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.
- Sentinel Control System Companion: From what I've gathered by watching videos of this creation club content, it looks to be compatible and likely just has a few intersecting items where I placed junk in the same places as this creation club mod placed containers, ammo, and a magazine. In other words, you should be able to use the two together and it just looks kind of awkward when you show up there. Since I don't have any creation club content myself, I can't verify or patch against it. If someone else makes a patch, let me know and I'll link to it in this post. Similarly, if someone can verify what I've said about it being compatible but awkward, I'll move this up to the Compatible Mods section.
If you get flickering or floating objects while using this mod, try moving it closer to the top 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 these locations or the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
Before anyone asks why I stopped at just ten camps: I've identified 245 different exterior cells in the commonwealth with raiders, raider dogs, raider corpses, or raider body parts in them. That's way more ground than I'm comfortable covering in one go, and so I decided to compartmentalize things a bit.
Oh oh can we get a patch for "Some Trees" please! Haven't play tested every area but I know there's a tree coming right out of a campfire added to the site near Drumlin Diner.
I've only just recently tinkered with F04edit and am still intimidated by the CK so I can't accomplish this myself yet...
I'm not seeing any issues between this mod and Some Trees, assuming you mean this mod. Are you sure Some Trees is the one that adds that particular tree?
Also that campfire exists in the base game - this mod doesn't actually add any new locations, it just enhances locations that already existed in the base game.
Snap my bad my bad. I'm confusing this with your 2nd Unmarked Raider Camp pack. Idk how this pack slipped thru the cracks cus I've never even downloaded it?!? Funny way to rediscover a mod I meant to use forever ago :-P
But yea you'll see what I mean with those 2 mods together... If needed I can grab some screenshots later but I'm fairly certain I tested this. Sry again for the confusion
You are correct, one of the locations I added in the second pack had some object intersections with a raider location near Walden Pond. I've made and uploaded a patch for it.
Awesome Mod, thx. I found another Mod that's imcompatible. I had a couple of CTDs until I disabled the mod: C.R.P Agriculture _ Victory Gardens. Sadly the mod author didn't reply to me when I repprted the issue.
I've made a patch that resolves object conflicts between this and victory gardens. There are three affected locations:
A house north of sanctuary, near the edge of a map. CRP removes a living raider and a dead drug addict from this location. The conflicts I resolved were a poster that intersected with my shelf and the raider.
A small camp west of Sunshine Tidings. CRP removes a dead raider and a radroach ambush from this (formerly) abandoned location. I moved a plate and food item to prevent intersection with the new inhabitant's improvised table.
A raider house south of Sunshine Tidings. CRP removes a raider ambush here and turns it into a small homestead. I adjusted the placement of a table, removed some hanging cloth, and moved a tato plant to prevent placed objects from intersecting each other.
I will note that the overall design intent of my mod is extremely different from that used by CRP's developer, and it can be seen when you inspect these locations. I do not feel it is appropriate for me to remove their changes from these locations, nor do I feel inclined to rebuild my changes to match what they've done for what would otherwise be a very small patch.
As a result, I opted to simply resolve the direct conflicts mentioned above.
Edit: For those wondering about crashes, it was likely because CRP deletes the raider at the camp near Sanctuary, and I moved the raider's position slightly in the camps pack. If you are not running Buffout and my mod is lower in your load order than CRP, that can result in a crash because my mod tries to edit a reference that no longer exists. This cannot be properly fixed on my end - it must be resolved on CRP's end, as a change made to CRP Victory Gardens.esp. My patch also edits this raider to be hard disabled rather than deleted, so it will not fix crashes for those affected by them.
Great mod series. Would love to see an AIO single esp ver of all your "people live in" mods for those of us who didn't otherwise mod all of those locations. Do you plan on covering more places?
I do plan on covering more locations, but I've also been tied up with both work and some larger mod projects for a while, so progress on ones like this has slowed down to compensate.
Generally I don't recommend removing mods from an existing save. However, this mod in particular is extremely simple on that front and shouldn't have any noticeable impact if you remove it.
Thanks for the quick reply. I do aware that one generally should not remove any mod mid-game, but also there's some particular type of mods that CAN be removed safely mid-game. That's why I asked, to be sure. Thanks, mate.
I do plan to make an all-in-one for the people live in mods eventually, but I want to make sure it has enough content to be worth doing. That's because merging them together will make it too big to share as an esl, which means it'll take up one of the precious normal load order slots rather than the far less limited light plugin slots.
I'm not sure what you're talking about? The game has a bit over 50 unmarked raider locations and about the same number of marked and named locations, and this mod adds a lot of detail work to ten of those. The locations already exist (thus the "before" shots in my screenshots), but they are often under-detailed or outright empty locations.
Firstly, I apologize if my comment sounded dismissive of your mod(s) and work, that was not my intention at all.
I have edited my comment as I realized I completely misread the description and misunderstood the entire purpose of the mod. Tired eyes lead to the stupid mistake of quickly reading the description leading to a misunderstanding. Sorry.
In theory it should be fine if either of those touch the same spots. I can check specific compatibility later today, but in the vast majority of cases all that would be needed to fix a potential problem is to load unmarked raider camps before whatever mod it is conflicting with.
It took a bit longer since yesterday I wound up busier than anticipated, but I've confirmed that Minuteman Watchtowers and Boston Natural Surroundings are both compatible, and updated the compatibility post accordingly.
81 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:
- 4estGimp - Minuteman Watchtowers (Redux) plus Legacy: No special load order necessary.
- A Forest: No special load order necessary.
- Another Pine Forest Mod: No special load order necessary.
- Boston Natural Surroundings: No special load order necessary.
- Commonwealth Reclamation Project: Overgrowth: Load CRPO after "People Live In."
- C.R.P Agriculture _ Victory Gardens: Use the patch in optional files.
- Desperados Overhaul: Use the patch in optional files.
- Hunkered Down - Commonwealth Overhaul: No special load order necessary.
- Hunkered Down PRP Patch: Load the PRP patch after "People Live In."
- Minuteman Watchtowers: No special load order necessary.
- Mutilated Dead Bodies: No special load order necessary.
- Open Concord: Load Open Concord after "People Live In."
- Open Concord PRP Patch: Load the PRP patch after "People Live In."
- Open Hagen: Load Open Hagen after "People Live In."
- Open Hagen PRP Patch: Load the PRP patch after "People Live In."
- Previsibines Repair Pack (PRP): Load PRP after "People Live In."
- Raider Children and Other Horrors of the Commonwealth: No special load order necessary.
- The Beantown Interiors Project: Load The Beantown Interiors Project after People Live In.
Unknown Status:
- Sentinel Control System Companion: From what I've gathered by watching videos of this creation club content, it looks to be compatible and likely just has a few intersecting items where I placed junk in the same places as this creation club mod placed containers, ammo, and a magazine. In other words, you should be able to use the two together and it just looks kind of awkward when you show up there. Since I don't have any creation club content myself, I can't verify or patch against it. If someone else makes a patch, let me know and I'll link to it in this post. Similarly, if someone can verify what I've said about it being compatible but awkward, I'll move this up to the Compatible Mods section.
If you get flickering or floating objects while using this mod, try moving it closer to the top 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 these locations or the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
Haven't play tested every area but I know there's a tree coming right out of a campfire added to the site near Drumlin Diner.
I've only just recently tinkered with F04edit and am still intimidated by the CK so I can't accomplish this myself yet...
Also that campfire exists in the base game - this mod doesn't actually add any new locations, it just enhances locations that already existed in the base game.
Idk how this pack slipped thru the cracks cus I've never even downloaded it?!?
Funny way to rediscover a mod I meant to use forever ago :-P
But yea you'll see what I mean with those 2 mods together...
If needed I can grab some screenshots later but I'm fairly certain I tested this.
Sry again for the confusion
I found another Mod that's imcompatible. I had a couple of CTDs until I disabled the mod: C.R.P Agriculture _ Victory Gardens. Sadly the mod author didn't reply to me when I repprted the issue.
I will note that the overall design intent of my mod is extremely different from that used by CRP's developer, and it can be seen when you inspect these locations. I do not feel it is appropriate for me to remove their changes from these locations, nor do I feel inclined to rebuild my changes to match what they've done for what would otherwise be a very small patch.
As a result, I opted to simply resolve the direct conflicts mentioned above.
Edit: For those wondering about crashes, it was likely because CRP deletes the raider at the camp near Sanctuary, and I moved the raider's position slightly in the camps pack. If you are not running Buffout and my mod is lower in your load order than CRP, that can result in a crash because my mod tries to edit a reference that no longer exists. This cannot be properly fixed on my end - it must be resolved on CRP's end, as a change made to CRP Victory Gardens.esp. My patch also edits this raider to be hard disabled rather than deleted, so it will not fix crashes for those affected by them.
Also sorry, edited my dumb comment as I completely misread and misunderstood.
I'm an idiot
I have edited my comment as I realized I completely misread the description and misunderstood the entire purpose of the mod. Tired eyes lead to the stupid mistake of quickly reading the description leading to a misunderstanding.
Sorry.
I use Boston Natural Surroundings and the Minutemen Watchtowers, are any of the locations affected by this mod also affected by those?
Again, thank you and all of the other modders for all of your work in keeping this game fun so many years later