritten, the settlement will not work correctly. You have a mod in your loadorder with different CELL data lower than this mod.
    2. SpaceCoyote480
      SpaceCoyote480
      • supporter
      • 0 kudos
      sounds like something fixable in fo4 edit?
    3. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      It is only fixable in your current game, if you load a saved game prior to the mod that overwrote the cell name for the settlement. 
  7. ThisIsMe84
    ThisIsMe84
    • member
    • 6 kudos
    Hello,

    I'm looking forward to using your mod, along with Aloot's Better Cambridge Police Station since you've recommended it.
    I'm of course using the latest 074 iteration of PRP.

    Do I need the corresponding patch of this mod (3rd file), and if yes, may I ask what load order you would suggest ?

    Thank you very much for your advice, and sharing with us your high quality mods.
    1. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      No, don’t use that patch. It doesn’t include the changes from THIS mod. It only patches Aloot’s. This comes with all the patches you’ll need for using Aloot’s. 
    2. ThisIsMe84
      ThisIsMe84
      • member
      • 6 kudos
      I'm usually able to tell what happens "inside" mods thanks to xEDIT, and debug them on my own, but precombines/previs are a whole another business.

      Your help and expertise are much appreciated, thank you.
  8. is it possible for me to add this mod on an existing playthrough? i havent been into the station yet but have sprinted past it
    1. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      You can add anytime.
  9. blackboy2
    blackboy2
    • member
    • 7 kudos
    Is the settlement given to the player right away, or does a specific quest need to be completed first to unlock it?
    1. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      Given right away without requirements.
    2. blackboy2
      blackboy2
      • member
      • 7 kudos
      Alright. Also, if I eventually become enemies with the Brotherhood, will I lose the settlement? And can the settlement be randomly attacked like vanilla ones?
    3. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      No and Yes
    4. blackboy2
      blackboy2
      • member
      • 7 kudos
      Thanks for the answers.
    5. blackboy2
      blackboy2
      • member
      • 7 kudos
      One more question, will Brotherhood troops respawn?
    6. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      No, settlements have a no respawn zone preventing NPC respawning.
    7. blackboy2
      blackboy2
      • member
      • 7 kudos
      Awesome. Would be a bit annoying to return to the settlement regularly only to find the settlers engaged in a firefight with BoS remnants, even though it would also make for a decent farming spot for Brotherhood apparel and T-60 pieces.
    8. kaliban93
      kaliban93
      • member
      • 2 kudos
      у меня вопрос игру  начинать заново что бы сработал мод  
    9. kaliban93
      kaliban93
      • member
      • 2 kudos
      у меня вопрос игру начинать заново что бы сработал мод
  10. blackboy2
    blackboy2
    • member
    • 7 kudos
    This is probably going to be an odd request, but is there any chance you could make it so all the BoS barricades and the two BoS flags that fly outside of the police station are scrapeable? I know the police station is BoS territory, but I end up becoming enemies with them in my playthroughs, so being able to scrap everything BoS-related after clearing the location and turning it into a settlement would be nice. The cooking station located just outside of the garage isn't linked to the workshop either and the desk in the forensics lab can't be scrapped.

    Also, while testing the mod I noticed that the settlement starts off with 10 or 20 water being produced and the defense in the 200s, but I can't find the sources for either. I'm guessing those features are intentional, but can they be disabled, please? Maybe with an optional file?
  11. nexhex
    nexhex
    • supporter
    • 4 kudos
    Can you tell me what the load order should be between these?

    1 - ALOOT_Better_CPS.esp (supposed to be after PRP.esp according to that mod's page)

    2 - CambridgePoliceStationSettlement.esp

    3 - CambridgePoliceStationSettlement[PATCH-Aloot].esp

    I suppose I'm mainly unsure if 2 needs to load before 1, or if it matters.
    1. haplessAccreditation
      haplessAccreditation
      • premium
      • 220 kudos
      It doesn't matter. The patch resolves the two masters regardless of their hierarchy.
    2. nexhex
      nexhex
      • supporter
      • 4 kudos
      ok, thank you!