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  1. greekrage
    greekrage
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    Well its finally up!!!

    Note: I didnt  have the courage to fix some minor issues i mentioned in the description but i will do so for the next update.

    also ...READ THE DESCRIPTION.....
    Bug reports for things already explained or warned about in the description will be deleted.
    Post a comment before posting a bug report  so that others may also see and possibly help .
    Please post comments about the mod and if you liked it...

    Also sorry about the description...
    I wrote it on word pad and when i copy/pasted it ....everything got squeezed together...But im fixing it a bit at a time..

    lol forgot to mention that the speakers work as radios  so turn them off if the music is annoying (they are tuned to diamond city radio )...Sorry gayles :P


  2. greekrage
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    Yay!!!
    we made the hot files again :P




    Thank you all for downloading and endorsing !!!
  3. MarkusTay
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    Love your mods!
    I will try this one on my next play-through. I have a few mods I am a little worried about that do things in and around this area, like Dr. Nick's, and Tales from the Commonwealth adds a vendor and an auction house nearby (ones that are part of quest-chains). I guess we'll see (mostly for TftC - I haven't used Dr. Nick's in awhile).
    This area is usually a heavy spawn point for random encounters - have you removed those? I kind of enjoyed running into small battles going on here, and I actually think it would be even more fun having those when the place is a settlement.
    1. greekrage
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      Dont think i removed any markers...but i may have moved them outside of the settlement walls...
  4. MiniMageSammy
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    awesome mod! i did note that beantown interiors mod conflicts with this one. is there a chance we might see a patch for it?
    1. greekrage
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      i dont think a patch would work...
      None of the old buildings are  similar...
      The only thing that could be done is exclude the problem cells  from that mod...
    2. MiniMageSammy
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      that is what it is actually. basically the build where the regular shop is with apartment above is the effected part. beantown interiors puts its own thing in that same shop area. despite its name it does not actually have "interiors" as in "interior cell" it is all external stuff. i cannot seem to get my low fps issue sorted. running 1070 8gb of vram and fps tanks to 10 or lower. i noticed some previs issues. i need to load my load order into the creation kit and see if there is a mod interfering with the previs. i followed the instructions you posted on the description. regardless, this is an excellent mod i love it!
    3. greekrage
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      imagine that with a 970  i never dropped below  35-40 fps...So yeah you have an issue somewhere...
    4. MiniMageSammy
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      oh is your precombines on? i think mine are off in the config files. had them off to stop interference with using settle anywhere. without this mod i never drop below 30 in the game. downtown boston might slip to 20 though
    5. greekrage
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      yes the mod has precombined geometry...  all my newer mods do...  With precombined objects off the mod wont work and a lot of the objects will not show or show incorrectly with wrong textures etc...
    6. MiniMageSammy
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      ok so i need to turn that back on. all the textures showed correctly by the way so that works. i wonder if settle anywhere will break precombines where ever i put the bench. if it does then i am good haha. as far as apatch for beantown interiors go, all one would have to do is disable the stuff it adds to the one shop. i am thinking about doing it but i keep getting daunted by how many things it adds haha. i wonder if the creation kit has a feature to high light an area and remove stuff added by a plugin within the highlighted area
      EDIT: my creation kit crashes when trying to load in the cells new wallington is in
    7. greekrage
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      while doing this  mod creation kit would hit upwards of 10-12Gb ram...
      Its heavily loaded with textures and data..
      While doing other mods i could easily open the game and test  stuff  realtime...
      With this  mod i wouldnt even think of doing it.... Not enough system resources...  ( im on a ryzen 1600  and 2X 8GB ram ddr4 @ 3200)
    8. MiniMageSammy
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      ah. oh i solved most of the issues. it is beantown interiors that is causing so much issue. it has preculling planes everywhere and replaces alot of stuff. turning off that mod and enabling precombines brings my fps up to 15-20 in the worst areas and no drop at all in the best areas. i do not have the knowledge to do this but if you load beantown mod in the ck and remove the changes it makes to the cells new wallington is in, that would be a patch that would work. i am not that skilled to know how to do that :P. obviously don't load new wallington in the ck when loading beantown mod. i suspect the rest of my performance drop is probably a messed up load order and bad settings... i really am dumb at trying to optimize my game :P haha
    9. MarkusTay
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      @MiniMageSammy - its easier than you think. I have had to do similar with other mods that affected multiple areas.
      Open both mods in FO4edit, look for the 'red' entries, most especially the ones in the cell data tab.
      Delete that cell data from the Beantown mod (not ALL cell data - just the conflicting one in Red). Save. Done.
      That's how a resolved an issue with Minuteman towers.
      I'd say save a copy of the mod before you make changes, just in case, but its an old mod and you can always just download it again if something goes awry.
  5. BloodBunni
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    I have no idea how this is happening since the mod is at the bottom of my load order as instructed, but the modded buildings have somehow merged with other vanilla-looking buildings ? 😭 I'm very confused and dk how to fix it :( has this happened to anyone else? I really love the look of this mod and want to use it 
  6. slayer7800
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    Love the mod.  Endorsed.   But I'm having an issue assigning npcs behind the counter in the Raging Greek.  They won't walk back there.  Loading it up in the Creation Kit, the navmesh doesn't show up behind the counter for me which is odd because you have a screenshot showing Sturges back there.  Any ideas of why it's different for me?
    1. greekrage
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      cant check it now...
      Try lying down some rugs in row  etc  so npcs can use those...as a quick fix
    2. slayer7800
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      Rugs and rubber mats didn't seem to help, but putting down a shack floor did.  I'll mess around with this some more to make it look decent when I have time later.  Thanks for the tip.  
  7. QuantumHunter
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    Download is very slow for some reason (like 60 kb). Other mods downloading much faster at the same time!
    1. greekrage
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      this has nothing to do with the mod itself...
      It could be stored on a slow server...
    2. QuantumHunter
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      Yeah it was the server i guess. Your mod is amazing by the way!
  8. NeaBessy
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    del
  9. FreyjavonAsgard
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    Fantastic mod runs perfectly... awesome thing with Mc Donalds, how did you manage that... only Pizza Hut and Burgerking are missing...
  10. xrayy
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    hi, you closed my bug report. you are right with your guess. i tested again and there is somehow a conflict with the homemaker mod current V1.73. no other of your mods and the other 500 running raises this conflict. i can not disable homemaker mod permanently because of already too many dependencies. i would appreciate if you could look into the conflict for a solution because your mod is neat! for the time i disable new wallington. thanks for your attention. changing load order did not help. i will report if i can narrow down the problem.  i'm probably not the only one potentially running into this conflict (this mod has 117000 endorsements aka more than 1000000 users). i do not have the skills to solve this conflict. i just wanted to let you know because the cause of the ctd was not obvious and the conflicting mod was tricky to find at least for me. thanks!
    1. greekrage
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      closed it because i was sure it was a conflict....
      Cant check now cause im in the middle of a big mod in final stages and dont want anything to go wrong with over 3 months of work on it...
      When i made this mod i had homemaker installed and it was even a dependency  but was forced to clear it out ...so users wont complain because many dont use it that much anymore  since there are many newer mods that have tons of stuff... So patience...and i will look into it..
    2. xrayy
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      take your time. your mods are worth to wait;) thanks for all your beautiful mods even if i can't run all of them.
    3. Phoenix46
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      I dug through the entirety of this mod and homemaker and couldn't find any conflicts at all. I actually couldn't find any conflicts with anything in my entire load order. The only thing that even comes close is an overridden material swap from Nuka-World that doesn't actually get used in this mod. I removed it because there was no need to keep it in if it was unused.

      From my experience, and I have a little from my work with Snappy, CTD's in the workshop are usually caused by problems with the mesh. I skimmed through most of the structures menu and never got a CTD, but didn't skim through everything. That would take awhile. 

      If I had any suggestion at all it would be to create your own menu in the main workshop menu, via SMM script preferably, and put all of your stuff in there. You could have a separate menu in there for every settlement, or just create your own structures, furniture, decorations, etc. menus. It would make your stuff much easier to find, rather than combing through every menu looking for something.

      Just my opinion though.    
    4. xrayy
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      thank you for your research and suggestions. if no one can reproduce this ctd problem it is something special with my setup. i solved it by omitting this beautiful mod. i can live with that. by the way i use also snappy
    5. chceviker
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      Phoenix46, how to do that? 
      If I had any suggestion at all it would be to create your own menu in the main workshop menu, via SMM script preferably, and put all of your stuff in there. You could have a separate menu in there for every settlement, or just create your own structures, furniture, decorations, etc. menus. It would make your stuff much easier to find, rather than combing through every menu looking for something.

      You sounded like it's so easy to do it.
    6. deleted173814834
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      SMM - Settlement Menu Manager has a tutorial in it's downloads.
  11. xrayy
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    what a beautiful and well made mod! no requirements  and it looks so awesome! thanks for this great mod!
    two points to mention:
    - a fps drop you already described, goes down for me in 4k ultra to 40 fps but no stutter.
    - watching out of some windows shows some filckering, instable exterior environment.
    apart from that a stunning beautiful mod.
    1. greekrage
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      window issues are a precombined generation problem with certain windows and angles...
      The Creation kit doesnt like too many see-through surfaces lined up ( like windows that line up so you can see through the whole building )...I had to modify a lot of walls and windows to get the least amount of issues but some still remain and cant be fixed unless i remove the windows and that wouldnt be an option . Also Creation kit doesnt like meshes inside each other like a wall with window frame and separate glass added to it. In the mod im doing right now i had to take the wall meshes and edit them to add glass  so that in the creation kit they are seen as one object to avoid this issue..
    2. xrayy
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      it is one of the best attempts to avoid the game related short comings i have seen so far. keep on with this high quality work.
  12. Oldboss59
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    Well I'm one very tired tester (yaawn). Flyable Personal Vertibird landing is great. Lands in middle of a street, tails is between Fenton's Supermarket and big tree, Nose/cockpit pointing directly at bunker waterpump utillity shed. Nice! Plopped one advanced minigun down and guess who showed up for a meet & greet?! Yep u guessed it, Bloated One with charred ghouls, LOL. Your Settlement guarddogs, Vertibird Pilot, Dual Nora and PC Lone Surivor Nora killed them. I run on the average 500 mods minimum. I don't bother with fps testing. I run FPE, so we run into Vault 81 to have Rachel check baby status and yep, u guessed it! (insert ur fart sound here), Igave birth to a baby girl. Now that everybody is LOL at my expense this is what I found so far. Two metal turrent platforms won't support advance turrents, they ghost thru them. Jail desk laptop won't unlock cell door. Private Player Area mod gets Lookup Failed, Febirth uses this mod as well. I wanted that stone house for myself @ landing zone. I run CWSS so I was greatly appreciative of scrapable Bathroom fixtures, thank you. Sandbag guard stations unscrapable, I run a mod much better than sandbags but I'm tired and be damn if I can remember what the hell the name is. Sorry. I didn't get a chance yet to hookup recruitment (personally I can't stand wireless recruitment beacons). Too busy building advance Fatman turrents. Guess who showed up for a rematch, Two Bloated Ones & company. I run Thuggy and gonna test that right now starting with Depravity. I don't think it'll bork Kasumi. Wait & see I guess. 
    1. greekrage
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      terminal works flawlessly ...remember ive been testing and editing for over 40 days now(did you try fast travel away and back ? )...If you cant fix it...go to the door open console ,click on it and type unlock  and then enter...
      Dont know about the personal area marker since ive not used any type of similar marker on the location...except for 2 boxes that are recreation  area boxes at the bar and  diner...
      Anything you cant scrap use the disable command on it... 
      Btw the beacon isnt wireless...it needs power hence the pylon.
      The pylon also provides wireless power for lights and gadgets...
    2. Oldboss59
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      Just coming up for air from testing your mod now. Pleased to report Subway Runner and the Zeton Alien invasion mod don't conflict. I did suffer a major CTD. Had to delete game/reinstall, set up for modding again. ANY mod that adds workshop items are slowly contributing towards a workshop item cap limit. The exact limit I don't know yet. Oh but I will! Mods like Unicorn Farts and Godrays, Pimp Workshop and Madkea literally adds tens of thousands of workshop items (just to mention a few). I hope somebody donated a better PC to you by now to. Somebody must have something better laying around they didn't give away yet. And please make that stone house a player home.
    3. greekrage
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      LOL WAIT TILL YOU SEE THE NEW MOD IM DOING...
      OVER 200 NEW WORKSHOP ITEMS
      MANY BUILDINGS INCLUDING A BEAUTIFUL STONE HOUSE THAT LOOKS MUCH BETTER THAN THIS ONE ;)

      If anyone want s to follow my progress i post frequently on this group....
      Facebook fallout 4 group