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BrainiacBlue

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BrainiacBlue

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31 comments

  1. seluratnemip
    seluratnemip
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    • 7 kudos
    Mod has deleted navmeshes. do not use until fixed. quick way of getting a CTD
  2. gb75
    gb75
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    • 1 kudos
    I'm an xbox player who would like to bring this mod to the community's attention to find a modder who might be interested in a porting to bethesda.netdo I have your permission?thanks in advance for the reply
  3. drevviken
    drevviken
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    • 39 kudos
    Are you still active? Would you consider a version without that cave? 
    1. lovemygoose
      lovemygoose
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      considering a dl, why did you not want the cave? just wondering if it was preference or technical issue.
    2. drevviken
      drevviken
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      • 39 kudos
      Both preference and technical... it's nothing wrong with it though, it just conflicted with other mods.
    3. kijikun
      kijikun
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      • 13 kudos
      Which mods?
    4. drevviken
      drevviken
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      • 39 kudos
      I don't remember anymore, unfortunately. My computer crashed so I haven't played in quite some time ;/
  4. Stratzology
    Stratzology
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    • 0 kudos
    Wrye Bash reported 15 deleted navmeshes. Not sure how important this is, but I wanted to get the information out there since no one else has left a similar comment.
    1. weltall
      weltall
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      • 9 kudos
      It is general unimportant, as long as there are no conflicts with another mod that will try to use that. In my 300+ modlist these navmeshes show absolutely no conflict, so I won't have any problems, but it is good for people to actually learn how to check on xEdit how to look for deleted Navmeshes and check if another mod is trying to use them. If it does, that can lean to the game crashing, the moment another mod will try to use a navmesh that has been deleted. 

      For example the Nuka World DLC has 6 or 7 deleted navmeshes. They do not do much, except if someone would make a mod that would try to use them. The only difference here is, that a mod creator will know to avoid doing that, cause they will have the DLC and see the navmeshes are deleted, where they can't know which navmeshes every mod has deleted out there is the sea of mods.
  5. pappino9
    pappino9
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    • 1 kudos
    Could someone tell me which building in Fort Hagen is affected by the mod, please? I'm also using Boston Emergency Services from CelsiuZ that alters a couple of buildings around FH and I'm worried about possible incompatibility of both mods.
    1. Noj222
      Noj222
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      • 1 kudos
      Currently trying to figure this out myself I am running both mods and I haven't found the Robot Workshop i'm wondering if BES is conflicting. 
    2. Noj222
      Noj222
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      • 1 kudos
      Hello the Fort Hagen Dept from Boston Emergency Services will conflict, They both use the same building likewise with the Commonwealth Responders quest mod.
  6. Noj222
    Noj222
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    If anyone can give me the coc commands for the Robot Workshop (I need to see if this conflicts with Boston Emergency Services) and also the Drug Production Den and the other Drug Den I can't seem to find it. 
  7. kahrnivor
    kahrnivor
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    Someone is going to ask so I'll go there. Does this break precombines?
    1. GliOcchi
      GliOcchi
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      • 30 kudos
      Came here to do just that, lol
    2. Marcurios
      Marcurios
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      • 162 kudos
      no need to ask, a 1,6mb file will ofcourse break precombines.
    3. bcwhite19
      bcwhite19
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      • 1 kudos
      No it does not, just checked
    4. kahrnivor
      kahrnivor
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      Thanks. I need to remember how to check that. Spent too much time with New Vegas lately.
    5. YellaUnderscore
      YellaUnderscore
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      • 0 kudos
      The mod either moves or deletes objects that are part of the precombines in some exterior cells without rebuilding them afterwards. So if I correctly understood all that precombine stuff and how it works, I would assume they are broken.
    6. BrainiacBlue
      BrainiacBlue
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      Probably, in the locations where I've added new stuff. However, I did not notice any FPS hit. I did try to rebuild them using the Creation Kit, but the Creation Kit being what it is (namely a cobbled together Frankenstein of a game engine held together with error messages and string) I don't know if it actually worked. If users do have performance issues in the regions with new stuff then I'll see what I can do.
    7. kahrnivor
      kahrnivor
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      I thought someone said it didn't? If all you did was add rather than remove than it should be fine. Its only when things are moved or removed that bad things happen.
    8. Ablaze666
      Ablaze666
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      I've looked into the plugin in xEdit and it disables the PreVis system in several exterior cells.
  8. Hillamonster
    Hillamonster
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    I love this kind of stuff.  I just past the 4500 hour mark and things are getting a bit stale, and a little can go a long way if done right.  
    Ain't gonna lie, I used the cheat sheet.  The one up by Listening Post Bravo had me feelin like a blind man in a dark room chasing a black cat.  I must have passed that entry half a dozen times LOL!
  9. BRE1989
    BRE1989
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    • 9 kudos
    Love this kind of mods. (can I ask that future update don't conflict with Lexington Interiors / Shank's Interiors Project / Commonwealth Underground and Forgotten Spaces /Rsiyo's Location Pack / moreXplore / Atomic World / Inside Jobs - Commonwealth Interiors Add-On / Stumble Upon Interiors?)
    1. BRE1989
      BRE1989
      • member
      • 9 kudos
      I can confirm that the mod works with the aforementioned mods.
      The only problem I found is a floor sector located in the laboratory near the hospital:
      1
      And that all the chem caches are the ones from the quest Diamond City Blues and can not be looted:

      2

      but without more it is a good mod.
    2. BrainiacBlue
      BrainiacBlue
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      • 16 kudos
      Thanks for that, I have no idea what was going on with the lab near the hospital - that floor tile was in place when I tested it on the day of upload! The yellow chem boxes opened for me because my test character has done the quest, but that was not intended and I didn't spot it. I've created a new item duplicated from the old boxes that doesn't have the quest script attached and *should* open. If not, at least they make nice set dressing.

      I'll try not to conflict with those mods, though there is a very limited amount of free space in the Commonwealth to put new stuff in so future mods might rub shoulders with other mod locations.
    3. BRE1989
      BRE1989
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      • 9 kudos
      Glad to be able to help.
      You can always add new interiors, for example, from the buildings on the waterfront or in Bradberton in Nuka-World (which is a whole town without an interior cell... lazy Todd)
    4. minamo18
      minamo18
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      • 8 kudos
      @meficrow, are all these mods actually compatible with each other?
    5. BRE1989
      BRE1989
      • member
      • 9 kudos
      Yes.
      Only a small texture pop up inside a cabin close the location "queen´s beach" but entering the console commands and disable it fix it.
      Also use the "Optimization Patches Collection" mod wich have clean update esp/esm from most of this mods.
      They also work with:
      Immersive Covenant Compound / Immersive Hub City Auto Wreckers / Immersive South Boston Military Checkpoint / Immersive and Extended Nahant / Subway Runner / Swamps EXPANDED (More Loot Buildings and Enemies) / Glowing Sea EXPANDED (More Loot Buildings and Enemies) /Fort Hagen EXPANDED (More Loot Buildings and Enemies) / Concord EXPANDED v2.0 (PreOpt) /zxc Micro Additions / The Sewers.
      Happy exploring!
  10. MysteriousD20
    MysteriousD20
    • supporter
    • 0 kudos
    Bookmarking this to keep an eye on for future playthroughs.