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MC93X

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  1. MC93X
    MC93X
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    Locked
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    Attention ⚠️
    Read description and article (Development HUB).
    Be polite and respectful.
    Do not ask for ETA.
    Use the search feature before asking any question.

    Showcase video available.

    Ideas💡
    If you have ideas or suggestions for new features, feel free to share them by using the forum tab.

    Support❤️
    Leave feedback and endorse if you want to support this project.
  2. Originb3gins04
    Originb3gins04
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    no overhaul of this size ever likes modern car replacers lol it's unfortunate
    1. MC93X
      MC93X
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      Speaking for my project, they don't fit Fallout 4 style that's why :)
    2. Originb3gins04
      Originb3gins04
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      well it's a good thing i have two list and i'm using this on my vanilla + one
  3. Peterpan77
    Peterpan77
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    Siemanko, dzięki za ten Zajebisty mod jak i za twoją robotę. Respekt!
    Długo już nie grałem w Fallout4, kilka dni temu zainstalowałem, wpadłem na
    ten mod i bylem w szoku. Po prostu musiałem zainstalować!
    Zaczynam nową grę: W Vault111 jest wszystko spoko, po wyjściu z Vaulta zaczyna
    się problem. Powiedzmy, na stole stoi wentylator, ja go wezmę i w tym
    momencie pojawia on się jeszcze ras na stole w tym samym miejscu,
    dotyczy to także wiele innych obiektów. 
    Więc jak niechcący zgarnę obiekt x,y drugi ras wyląduje na pulpicie. Mam wiele modów zainstalowane
    więc nie jestem pewien co ten problem
    powoduje... przypuszczam problem lezy w Load Order. (próbowałem Vortex jak i Loot Order, ale zawsze ten sam efekt)
    Ktoś jak Ty zna się lepiej, więc jak byś miał czas i ochotę prosiłbym cię o pomoc. Dzięki, pozdrawiam i milej niedzieli.

    # Automatically generated by Vortex
    Fallout4.esm
    DLCRobot.esm
    DLCworkshop01.esm
    DLCCoast.esm
    DLCworkshop02.esm
    DLCworkshop03.esm
    DLCNukaWorld.esm
    ccBGSFO4044-HellfirePowerArmor.esl
    ccBGSFO4115-X02.esl
    ccBGSFO4116-HeavyFlamer.esl
    ccBGSFO4110-WS_Enclave.esl
    ccBGSFO4096-AS_Enclave.esl
    ccFSVFO4007-Halloween.esl
    ccBGSFO4046-TesCan.esl
    ccSBJFO4003-Grenade.esl
    ccOTMFO4001-Remnants.esl
    unofficial fallout 4 patch.esp
    HUDFramework.esm
    ArmorKeywords.esm
    WorkshopFramework.esm
    XDI.esm
    BakaFramework.esm
    REFramework.esm
    SettlementKeywords.esm
    PAC - Resources Main.esp
    Seasons.esm
    ppf.esm
    Inoffizieller deutscher Fallout 4 Patch.esp
    PAC - AIO.esm
    PAC - ConcordandDrumlinDiner.esm
    Inoffizieller deutscher Fallout 4 Patch (AWKCR).esl
    community fixes merged.esp
    Seasonal Snow.esl
    SS2.esm
    SS2WorkshopHUDOverride.esl
    SS2_XPAC_Chapter2.esm
    SS2_XPAC_Chapter3.esm
    YouAndWhatArmy2.esm
    CWPointLookoutFO4.esm
    Homemaker.esm
    Robot Home Defence.esm
    CWPointLookoutFO4Patch.esl
    JMShared.esp
    Rebuild_SharedResources.esm
    Slow Motion Dismemberment.esm
    SSTRealisticRoads.esl
    TrueStormsFO4.esm
    prp-ss2-cr.esm
    prp.esp
    Fixed Gobo Effects.esp
    Wetness Shader Fix.esp
    FO4ParticlePatch.esp
    SS2Extended.esp
    SS2Extended_OutfitInjectionPatch.esp
    SS2_DLCSettlerPatch.esp
    SS2_XDI Patch.esp
    SettlementMenuManager.esp
    RobotHomeDefence SMM.esp
    Rebuild_Settlements.esp
    A Forest.esp
    WOTC.esp
    prp-compat-pointlookout.esp
    PAC - Vault 111.esp
    Stm_DiamondCityExpansion.esp
    Rebuild_Settlements_Previs.esp
    PAC - AIO - Navmeshing.esp
    PAC-SS2Ch1-Patch.esp
    PAC-SS2Ch2and3-Patch.esp
    prp-ss2.esp
    Vivid Fallout - LOD.esp
    FAR.esp
    Aigni_UltraWide.esp
    Better Perks.esp
    HoloTime.esp
    CWPointLookoutFO4FixesAndAdditions.esp
    Gloomy Glass.esp
    CommonwealthEncounterPack.esp
    WheelMenu.esp
    Armorsmith Extended.esp
    Better Locational Damage.esp
    ImmersiveAnimationFramework.esp
    BLD_IAF_Patch.esp
    Better Locational Damage - DLC_Nuka_World.esp
    AttachPack.esp
    Attach Pack Modcol.esp
    Better Locational Damage - DLC_Far_Harbor.esp
    RaiderOverhaul.esp
    BLD - Leveled Lists - DLC.esp
    Better Chems.esp
    3dscopes.esp
    Reverb and Ambiance Overhaul.esp
    FO4RP-GunsRAO.esp
    ImmersiveVendors.esp
    IAF - Far Harbor & Nuka World.esp
    FarHarborTrees.esp
    Wasteland Illumination.esp
    PACConcordDinerNavmeshing.esp
    VerticalSpawns.esp
    PACAIOPrevisPRP74.esp
    W.A.T.Minutemen.esp
    Minutemenoverhaul.esp
    PACDDConcordPRPPrevis.esp
    AmazingFollowerTweaks.esp
    PLI_Unmarked_Raider_Camps_P1.esp
    Flashy_CrimeAndPunishment_GunForHire_Addon.esp
    MilitarizedMinutemen.esp
    PACVault111[PRP74Previs].esp
    PACSS2AllChPrevisPRP.esp
    Mercenary.esp
    Wasteland Water Revival - Clearly Visible.esp
    Eli_Armour_Compendium.esp
    BetterSettlers.esp
    Merged_Patch.esp
    Better Locational Damage - DLC_Automatron.esp
    Raider Overhaul - AE Patch.esp
    Better Locational Damage - DLC_WWorkshop.esp
    REPatch_CrimeAndPunishmentGunForHire.esp
    CombinedArmsNV.esp
    CombinedArmsEXPack.esp
    AmazingFollowerTweaks_XDI_FIX.esp
    BetterCompanions.esp
    AzarPonytailHairstyles.esp
    GhoulRemovalServices_PAC.esp
    SS2_GunForHire_Patch.esp
    VanillaLocationsPlus.esp
    SS2WastelandVenturers.esp
    BetterSettlersNoLollygagging.esp
    BetterSettlersCCAPack2.0.esp
    TrueStormsFO4-FarHarbor.esp
    TrueStormsFO4-NukaWorld-FH-Compat.esp
    DarkerNights.esp
    Grasslands - Healthy.esp
    FIS-Naming-Weap-Armo-DE.esp
    SSEX.esp
    FO4 NPCs Travel.esp
    Campsite.esp
    Campsite_SMM.esp
    Realistic_conversations - More_NPCs.esp
    SeasonsChange - TrueStorms Patch.esp
    SlowTime.esp
    Scopes.esp
    Spare Railroad as Institute.esp
    WestTekTacticalOptics.esp
    WestTekTacticalOptics-AWKCR.esp
    SettlerBuiltSettlements.esp
    ValiusHDTextures4K.esp
    VividFallout - AiO - BestChoice.esp
    dD-Enhanced Blood Basic.esp
    SalvageBeacons.esp
    UF4PwotcMerged.esp
    SSEX SMM.esp
    WorkshopRearranged.esp
    WorkshopRearranged_Campsite_Patch.esp
    WorkshopRearranged_RobotHomeDefence_Patch.esp
    EnhancedLightsandFX.esp
    ELFX-PreVis.esp
    JOTCPatch ELFX UFO4P.esp
    Scrap Everything - Ultimate Edition.esp
    Pip-Boy Flashlight.esp
    1. MC93X
      MC93X
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      Bro, I moved to Poland but don't speak Polish :') moreover, the translation is not fully clear

      Thank you for your compliments! About your issue, can you explain in English?
  4. AMadWalnut
    AMadWalnut
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    Really nice work, if Bethesda actually committed to world design like this their games would be a lot better. I am trying to build a settlement above vault 111 but when i delete something it flickers back into view. and some things are not scrappable. Any idea how i can fix this? I cant even disable these items.
    1. MC93X
      MC93X
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      Thank you!

      You can't delete objects with this mod, otherwise you break precomb/previs optimization system.
    2. AMadWalnut
      AMadWalnut
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      That's a real shame. Your work is so detailed it's disappointing it's in places I only see once per playthrough. I will take screenshots of how you detailed the location and then try to recreate it as part of my home base - I like the idea of being alone but near your main settlement, based above the tomb of your dead wife like her guardian.

      I saw you said you were working on Sanctuary in another comment? That's exciting, I will check back frequently.
    3. MC93X
      MC93X
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      Unfortunately it is how Fallout engine works. Without precomb/previs the performance would be terrible 
    4. AMadWalnut
      AMadWalnut
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      Understood, that makes sense. Would you be open to making an alternate version with all the objects removed from the structures? Maybe you do commissions?
  5. Deshebist39
    Deshebist39
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    Dear author! I have a big request! Please make a patch for the “steel bridge Sanctuary Hills”
    (https://www.nexusmods.com/fallout4/mods/79876).
    I really don't want to give up on this bridge—the vanilla bridge is terribly inadequate.
    I checked in fo4edit—there is an interruption in the navigation—I'm afraid that NPCs won't walk on it. It's quick and easy for you to fix in
    two places.
    1. MC93X
      MC93X
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      Hey!

      Already done :) give a look at my media.
    2. Deshebist39
      Deshebist39
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      I'm sorry, I don't understand your answer.
      I looked for the patch, but couldn't find it.
    3. MC93X
      MC93X
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      Some time ago I published some images about PAC on my profile, I changed the Sanctuary bridge. 
    4. Deshebist39
      Deshebist39
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      I thought about it, but didn't think it through to its logical conclusion.
      ОК.
    5. MC93X
      MC93X
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      You good :) Sanctuary area overhaul is in progress. Just give a look at the screenshots if you want
    6. Deshebist39
      Deshebist39
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      I am 52 years old. I have become cautious, but I have also lost my sharpness of mind.
      I have already installed your mod for the new game. And I tested the changes on a special save file. But I didn't want to spoil my future impression, so I only looked from a distance to see if there were any changes. It didn't occur to me to look at the bridge.
  6. audiodef
    audiodef
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    Very nice. Still one of my favorites.
    1. MC93X
      MC93X
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      Thanks! :D
  7. GGHHjve
    GGHHjve
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    PAC+PRP74+REbuild AIO+PAC REbuild AIO compatible patch      load order? I've been trying for hours, but it's not working
    1. MisterNumbers3k
      MisterNumbers3k
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      • 51 kudos
      If I recall correctly..

      PPF.esm
      PAC - AIO.esm
      PAC Navmeshing
      Rebuild AIO
      PAC - Rebuild AIO - Patch
      PRP
      Rebuild AIO Previs (if there is a secondary previs file - I cannot recall if so)
      PAC - PRP Previs
      PAC - Rebuild AIO PRP Previs

      Pretty sure all of this was noted in the FOMOD (could be wrong)
    2. GGHHjve
      GGHHjve
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      I tried several times following your load order and it still doesn't work, after uninstalling RBSAIO it works fine.
    3. MisterNumbers3k
      MisterNumbers3k
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      • 51 kudos
      RBSAIO? I assume you mean Rebuild AIO? And yeah, it is possible I made a mistake there. I never intended to provide support for the AIO option of Rebuild as the number of patches grows exponentially every time you add in another mod for patching. It reaches a point where you either can't make enough patches or the ones you make cannot be tested properly. I thought the AIO option worked, but perhaps not. Though with PJMs scripts available, building working previs/precombines is super easy for even amateur modders. I would consider giving it a look.
    4. IloveAnuz
      IloveAnuz
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      same issue here still have not been able to fix it :(
  8. CheapN00dles
    CheapN00dles
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    I still have fog and dof. How can I disable those?
    1. MC93X
      MC93X
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      This mod doesn't disable fog or dof.
    2. CheapN00dles
      CheapN00dles
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      Oops. Wrong mod page. That was meant for the clarity mod. But I am having trouble with this one. The ground textures are blended and some out of place. Like square patches of grass on rocks. Only other texture mods I have is dilapidated roads and vivid fallout. And yea I do have the pac previs loaded last. Any fixes or are they not compatible?
    3. MC93X
      MC93X
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      Can you show me a pic of the issue?
    4. CheapN00dles
      CheapN00dles
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      https://imgur.com/a/texture-bug-VXynJ0T

      the culprit was vivid fallout. The image above shows what happens when enabled
    5. MC93X
      MC93X
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      Yeah definitely. This happens when you are running not matching textures. Not classifiable as a bug. Glad that you quickly found the culprit :)
  9. uplandinfantry3
    uplandinfantry3
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    will there ever be a FOMOD to toggle locations? i like this mod along with RYN'S FALLOUT 4, but some locations are altered by both
    1. MC93X
      MC93X
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      Nope, the next version will be only AIO because the project expanded with more features and stuff. Providing standalone versions would be a nightmare of a work.
    2. Spookychomper
      Spookychomper
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      From what I remember RYN'S FALLOUT 4 does not have regenerated precombines(though I stopped using it for other reasons) which means in FO4Edit it'd be safe to remove edits from RYN's but this mod has regenerated precombines so it'd be a very bad idea to remove anything from this without remaking them. I have done the same thing to RYN's so it worked with a different mod, also I can indeed vouch that it does suck to manage so many mods/files.
  10. Deshebist39
    Deshebist39
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    I watched the video. I delight!
    I want to add your mod to my game.
    But I'm interested in compatibility:
    a) with the ‘Concord Personified’ mod by Rakun94 https://www.nexusmods.com/fallout4/mods/68859;
    b) with ‘Concord Resurrected - No Longer A Ghost Town’ mod by Zorkaz https://www.nexusmods.com/fallout4/mods/70536.
    I'm willing to sacrifice the ‘Concord Resurrected’ mod, but I don't want to lose the availability of ‘Concord Personified’.

    PS I saw a lot of added ghoules in the video. Do they revive after termination? Is there no possibility to replace some of the ghoules with raiders?

    Translated with DeepL.com
    1. MC93X
      MC93X
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      Hey! :)

      a) if that mod only edits interior cells, then there should be any problem at all.
      b) this mod most likely will cause issues.

      About ghouls, you mean, respawn? (you can replace ghouls with raiders in the creation kit if you know how to do it)
    2. Deshebist39
      Deshebist39
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      I downloaded it to my computer:
      PAC- AIO-65686-3-1-1733069528.7z

      + PACResources-65686-1-0-1733001511.7z
      + PAC- Concord and Drumlin Diner-65686-1-0-1733001609.7z Oh! It doesn't have to be put in if I use the master file?
      + Subway Runner Revival - PAC AIO Patch-65686-1-0-1733003669.7z
      + Vault-Tec in Concord- PAC AIO Patch-65686-1-0-1733003794.7z

      I'm using Nexus Mod Manager. Vanilla previs.

      What order from top to bottom should it be?
      SubweyRunner.esp
      ...
      PAC - ResourseMain.esp
      PAC - AIO.esm
      (NMM automatically placed these two files at the top of the list.)
      ...
      ConcordPersonified.esp
      ...
      PAC - AIO - Navmeshing
      PACAIOPrevisxx.esp
      PAC-SubweyRunner-Patch.esp
      Vault-Tec in Concord.esp
      PAC-VTinConcord-Patch.esp
    3. Deshebist39
      Deshebist39
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      And another question, I hope there is no conflict between the Vault 111 area and this settlement? (EmeraldNecklace https://www.nexusmods.com/fallout4/mods/29193)
  11. DenchBee
    DenchBee
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    Fantastic mod, not words to describe how amazing and necessary this beautiful work really is.

    Kudos to you!
    1. MC93X
      MC93X
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      Thank you very much! :)