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Changelogs
Version 3.4.0
Moved marker for FSD player home to slighly better represent it's location.
Removed quest related edits towards Loaded Bases as they are now covered by new "Loaded Bases - eXoPatch". Highly Recommended.
Version 3.3.4
Updated for 2.7.3 of Fens Sherriff's Department. Forwarded a few fixes and bities.
Version 3.3.3
Added a failsafe to make sure that Loaded Bases initial quest starts up as intended.
If you picked up the quest and chief didn't wanna talk to you, head back to the DC Security tunnels to trigger the reset, which should fix the quest.
Version 3.3.2
Seems there was a few more hidden issues with the 3.3.0 PreVisibines. Redid them from scratch and double-checked things. All should be working fine now.
Version 3.3.1
Fixed an issue where Diamond City Security would crash for some users.
Version 3.3.0a
Removed PPF master requirement for ELFX Patch.
Version 3.3.0
Updated to support PRP 74. (Works with Vanilla, PRP 69 and PRP 74)
Version 3.2.1
Fixed missing master issue.
Version 3.2.0
By popular demand; requirement for Sim Settlements 2 has been removed.
For people using Sim Settlements 2, I recommend getting the 'The Fens Sheriff's Department - Sim Settlements 2' patch.
Version 3.1.5
Fixed Navmesh issue that would sometimes leave npcs stuck next to entrance ramp.
Version 3.1.4
Fixed error in the Diamond City Guard leveled list entry for headgear where glasses was set to spawn 0 instead of 1.
Version 3.1.3
Fixed a bunch of errors in a couple of cell headers in StoryWealthLocation-DiamondCity.esp caused by Creation Kit being itself.
Version 3.1.2
Made it easier to get going on the first quest for Loaded Bases.
Version 3.1.1
Tweaked Navmesh outside Diamond City Security. Should reduce NPC headbutting the wall.
Slightly increased size of triggerbox from Loaded Bases outside Diamond City Security.
Version 3.1.0
Added CSEP Loaded Bases as new master.
Moved door added by CSEP Loaded Bases inside Diamond City Security to a new loction, next to the impound.
Restored Diamond City Security Location as well as the NPCs to use vanilla armors.
Added 10 new Guard Faces, credits to Cthulhu And Me.
New Leveled List for Security Outfit for increased variety.
Version 3.0.7
ELFX: Fixed broken entry in header. No harm done, but wanted things to be clean.
Version 3.0.6
ELFX: Updated ELFX Patch. Now requires "ELFX - PreVis PreCombine Patch" as master.
Version 3.0.5
Updated PreVis date for Diamond Security. Should hopefully help with people getting visual glitches in there.
Version 3.0.4
Removed hidden teleport entry from unlockable door/gate in Diamond City Security that would sometimes have NPCs stuck trying to get trough. The NPCs should now use the main door instead.
ELFX: Added PreVis/PreCombine generation for Pearwood Residences.
Version 3.0.3
Added ownership to all the Flora in Diamond City to Diamond City Security.
ELFX: Added PreVis/PreCombine generation for Marlborough house as part of ELFX support for Fourville.
Version 3.0.2
Fixed broken NavMesh inside Diamond City Security preventing Mel from leaving the Prison Cell.
ELFX: Forwarded lighting settings for Diamond Security from The Fens Sheriff's Department.
Version 3.0.1
Fixed issue where chained door inside Diamond City Access Tunnel towards Grand Junktion wouldn't go away when activated.
Version 3.0.0
Updated to use The Fens Sheriff's Department - Bleachers 2 as master instead of The Bleachers - A Diamond City Story.
Also now requires Fourville - eXoPatch.
Version 2.0.0
Moved over to now use my new mod Diamond City Expansion - eXoPatch as a master requirement. This was made to streamline the update process and make the fixes made more broadly available to the whole community.
Version 1.3.1
Manually cleaned out a bunch of duplicate edits that the FO4Edit Auto Cleaner didn't catch.
Version 1.3.0
Fixed a bunch of bunch of meshes that was missing collision. They previously had to be excluded from PreCombines due to bad flags, fixed now.
Regenerated PreCombine/PreVis with updated meshes. Should hopefully increase performance slightly.
Fixed an issue where some stairs would cause collision issues.
Fixed door in Liemanto Residence that was clipping into the wall.
Version 1.2.0
Redid the PreVis/PreCombines from scratch using the PRP method. Should be slightly more efficient now.
Removed dirty master entry.
Version 1.1.0
Added Diamond City Ambience as master and merged all cell records.
Removed footsteps and chatter as potential sounds as the actual NPCs should be producing that sound.