Tried it out. I wasn't missing textures but lots of clipping on the wall section past the Hotel. Shame too. I like this more minimalistic approach. Too many massive addition mods to things.
I have a similar issue as well, clipping, and some buildings are missing textures so I can see through the windows into the abyss, the "bar" has no way to get into it, overall, not much has changed other than these issues arising, I've moved it around in the load order, and made sure there was nothing else modding Goodneighbor. Did you ever resolve your issues?
Looks great! Glad you seem to keep some steamy vents - I hate mods which remove such atmospherics from Goodneighbour. Is that new bar down the side alley towards Bobbi's place? And does it and the Medic have an NPC? And FPS - did you keep/rebuild precombines? Dzięki.
I've added even more steamy vents. Changed positions of some tho for better look.
I didn't wanted it to only look great but to somehow to create warm atmosphere of early 90s.
Yes, new bar is in first valley to the right.
In descriptions there is information that for now no vendors, only places. Need to work on that cause custom created npcs/vendors of mine, after getting into game are teleporting outside building or disappearing totally.
About Pre Combines, I'm pretty sure it will conflict with mods that touch it.
O wait u don't know where the NPCs are going? They're appearing inside Doc Crocker's cellar in Diamond City. At midday you can catch the NPCs for this mod entering and exiting the cellar at the surgery center sometimes.
Is it in any way possibly because of the NPCs being setup with Workshop AI, or maybe that they don't actually seem to ref their placement markers in Goodneighbor in their properties like other characters do in the Fallout4.esm?
FYI! Yo! Some easy xEdit changes. If you use the Unofficial F4 Patch (which u prolly do), you may want to carry over some of the faction ownership fixes it resolved with the very few items this mod does not delete but moves instead.
NPCs still be appearing on the trap door of the Surgery Cellar in Diamond City and inside it. How in the world do I get these NPCs to spawn and stay where they are supposed to be? Anyone know? Iz this even something I can fix myself possibly?
I always thought Goodneighbor needed some watchmen and turrets outside it's walls. I mean it's literally just a junk/wood fence, no guards outside or inside. No wonder they get infiltrated so often. No security whatsoever. Considering the neighborhood is full of Gunners and Super Mutants, Goodneighbor seems REALLY DAMN DEFENCELESS
Diamond City actually has security (at least for me... and since I installed no mods for it, unless it's part of the bug fixes, it should be vanilla) - it has a lot of guards, a few checkpoints with a lot of cover and even some turrets.. Not that it helps any, I saw the entrance to Diamond City get assaulted by a robobrain kill squad and they just obliterated everythihg.. the AI just didn't allow them to enter the city proper. It's just Goodneighbor that looks completely defenceless.
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I didn't wanted it to only look great but to somehow to create warm atmosphere of early 90s.
Yes, new bar is in first valley to the right.
In descriptions there is information that for now no vendors, only places.
Need to work on that cause custom created npcs/vendors of mine, after getting into game are teleporting outside building or disappearing totally.
About Pre Combines, I'm pretty sure it will conflict with mods that touch it.
If you use the Unofficial F4 Patch (which u prolly do), you may want to carry over some of the faction ownership fixes it resolved with the very few items this mod does not delete but moves instead.
It's just Goodneighbor that looks completely defenceless.