I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
If you get flickering or floating objects while using this mod, try moving it to the bottom of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited this location or the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
hi, what's the LO for using hunkerdown patch and the Previs - Bethesda patch as i dont use PRP? should HD-NOCats patch load after the previs patch due to the one change it conflicts with? or do i even need the previs - bethesda patching if using HD patch....
On top of adding more items to Dark Hollow Pond to make it feel more lived-in, does your mod also make the location reset after a set number of in-game days? I ask because on my playthrough (which is many years old at this point), I cleared out DHP fairly early in and the loot and raiders there have never respawned since, and I'm not sure if that's intended or not.
That isn't intended, no. DHP should reset like most other locations. That said, the raiders are technically part of a "point of interest" made by a different developer, and the cell they're in doesn't have an associated location. Typically that means a shorter respawn time, but I've never done any in-depth testing on that.
I already did. With just the unofficial patch installed, I killed and looted everything at the location, fast traveled to the other side of the map, and waited fifteen days before returning. The result:
Dark Hollow Pond (the location) had not had time to reset yet. This means the adult mirelurks in the pond and on the far side were gone, and the dog and one raider were also gone.
POIJoel05 (the raider shack with no location data) had already reset. That means one raider had respawned, as had all of the baby mirelurks and the contents of the shack.
Dark Hollow Pond itself is a normal location and would have reset if I waited more than thirty days rather than fifteen, but I used the shorter timeframe to verify my hunch about POIJoel05. Considering the mixed placement of the raiders, I'm forwarding this to Starhammer for consideration in PRP, plus forwarding it to the unofficial patch team for consideration in that.
Alright. Thank you for looking into this. I feel like I've left the location alone for over thirty in-game days and not had it reset like other areas would have.
I would be very surprised if you did find a workbench here, actually. My "People Live In" series adds a lot of detail work to existing dungeons, while my new settlement mods are the very similarly named "We Can Live In" mod series.
I'm not familiar with any mods that turn Dark Hollow Pond into a settlement, but I seem to recall seeing some that turn the Galleria just north of it into one.
I don't get it. This settlement won't work as a full settlement? I won't be able to build and recruit settlers there? Is it the same with your other mods? I've installed it, but haven't tried to do anything there yet: We Can Live In - Poseidon Energy Turbine 18-F We Can Live In - Nahant Red Rocket We Can Live In - Lil' Gentry Playground We Can Live In -Natick Substation........ ??????????? Explain it to me in the simplest way possible - like I'm the dumbest student ever.
There is nothing SS2 does at Dark Hollow Pond that I'm aware of, and nothing this mod does to anything SS2 uses. They should work just fine together, and I had this installed when I went through chapter 3's content to see what they did in another location I've modded.
Edit: Shit. I forgot to mention that I rely on the PRP .69 ONLY patch for Cpen Commonwealth since I always use PRP. My bad :/ I understand if you won't do anything about it. I know it's time-consuming stuff.
Which one? There's four Hunkered Down patches on this mod, and another four on Roadside Pines. Both mods have patches that have the name PLI[location name acronym]_[acronyms for patched mods]_Patch.esp. The names are fairly obtuse, but as far as I'm aware I haven't created any colliding filenames that overwrite each other.
Unless you mean the actual displayed filename here on nexus, which should still result in a download unique to this mod. Though considering how obtuse the downloaded zip names are, multiple mods having the same display name on nexus can be a bit troublesome. I'd consider trying to be a bit more unique on those if I wasn't actively maintaining a dozen patches per mod with a filename length limit that is short enough that even my current naming pattern results in names that are too long for some mods.
Oh, you downloaded the zips manually? I hadn't considered that. Honestly though, it's hard enough for me to give them proper names even within the same mod's patch list because Nexus staff insists files don't need long names. I'm not really sure how I'm supposed to give so many different patches for the same mods different, unique names per source while still keeping it to 50 characters. Heck, this mod has several files I'd need to rename if I want to make any changes to them at all, because they're longer than the new, shorter limit.
hi there, thank you very much for your work first of all. sorry english is not my native language.
I was looking at the collection of these mods "people live in", love them )) but I have a little doubt with PRP.
I have seen that many of your mods have a patch in downloads for version 0.69 Is this compatible exclusively with 0.69 or can it be used with a 0.69.X version? Sorry if it's a stupid question, but I honestly don't know. I don't know if there could be any problem
I ask this because on the PRP main page, the main has version 0.69, but the updates file (the one with the esp file) has version 0.69.5, and all this is a bit confusing for me.
If the cells affected by this mod have never loaded ingame before, you'll probably be fine. If they have loaded ingame before, there's a chance some of the references I edited will remember their "original" versions, meaning the leveled items would still be their non-leveled originals. You would still get the benefits of an updated navmesh, since that doesn't cache.
59 comments
I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
Compatible Mods:
- A Forest: Use the patch in optional files.
- Another Pine Forest Mod: Use the patch in optional files.
- Commonwealth Reclamation Project: Overgrowth: Use the patch in old files for older versions of CRPO. For current versions, use patches from the official patch repository.
- Desperados Overhaul: Use the previs file in updates.
- FROST - Hunkered Down - Commonwealth Overhaul: Use the patch in optional files.
- FROST Cell Fixes (FCF): Use the previs file in updates.
- Hunkered Down - Commonwealth Overhaul: Use the patch in optional files.
- Hunkered Down PRP Patch: Use "2 - Merged Patch - HD - PRP" or "2 - Merged Patch - HD (No Atom Cats) - PRP" from old files. No patches currently available for PRP v0.74.
- Mutilated Dead Bodies: Use the patch in optional files.
- Open Commonwealth: Use the previs file in updates.
- Open Commonwealth PRP Patch: Use "2 - Merged Patch - OC - PRP" from old files. No patches currently available for PRP v0.74.
- Previsibines Repair Pack (PRP): Use the previs file in updates.
- Raider Children and Other Horrors of the Commonwealth: No special load order necessary.
- The Beantown Interiors Project: Load "people live in" second.
- The Beantown Interiors Project Optimization Patches (Season Pass): Use the previs file in updates.
Incompatible Mods:
- The Beantown Interiors Project Optimization Patches (Versions other than Season Pass): Unsupported, use the season pass version instead.
If you get flickering or floating objects while using this mod, try moving it to the bottom of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited this location or the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
thanks!
- Dark Hollow Pond (the location) had not had time to reset yet. This means the adult mirelurks in the pond and on the far side were gone, and the dog and one raider were also gone.
- POIJoel05 (the raider shack with no location data) had already reset. That means one raider had respawned, as had all of the baby mirelurks and the contents of the shack.
Dark Hollow Pond itself is a normal location and would have reset if I waited more than thirty days rather than fifteen, but I used the shorter timeframe to verify my hunch about POIJoel05. Considering the mixed placement of the raiders, I'm forwarding this to Starhammer for consideration in PRP, plus forwarding it to the unofficial patch team for consideration in that.I'm not familiar with any mods that turn Dark Hollow Pond into a settlement, but I seem to recall seeing some that turn the Galleria just north of it into one.
This settlement won't work as a full settlement? I won't be able to build and recruit settlers there?
Is it the same with your other mods?
I've installed it, but haven't tried to do anything there yet:
We Can Live In - Poseidon Energy Turbine 18-F
We Can Live In - Nahant Red Rocket
We Can Live In - Lil' Gentry Playground
We Can Live In -Natick Substation........
???????????
Explain it to me in the simplest way possible - like I'm the dumbest student ever.
https://www.deepl.com/de/translator
We Can Live In - Lil' Gentry Playground
We Can Live In - Nahant Red Rocket
We Can Live In - Natick Substation
We Can Live In - North Point Park
We Can Live In - Poseidon Energy Turbine 18-F
We Can Live In - Rock Island Lighthouse
These mods are not settlements:
People Live In - Dark Hollow Pond
People Live In - Federal Ration Stockpile
People Live In - Harbormaster Hotel
People Live In - Roadside Pines Motel
People Live In - Unmarked Raider Camps Pack 1
People Live In - Unmarked Raider Camps Pack 2
People Live In - USAF Satellite Station Olivia
Edit: Shit. I forgot to mention that I rely on the PRP .69 ONLY patch for Cpen Commonwealth since I always use PRP. My bad :/ I understand if you won't do anything about it. I know it's time-consuming stuff.
Unless you mean the actual displayed filename here on nexus, which should still result in a download unique to this mod. Though considering how obtuse the downloaded zip names are, multiple mods having the same display name on nexus can be a bit troublesome. I'd consider trying to be a bit more unique on those if I wasn't actively maintaining a dozen patches per mod with a filename length limit that is short enough that even my current naming pattern results in names that are too long for some mods.
1 - Hunkered Down - Commonwealth Overhaul Patch (No Atom Cats Garage version)
I was prompted to merge or overwrite since MO2 perceived this to be the same mod.
I was looking at the collection of these mods "people live in", love them )) but I have a little doubt with PRP.
I have seen that many of your mods have a patch in downloads for version 0.69
Is this compatible exclusively with 0.69 or can it be used with a 0.69.X version?
Sorry if it's a stupid question, but I honestly don't know. I don't know if there could be any problem
I ask this because on the PRP main page, the main has version 0.69, but the updates file (the one with the esp file) has version 0.69.5, and all this is a bit confusing for me.
Thanks in advance!