For the record, this mod does break precombines in about 27 different cells. I'm happy to help you work through it if you'd like. Shoot me a message or contact me on Discord (Lively#7243).
Just wondering if you did ever get around to fixing precombs as I can see you released 1.2 the same day did this include precombines fixes or are they still broken?
I love this mod, just one thing I'm hoping to change. I noticed that The Beach House marker is on the map straight away in a brand new game. Before anything else it's already marked on the map. Would it be possible to make the marker reveal once you get close to it or something like that?
I second this, and if I had one expansion to this suggestion, perhaps go further beyond and have the Beach House only become populated once you retake the Castle?
Ayo, Nice mod you have here. I have one question tho. Does Minutemen Guard ever respawn in them? I noticed that there is many raids on Beach House base and after few of them, all Minutemen is dead and dont respawn. Just wanted to know.
Thank you for sharing so many of your mods with us! Btw: the foedit quick auto cleaner has come along way I found when making little things for my game that it helps running the esp through it because sometimes the creation kit does werid ass things that aren't anyones fault. Thought I'd share a tip one austic peep to another. Thank you again!
Hey - thanks again for the mod. Can you publish this as a ESL marked ESP? In FO4Edit you can CompactIDs and then mark it as an ESL. It can also be done in Creation Kit. I do this on my end, and everything works great. But I'm running low on ESP, and everytime you update I have to remember to do this. So it would be nice if this were published as an ESL marked ESP. (It would also be helpful for in the future if some other mod refers to this mod.) Thank you.
Good job. This is working well, except (1) clipping near BB03 - if you walk off the road a few steps south, the landscape textures disappear, and you see the Great Void Beneath. Also (2) I also couldn't find the checkpoint at the crashed Vertibird near Old North Church/Pickman's Gallery. This is where there's a Power Armor in a cage. Just nothing different about the location.
BTW the author didn't disclose the actual locations, but they track the vanilla Minutemen checkpoints described in the wiki (nothing at the 'marked locations' or 'unmarked locations' that I could find) at https://fallout.fandom.com/wiki/Fallout_4_military_checkpoints
Checkpoints 01 - Northeast of Poseidon reservoir ? (crashed vertibird) - Northeast of Old North Church 03 - West of Finch farm 04-Olivia - Northwest of USAF Satellite Station Olivia 05 - East of Graygarden 06 - South of Natick Police Department 07 -South of Greater Mass blood clinic
Road junction RJ01 - South of rotten landfill
Beddown bases BB01 - West of Atom Cats garage BB02 - East of Milton General Hospital BB03 - Southeast of Breakheart Banks BB04 - East of Tenpines Bluff BB05-Swamp (crashed vertibird) - West of Murkwater construction site BB06 - Northwest of Wattz Consumer Electronics Nahant - Northwest of Nahant Sherrif's Department BB08-Jamaica - North of Neponset Park BB09 - South of Drumlin Diner
Not really bugs so I won't make a bug report. However, I've noticed in some spots, the canopies are too low to get under, there are boxes clipped through cots, and some floating lanterns. This could be all on me, though, so take it with a grain of salt. Other than those minor issues, this mod is gorgeous, and plays so nicely with "A Forest". Great work.
Glad it wasn't just me. This was taken at the Checkpoint Olivia, no environmental mods being used. Was there supposed to be furniture under this?
Spoiler:
Show
I do enjoy this mod. Thank you. (Can you make it an esl flagged esp? I was able to compact it in FO4Edit easily enough but it would be better if it were published that way. Thanks again.)
Thanks for this! I will fix it this evening Australian time. I think there was supposed to be a barrel under that. This is now fixed! A new version of the file has been uploaded. There was a barrel that showed up in the editor, but just not when I placed it by that tree. I moved the lantern and the barrel.
I'm curious as to how to do that. I am using Creation Kit, and save it as the default format it chooses. I would be happy to save it as an ESL if someone could show me how to.
Thanks, I'll look into that this evening. I've updated it. It's unusual, as I deleted that APC from the game and there's a platform visible in my game under that chair. Please download the new file and et me know how you go. Also, what mod do you use for your night sky? It's beautiful.
Thanks for the fix! The red chair is not floating in the air. But the stairs to get up to the platform are slightly raised off the floor and may be difficult to climb.
The night sky mod I'm using is Luxor's Galaxy 4k. This mod has now been removed, but I believe you can use luxor's Fallout 4 HD Overhaul options file.
Thank you again so much for this. I have fixed this too and uploaded the latest file. I work full time so I don't have as much time as I like to check my mods once created, though I do try. I appreciate your feedback.
53 comments
I love this mod, just one thing I'm hoping to change. I noticed that The Beach House marker is on the map straight away in a brand new game. Before anything else it's already marked on the map. Would it be possible to make the marker reveal once you get close to it or something like that?
On the CELL/record Flag tab and also Worldplace
Using the DELETED choice is very risky ;)
BTW the author didn't disclose the actual locations, but they track the vanilla Minutemen checkpoints described in the wiki (nothing at the 'marked locations' or 'unmarked locations' that I could find) at https://fallout.fandom.com/wiki/Fallout_4_military_checkpoints
Checkpoints
01 - Northeast of Poseidon reservoir
? (crashed vertibird) - Northeast of Old North Church
03 - West of Finch farm
04-Olivia - Northwest of USAF Satellite Station Olivia
05 - East of Graygarden
06 - South of Natick Police Department
07 -South of Greater Mass blood clinic
Road junction
RJ01 - South of rotten landfill
Beddown bases
BB01 - West of Atom Cats garage
BB02 - East of Milton General Hospital
BB03 - Southeast of Breakheart Banks
BB04 - East of Tenpines Bluff
BB05-Swamp (crashed vertibird) - West of Murkwater construction site
BB06 - Northwest of Wattz Consumer Electronics
Nahant - Northwest of Nahant Sherrif's Department
BB08-Jamaica - North of Neponset Park
BB09 - South of Drumlin Diner
I do enjoy this mod. Thank you. (Can you make it an esl flagged esp? I was able to compact it in FO4Edit easily enough but it would be better if it were published that way. Thanks again.)
This is now fixed! A new version of the file has been uploaded. There was a barrel that showed up in the editor, but just not when I placed it by that tree. I moved the lantern and the barrel.
And this may be due to my game, but I found one strange chair.
Please refer to it.
(I don't know how to do the spoiler in the image. I'm sorry.)
The location is south of the Rotten landfill.
I've updated it. It's unusual, as I deleted that APC from the game and there's a platform visible in my game under that chair. Please download the new file and et me know how you go. Also, what mod do you use for your night sky? It's beautiful.
But the stairs to get up to the platform are slightly raised off the floor and may be difficult to climb.
The night sky mod I'm using is Luxor's Galaxy 4k.
This mod has now been removed, but I believe you can use luxor's Fallout 4 HD Overhaul options file.
Thanks for the advice on the sky as well.