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GreekRage

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  1. greekrage
    greekrage
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    New version uploaded ( 1.5)
    Re-did all the generating of precombs and pre-vis after i made sure no green mods were installed or present in my data folder.
    This version  is for those that had the purple texture issue....
    IF YOU DIDNT HAVE AN ISSUE YOU DONT NEED THIS
    If those that had an issue still have one sorry this is all i can do aside from reinstalling everything from scratch just to be sure it isnt my fault..but i cannot get into that type of ordeal now...
    Getting this version out took several tries since creation kit is just as buggy as the game and crashed while generating stuff....meaning all from  the beginning each time  to avoid any corrupted files.
  2. vipasoft
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    Great settlement, but one issue I have is actually using the main gate.  The buttons are there, but don't seem powered.  Am I missing something as I can't actually open the main gate to the peninsular. 
  3. MarkusTay
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    I so want to use this on my next play through. Croup Manor usually conflicts with the RR settlement mod, but someone created patch that deletes the Nahant one, so this should work fine....
    Except I also use Tales from the Commonwealth. It places a couple of NPCs on the dock behind the cafe(?), but they are there just for flavor (fishermen). I can live without them. It also has an important companion-related quest that takes you to one of the houses west of the church, which aren't there in your mod. So obviously that's going to be a big conflict. I am going to see if I can make a patch (its just a door - its an interior location)
    If I can't get it working inside your Nahant, worse case scenario I move the door somewhere else, like near Coastal Cottage, or maybe in Natick.

    I know some other mod makes you go to the church (it may also be TftC), but I have a feeling its Depravity, since I saw someone else mention that mod below.
    1. greekrage
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      TFTC is a known conflict with this mod....Basically any mod that edits a cell in the slightest will reset the whole cell...
  4. telly699
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    I love your mods, and I'm sorry to hear you have been having a hard time lately. If you have a go fund me or anything I can help support let me know as you are doing some amazing work! 

    I installed your mod for lighthouse and works perfectly. but having hard time with Crop manor. I tested it before going and after going and still issues. two original buildings are still there and  aren't scrapable. Therefore I tried the true and  tested method to move them below the view line (my theory was I was making Atlantis), hoping that would ensure i don't break any prefabs or have any issues with forcing delete.  However after a reload they reappear. I do have sims settlements so maybe that's the issue. but wondering if you have any other suggestions on how to handle. 

    Again love your work you are amazing! 
    1. greekrage
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      a) thank you for your kind words and ...no i dont have any gofund me type accounts...Just my paypal...
      b)  Its obvious something is is conflicting and resetting certain changes  in the cell those houses are on...
      You can try using the command console and the markfordelete command or the disable command....(save prior to attempts to avoid accidentally deleting something else )....
      Before that make sure this mod loads last as possible in your load order so other mods dont overwrite the changes...
    2. telly699
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      Hello! Confirmed I did have it as the last mod on the list, however that didn't work. Disable seemed to work, I'm always hesitant to use markfordelete but would have for this mod! 

      Thanks for your help and sorry I didn't notice your paypal, sent through some kudos for your awesome work! 
    3. greekrage
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      Yes i saw and deeply appreciate it...
      THANK YOU!!
      Dont fear markfordelete btw...You only remove that specific object not anything globally...
  5. inebriatedclown
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    Love all your mods. Had to enable Scrap Everything to make objects you remove go away and glitches and invisible s#*! stop happening in FO4VR, but that's a small ting.
    1. greekrage
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      you had a conflict with previs data....
    2. inebriatedclown
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      Yep. don't know much, but as I understand it previs expects certain objects to be there and calculates things based on your angle from them (thats probably completely wrong; whatever). So it does seem like that. In the wild west new version all the objects you remove are still there, in the old version of that mod only the front warehouse is. I turn on Scrap Everything and it all goes away and runs perfectly (new version). I ran Croup Manor and the church, the wall around the town, wall around fountain and other things would glitch out and become invisible at times, but I turn on Scrap Everything and again it all works perfectly. Keep in mind I am running FO4VR with around 300 mods enabled so could be another conflict causing it some where, but I am not having an issue right now, not even on the performance side. I will not use Scrap Everything myself because I don't know enough about previs and precom, but don't mind it helping remove things you chose to remove. Also I don't think there is another conflict because as I wrote on Diamond City Expansion comment before this that I tested their mod without anything other then the two mods you need for FO4VR and DCE (disabled 297 mods), on both SteamVR and OpenComposite and it would still glitch and have invisible things just like your mod, but after running Scrap Everything their mod is working perfectly too. Maybe has something to do with being version 1.2.72; don't know 
    3. inebriatedclown
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      Just thought that I should also mention I have to change the version of your mods in FO4VREdit to .95 for FO4VR to get them to work initially (they are still glitchy and have vanilla objects at that point, though).
    4. greekrage
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      The reason that Scrap everything does that is probably because its disabling precombined clusters...Not exactly great since it disables the optimization but if you have a good enough rig you wont notice the frame loss...
    5. inebriatedclown
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      Thx for the reply. Would you happen to have a different solution/option I could try off the top of your head? Haven't had much issue yet other than some non-vanilla settlement mods being glitchy or crashing the game like Lake View Chapel, but I don't like the idea of breaking or disabling stuff and try to have as much optimization as I can since my rig is only a 4060. 
    6. greekrage
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      lol a 4060 is more than enough to run Fallout4.... Imagine i play and mod using a 970....
    7. inebriatedclown
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      FO4VR does take a little more GPU power (and craftiness) to run than FO4, but I hear you. A 4060 cost like $250, though, so why play and mod on a 970? I can understand situations are what they are, but I'd wager you do it to experience issues before others can bring them up, which I'd also understand. I also get why your name is Greekrage now, because your GPUs capabilities are equal to chiseling images on stone wall; JK. Well s#*! now I feel like an elitist snob with my 4060, that's f*#@'n new.
    8. greekrage
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      Rofl....
      Well imagine here ...minimum wage is 700 euros a month  after taxes  and both me and my wife are unemployed so...the 970 is all we can afford...and it was actually replaced this summer thanks to a couple of supporters because i lost almost all of my rig to a faulty power supply (mobo,GPU,ram and 2 drives)...Hoping this fall i get a job   and maybe upgrade (maybe  a used RX 6700XT  or a new 6600XT )...
    9. inebriatedclown
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      Sorry to hear that. 4060 aside, I'm broke too. Hope things get better for you and your modding provides you with better income because you are good at it.
  6. xTiziiTx
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    es el mejor mod que he visto hasta ahora, realmente es precioso e increíble, hermano te felicito tu trabajo es increíble.
    1. greekrage
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      Thank you
  7. apoc6400
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    dam this was a lot of work wow
    1. greekrage
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      750 hours to be exact...:P
  8. RobertDLee
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    Howdy:

    I've just given this mod a try and have encountered a 'problem'.....

    As per your advice I also use "Move that Workbench'. I've used MtW to modify the workbench position for several of your other mods as well as vanilla settlements with no problems.

    However, when 'Croup Manor and More' is installed it's seems to break 'MtW' and all modified workbench locations revert the workbenches back to their original positions. In addition any attempt to use MtW  to reposition the workbench works until you exit Build Mode and then the workbench once again reverts to it's original vanilla position. This problems affects all settlements wherein I've moved the workbench.

    I've mucked about with load order placement for CM&M via Wyre Bash- and still no joy - problem persists. Removal of CM&M seems to be the only remedy.

    Any suggestions that would remedy this problem will be greatly appreciated.

    You do exemplary work and I would very much like to add CM&M to my mod library.

    I thank you for both your time and talent.
    1. greekrage
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      have you tried using console commands to move it ?
      This is a weird issue i havent heard of before...
      Also i recommend this mod for moving the workbench...here
    2. RobertDLee
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      Howdy,

      Thank you for the prompt reply.

      First let me apologize for a 'SFB' mistake I made in the missive that I posed yesterday. 'Workshop Workbench Marker' IS the workbench repositioning mod that I am using. I am NOT using 'Move That Workbench'. My mistake.

      Here's one other thing that I failed to mention in my original post....

      While installing CM&M via Vortex I received a message (I can't remember the full content) that a file in the mod 'Depravity' needed to be replaced. Not knowing or understanding exactly how or what was being modified in 'Depravity' I denied this and carried on....Could this be at the root of my problem? If necessity dictates I'll install CM&M again and record the message for you.
    3. RobertDLee
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      HAIL !

      Here's an update ....

      I reinstalled CM&M and using a 'clean' save game here's what I observed:

      The 'problem' with WWM still persisted and was isolated to the three base game settlements wherein I had used it to move the Workbench - Oberland, Taffington, and Finch. All of the  other locations wherein I've used your mods had the Workbench exactly where you had placed them. Out of those eight settlements I had only modified the workbench location for two - Tenpines and Greentops their Workbenches were exactly where I had placed them.

      After reading through all the posts for WWM I did  a bit more load order juggling and still no joy - the problem persisted.

      I took your advice on using the MODPOS command and found that I could move the workbenches at the three locations in question. However I discovered that I couldn't rotate the workbenches on their vertical axis (is there a command for this?). So I poked about a bit more and discovered this little gem that proved to be the solution to this dilemma......

      -------------------------------------------------------------------------------------------------------------------------------------------------------------------
      As posted by 'akuarmoton' in the Steam forums:

      1. Place down a scav station where you want workbench to be
      2. Open console and click the scav station to get it's id
      3. Click workbench in console and type 'moveto scavstation id'
      4. Remove the scav station.

      -------------------------------------------------------------------------------------------------------------------------------------------------------------------
      It worked like a charm.

      In my next play through I'll simply remove WWM and rely on this handy little 'hack' instead.

      Your attention to user inquiries and trouble-shooting is to be commended. Your settlement over-halls and your attention to the detail contain therein is the balm. Your series of mods adds a tremendous amount of vitality and replay-ability to the base game and removes the 'PITA' aspects of having to deal with settlement building at sites that are less than ideal.

      Thank you again for your time and attention to this matter and keep up the outstandingly good work.

      My endorsement for all of your mods that I'm currently using is on the way.

      One last question....When I do start a new game how do you recommend that I handle your settlement mods?
      Do I need to disable, uninstall, and remove them until the base quest perimeters for a settlements acquisition is met? Or will simply disabling and re-enabling them suffice? 
    4. greekrage
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      Thanks for your kind words...im happy that you are enjoying the mods..
      Yes there are several commands to manipulate objects in the game .
      The wiki ha everything... here
  9. FreyjavonAsgard
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    Hi, this is an amazing mod! Really absolutely awesome...With the new Boston Natural Surroundings autumn, Vivid Weathers - Fallout 4 Edition - a Weather Mod and Climate Overhaul and The Midnight Performance - All in one, it looks very... very good...THX...
    1. greekrage
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      Thank you..
      and  many thanks for the donation....much appreciated.
      Have a great year...
  10. Skysword997
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    clearing area first before installing this mod? if so then where an do i have unstall this mod when i do new game every time plz answer me if possible 
    1. greekrage
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      go there without any prior visits to avoid old stuff overlapping with new or changed.
      Enemies are still in place so you can clear the area as needed...
    2. Skysword997
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      ok  dont have to unstall each time new game ok good
    3. greekrage
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      btw when we say "clear the area" in this game we mean the enemies in the location.
    4. Skysword997
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      wish there was quest saying clear enemies so i know i got them all
    5. greekrage
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      in the vanilla Croup manor ...if you dont  clear the enemies the workshop cant be claimed...You will get a message stating "enemies still in the area"...
    6. Skysword997
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      ah ok 
  11. good0593
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    Hello!

    I only have Croup Manor and more 1.5 installed. Save the test cleanly.

    A few questions to report:

    1.If the Croup Manor was visited prior to installation, the original doors will remain in their original positions.
    This a game/save issue?
    https://staticdelivery.nexusmods.com/images/1151/539741-1678656551.jpg

    It is recommended not to go to Croup Manor before installation. After installation, it will display normally.
    https://staticdelivery.nexusmods.com/images/1151/539741-1678656631.jpg

    2.Here the rock overlaps with the original rock, and one of them needs to be disabled.
    https://staticdelivery.nexusmods.com/images/1151/539741-1678656744.jpg

    3.The toilet here overlaps with the original toilet, and one of them needs to be disabled.
    https://staticdelivery.nexusmods.com/images/1151/539741-1678656821.jpg

    4.Here the rock has no substance, and characters can penetrate the rock.
    https://staticdelivery.nexusmods.com/images/1151/539741-1678656904.jpg

    My a stupid way. is to set fallout4custom.ini,
    [general]
    bUseCombinedObjects=0

    Can make 2.3.4 normal.

    But, Disabling combined objects in the ini means that you're disabling the precombined and previs for the whole map which results in bad performance. Depending on Own choice.

    This is not the correct solution. Maybe when greekrage next update, all question can be fixed, thanks.
    1. greekrage
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      thats a stupid game issue.... Doors and other stuff are what we call "persistent"   so they always stay were they were originally  if youre using the same save...  Another example is the workbench that stays where is originally was even after it was moved by a mod depending the player's save.....Not much can be done in these situations unless you use a mod for the workbench for example (or console commands).... and in cases of doors etc... simply scrap and place new ones or again ...use the console...