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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.
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.
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.
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?
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.
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.
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.
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?
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.
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.
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?
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
574 comments
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.
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
Thank you for your compliments! About your issue, can you explain in English?
You can't delete objects with this mod, otherwise you break precomb/previs optimization system.
I saw you said you were working on Sanctuary in another comment? That's exciting, I will check back frequently.
(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.
Already done :) give a look at my media.
I looked for the patch, but couldn't find it.
ОК.
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.
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)
the culprit was vivid fallout. The image above shows what happens when enabled
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
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)
PAC- AIO-65686-3-1-1733069528.7z
+ PACResources-65686-1-0-1733001511.7z
+
PAC- Concord and Drumlin Diner-65686-1-0-1733001609.7zOh! 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
Kudos to you!