Just discovered you , sorry. Downloaded all your location overhauls for new run and went straight to Starlight. Excellent! Fits in perfect and makes sense. I did use a horror prison mod here on PS4 a while back and that was superb. Still early days but I'm sure I won't be disappointed with the other locations. Great work.
One of the best ,most stable settlement conversion mod that I have downloaded. Excellent reinterpretation of a settlement that might actually make sense in a screwed up Commonwealth. Looking forward to your other future updated locations. How stable are your older mods? Thanks
Some of my older mods are more stable than others, but most have already received patches or fixes by me and other authors. I run them every once in a while to check for any issues or bugs.
I really like the design of it, it feels very natural and fits right in, but I'm having trouble clearing the settlement of enemies. I've run a few laps inside and out but can't seem to find them all. Any advice?
The last molerat is on the side of the hill, just below the super mutant that spawns when you first enter the area. Jut walk here and he appear when i want to appear
It's easy to miss....and you're spinning like a fly in a jar :p
If you have any troubles, try using the "killall" console command. It'll kill any neaby NPCs, so use it carefully. But it'll make the workshop easily usable.
I'll release an update for this mod today or tomorrow, so remember to install the new version when it releases!
The mole rat encounters are still there, they're unchanged. However, some of them will appear initially above the surface, instead of hiding in their holes. I kept all markers and as many objects as I could unchanged to avoid conflicts.
Thank you for this beautiful mod. Just for info, avoid changing the names of areas, as it can break radiant quests. (Real story)
This prison will be perfect with Depravity The result of these two Mods combined promises to be epic I will add an interrogation room and a gallows to it ^^
To be honest, the main story of Fallout4 doesn't interest me too much anymore, I've already done it several times... Lol
So I'm looking for stuff for my new game in a realistic survival modding version. A Prison with possibility of big revolt ---> Just perfect
This mod also goes well with --> Boston Police Uniform
Thank you so much for your feedback and comment! :D
Are you sure about the naming breaking radiant quests, though? I only changed the name and icon on the Map Marker object at the location, quests seem to still function normally, in my game, at least.
Not changing the Name of Zones already defined in Fallout.esm is just a precaution, as in some cases it can break quests, for example the Minutemen radiant quests.
No radiant MM quest in this particular aera, so no problem for you, i think. Other aera, it's risky.
Edit : Technical Accuracy In Fallout4.Esm there are 2 specific Data on the name of Zones: -XEZN - Encounter Zone This is the KWD, logical key, used by the game engine to all quests and more. It's like an address. Do not modify, it is forbidden, it breaks the game.
- Map Marker - Full name This is the name that will be displayed on the map It is modifiable, it is a minor data, like the name of an armor for example.
The theme of the prison is well made, in fact, I started a new game just to use the prison! I like the layout and it fits in with the game (imo). There are a couple of issues though. 1. settler path finding is bad; walking into walls and fences and such. not game breaking though just annoying and sometimes amusing 2. maybe its just my install, but settlers keep dying every so often; it seems to be tied to the former location of the radioactive pool. does not affect the SS 3. cell block beds don't count as settlement beds. minor issue (just scrapped then put new ones) I can see the effort put into this mod and appreciate it. Thank you for sharing this neat location!
If you're still working on this, you might consider dropping a terminal in the office with some kind of back story about what happened to the prison after the bombs fell. Would be kind of neato
33 comments
I remember using that mod as well. I don't recall who the author was but it was a really great mod, definetly a big inspiration for this one too.
Some of my older mods are more stable than others, but most have already received patches or fixes by me and other authors. I run them every once in a while to check for any issues or bugs.
just below the super mutant that spawns when you first enter the area.
Jut walk here and he appear when i want to appear
It's easy to miss....and you're spinning like a fly in a jar :p
It'll kill any neaby NPCs, so use it carefully. But it'll make the workshop easily usable.
The mole rat encounters are still there, they're unchanged. However, some of them will appear initially above the surface, instead of hiding in their holes. I kept all markers and as many objects as I could unchanged to avoid conflicts.
Just for info, avoid changing the names of areas, as it can break radiant quests. (Real story)
This prison will be perfect with Depravity
The result of these two Mods combined promises to be epic
I will add an interrogation room and a gallows to it ^^
To be honest, the main story of Fallout4 doesn't interest me too much anymore, I've already done it several times... Lol
So I'm looking for stuff for my new game in a realistic survival modding version.
A Prison with possibility of big revolt ---> Just perfect
This mod also goes well with --> Boston Police Uniform
Are you sure about the naming breaking radiant quests, though? I only changed the name and icon on the Map Marker object at the location, quests seem to still function normally, in my game, at least.
as in some cases it can break quests, for example the Minutemen radiant quests.
Caution is the mother of safety.
Can those mess stuff up as well?
Other aera, it's risky.
Edit :
Technical Accuracy
In Fallout4.Esm there are 2 specific Data on the name of Zones:
-XEZN
- Encounter Zone
This is the KWD, logical key, used by the game engine to
all quests and more. It's like an address.
Do not modify, it is forbidden, it breaks the game.
- Map Marker
- Full name
This is the name that will be displayed on the map
It is modifiable, it is a minor data,
like the name of an armor for example.
1. settler path finding is bad; walking into walls and fences and such. not game breaking though just annoying and sometimes amusing
2. maybe its just my install, but settlers keep dying every so often; it seems to be tied to the former location of the radioactive pool. does not affect the SS
3. cell block beds don't count as settlement beds. minor issue (just scrapped then put new ones)
I can see the effort put into this mod and appreciate it. Thank you for sharing this neat location!
But seriously, the bad pathfinding was an issue with previous versions too. I'll do my best to fix it again.
and the radiation issue will be looked into ASAP.