getting a crash when entering the first house in Concord on the right when coming down from the Red Rocket settlement with the latest update. CLAS says it's an NPC pathing error crash? but don't have anything overwriting that interior cell. Even tried dismissing my companions and got the same crash. Maybe something wrong with the interior marker?
Anyone else mind checking to see if they can get into that cell?
Edit: I rolled back to 1.2.1 and had no problem getting into Concord House 01. Tried on a new save.
It all seems straightforward. I do use the Rebuild AIO Collection which prominently includes Jamaica Plain. How good is compatibility between it and BTI (and your mod)?
These are sorting patches, which add prefixes to items, like "[Key] Key to some door". They are needed for some UI mods, which then replace the prefixes with icons in the inventory.
I am hesitant to put this into "Bugs" section, because I have a lot of mods, but with this mod AND bodygen on the NPCs' (companions') bodies turn invisible when entering/exiting Beantown Interiors cells. All other cells - vanilla or other mods - don't cause this to happen. A minor nuisance, really, but may be of interest. Otherwise this mod is a godsend! Thank you!
I think for a lot of them, it would work better if there is no lighting. They are boarded up after all. Can this be done with xedit? I ask because I know xedit but haven't gone into CK much at all (and I spend too much time on FO4 as it is). I will use this to learn about CK though.
those would still benefit from some sort of light source. ex. holes in the boards letting in light shafts, and some extra ambient light so you can see something in the dark rather than things being pitch black.
I havent used BTI Interiors since before covid because of how many conflicts it could run into, to the point that I wasnt even checking on updates. Happened to come across this one via another mod (... Caves of the Commonwealth I think?) and I'm so glad I took a look. I *liked* what BTI added, and having them in interior cells now is a godsend
OMG! Thank you so much! I have been struggling with the damn disappearing objects, buildings, plants etc. bug, which is supposedly broken pre-combines? I've tried a lot of stuff over a long time and I'm here to thank you, endorse and recommend this mod to anyone using the Beantown mod, and the author is right! You should remove all the other beantown patches and leave only this and the original mod. Omg... My games looks so beautiful and runs well, no more disappearing stuff! Finally! Thank you!.<333 I also had an earlier version of CRP Overgrowth, but now upgraded to the latest V7.0, that fixed the same issue in another area, and btw. I also use CRP_TheZone with no issues together with Overgrowth, I unfortunately could not find CRP_TheZone in "The Black Pearl" Discord channel from where I downloaded it about a year ago, so I can't exactly warrant anyone else can still get it, but if you have it, just letting you know. If I encounter any further issues, I'll try to come back and update you. Anyway, take care, everyone, may your games run well, have fun out there! Thanks, modding community, for all of your insane effort! You definitely don't get thanked enough!!! Peacce!.<333
A small request to make the drunken gnomes quest a Misc category, for my sanity. Also, I put the holotape under the chem bench, UTILITY for consistency sake.
Very nice! There can be no properly modded Fallout game without Chucksteel's interiors and with this mod they're actually interiors :-)
I tried playing with just the BTI base mod (main file + optimization patch) simply to see what it looks like originally and I didn't notice any issue in gameplay/fps (EDIT: oh, I did have some wooden planks from a house in Concord, closest to the Red Rocket, disappearing and reappearing...) but still, given all the issues discussed in its Posts section and the fact that I anyway much more prefer actual true interiors, I went for the Beantown Interiors Project True Interior Patch. So here's a little combo that works great, installed in this order: 1 Concord Personified 2 The Beantown Interiors Project (only the main file) 3 Beantown Interiors Project True Interior Patch (the "Main file, FOMOD installer") I'm planning to expand the list later on; didn't want to add too much in one go as it's never a good practice. So far, no issues with these three together.
Also, in case you want to add (=build) almost anything to those interiors, this does the trick perfectly: Mobile Workshop by SKK
The only thing is (what many noticed) the fact that the interiors (note: created by Beantown Interiors Project True Interior Patch) are a bit much too lit. I'm not quite sure about a solution yet... I see some mods that turn off all the lights in the game which initially sounds quite interesting but -- judging from the comments -- make some populated locations much too dark (e.g. DC) or that turn off lights only in settlements -- which is good and I'm planning to go for it but it doesn't affect this mod. Maybe using lanterns, fire barrels and fireplaces from SKK's mod adds a bit of a cozier atmosphere.
The few locations classified as "unfinished" are, at least from what I saw in Concord, actually a blessing for anyone who likes building and decorating. Hint: Mobile Workshop by SKK :-)
154 comments
Anyone else mind checking to see if they can get into that cell?
Edit: I rolled back to 1.2.1 and had no problem getting into Concord House 01. Tried on a new save.
-FIS
-LWIS
-Horizon
-VIS
-VISG
for now i will select none but i wanted to make sure.
Thanks!
These are sorting patches, which add prefixes to items, like "[Key] Key to some door". They are needed for some UI mods, which then replace the prefixes with icons in the inventory.
Another recent mod is Real Interiors - Persistent Weathers. That adds an audio space... not sure how difficult this is. Same author made Real Windows - Interior Distant LOD Fixes, which seems like a very high-level skill thing to create but would be very neat if made for this mod.
Also, I put the holotape under the chem bench, UTILITY for consistency sake.
I tried playing with just the BTI base mod (main file + optimization patch) simply to see what it looks like originally and I didn't notice any issue in gameplay/fps (EDIT: oh, I did have some wooden planks from a house in Concord, closest to the Red Rocket, disappearing and reappearing...) but still, given all the issues discussed in its Posts section and the fact that I anyway much more prefer actual true interiors, I went for the Beantown Interiors Project True Interior Patch. So here's a little combo that works great, installed in this order:
1 Concord Personified
2 The Beantown Interiors Project (only the main file)
3 Beantown Interiors Project True Interior Patch (the "Main file, FOMOD installer")
I'm planning to expand the list later on; didn't want to add too much in one go as it's never a good practice. So far, no issues with these three together.
Also, in case you want to add (=build) almost anything to those interiors, this does the trick perfectly:
Mobile Workshop by SKK
The only thing is (what many noticed) the fact that the interiors (note: created by Beantown Interiors Project True Interior Patch) are a bit much too lit. I'm not quite sure about a solution yet... I see some mods that turn off all the lights in the game which initially sounds quite interesting but -- judging from the comments -- make some populated locations much too dark (e.g. DC) or that turn off lights only in settlements -- which is good and I'm planning to go for it but it doesn't affect this mod. Maybe using lanterns, fire barrels and fireplaces from SKK's mod adds a bit of a cozier atmosphere.
The few locations classified as "unfinished" are, at least from what I saw in Concord, actually a blessing for anyone who likes building and decorating. Hint: Mobile Workshop by SKK :-)
Highly endorsed.