59 comments

  1. Glitchfinder
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    Mod Compatibility Post

    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:


    Incompatible Mods:


    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.
  2. AlexintheVerse
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    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....

    thanks!
    1. Glitchfinder
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      The load order you want is:

      • PLI_Dark_Hollow_Pond.esp/Hunkered Down - No AtomCatsGarage.esp (the specific order between these two is irrelevant, you can pick which goes first)
      • PLIDHP_HD_Patch.esp (this patch does not have precombines and does not edit anything I did precombine)
      • PLIDHP_Previs.esp (the previs file should always been the last file from my mods)
    2. AlexintheVerse
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      perfect thats it! i just noticed previs patch was overriding a HD record, had me clinching.... thanks so much for explaining that. 
  3. blackboy2
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    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.
    1. Glitchfinder
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      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.
    2. blackboy2
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      Any chance you could look into the issue and make a patch?
    3. Glitchfinder
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      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.
    4. blackboy2
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      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.
    5. Glitchfinder
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      I actually looked into it further, and Dark Hollow Pond is flagged as "Never Resets." That's extremely unusual and rather notable.
    6. blackboy2
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      That would explain a lot. It really is odd that the location's flagged like that.
  4. Deshebist39
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    You'll laugh, but I couldn't find the workshop workbench. I couldn't activate the settlement for that reason.
    1. Glitchfinder
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      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.
    2. Deshebist39
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      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.

      https://www.deepl.com/de/translator
    3. Glitchfinder
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    4. Deshebist39
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      O! Thanks!
  5. AlexintheVerse
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    wondering about the Encounter zone data that unofficial patch has for Dark Hollow,  should i can carry that forward or does it not matter? 
    1. Glitchfinder
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      For that one NPC? It doesn't matter all that much but if you're making patches anyway it's trivial to carry forward.
    2. AlexintheVerse
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      alrighty tanks
  6. potam750
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    just wanted to say tx for the patches. its appreciated!!!!
  7. TrueIdiotYT
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    does this break ss2 (sim settlements 2)
    1. Glitchfinder
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      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.
  8. drevviken
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    Would you consider a patch for/take a look at Open Commonwealth
    1. Glitchfinder
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      Patch uploaded and compatibility post updated.
    2. drevviken
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      You're an absolute beast. Many thanks.

      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.
    3. Glitchfinder
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      I just uploaded a patch for that, so you should be good to go now.
    4. drevviken
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      Many thanks for being so forthcoming. These PRP patches is a maze of its own sometimes. 
    5. drevviken
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      I think you've updated the compatibility notes a bit wrong. Looks like you've mixed up the Hunkered Down and Open Commonwealth patches... 
    6. Glitchfinder
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      I did indeed. It's fixed now.
  9. 4estGimp
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    You might want to slightly change the name of the Hunkered Down patch so people don't accidentally overwrite the Roadside Pines patch.
    1. Glitchfinder
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      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.
    2. 4estGimp
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      It was the display name for the installed mod:

      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.


    3. Glitchfinder
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      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.
  10. pokara06
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    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.

    Thanks in advance!
    1. Glitchfinder
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      It can be used with any v0.69.X version. So you will be just fine using it with 0.69.5.
    2. pokara06
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      capicci, thank you very much for answering))
  11. drevviken
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    Will updating from 1.0 midgame be problematic...?
    1. Glitchfinder
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      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.
    2. drevviken
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      Ok. Thanks. I don't think I've been there yet this playthrough so should be fine then.