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WarMocK

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WarMocK

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12 comments

  1. emiral85
    emiral85
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    I had a similar idea for this, but mainly centered around making the radio transmitter work as a settlement radio beacon after turning on the power. Sounds like it might be an easy add-on.
  2. o3yahn
    o3yahn
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    I just cannot get near this place. I even made it near the very bottom of my load order with nothing else affecting terrain or locations. I still can only close half the distance from Tenpines to Zimonja before the game CTD. I had to take the extreme case that you should never do with a settlement mod, removing it from my load order. This solved the problem. This appeared to be the single best Zimonja mod available that wasn't a SS2 or Transfer Blueprint. I wish I could get in to see it in person.
    1. WarMocK
      WarMocK
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      Greetings,
      sorry to hear about your problems. I just double-checked the file again in FO4Edit: according to the test results the mod doesn't break preVis/pre-Combines nor did it throw any errors. Might be a compatibility issue with a mod I do not use myself and which somehow affects the cells around Zimonja in one way or another.
      I wished I could help you more, but that's all I can say from my side right now. :/
    2. o3yahn
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      No problem .I didn't really expect a solution. It was near the bottom of load order with a bunch of other mods that also repaired previs (like the Rebuild series) that also need to be near the end. If I get more time I will try it again, maybe moving it below all the Rebuild series.  At least I'm enjoying your Tenpines mod, which is perfect!
    3. WarMocK
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      Repaired preVis ... that pretty much sounds like the culprit of your problem.
      You see, when I created Zimonja Improved I did a version where I edited some of the already existing landscape which required a rebuild of the affected cells. When I tried the mod in-game, however, large parts of the landscape simply disappeared, especially in Zimonja itself. Dunno what had happened, I did rebuild everything by the book (which also worked flawlessly for Hangman's Alley, that does say a lot!) yet the cells got so fubar that I had to scrap that version of the mod and almost start from scratch where I built everything around the existing landscape and meshes.
      Something really weird is going on in that part of the worldmap, and I yet got to find out what's going on.
  3. hamletsdead
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    Hola @WarMock, thanks mucho for this, much appreciated! Just found your mods and downloaded a bunch of them.

    Just FYI your other settlement mods (i.e., Hangman's Valley, The Oberlander, and Jamaica Simple) can all be compacted and turned into ESPFEs. Zimonja can't because it changes cell records, but the others convert just fine if you compact the formids. Saves those precious ESP slots. 

    Kudos!
    1. WarMocK
      WarMocK
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      I'm going to merge them into one big mod once they are all done. ;)
    2. hamletsdead
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      Cool, look forward to it. 

      Any chance you could extend the build area in Zimonja to the bus with the defenses you have to destroy (i.e., the two turrets)? Can't replace them because they're way outside the build zone. 
  4. drevviken
    drevviken
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    I'd really like to use this but it would require regenerated precombines for compatibility with PRP.... any plans for that?  

    Edit: it might not need a patch, actually. I'll dome some testing. 
    1. seraphael
      seraphael
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    2. drevviken
      drevviken
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      I know... but thanks for letting me know :)
  5. Alheithinn
    Alheithinn
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    This looks great, thank you. I've always been frustrated with Zimonja. Your changes will help a ton. And the interior cell? Icing on the cake.