Changelog 1.03: - Added 2 cells in Taffington that UFO4P missed. 1 cell in max compat version.
Changelog 1.02: - Split the mod into Max Coverage and Max Compatibility versions. Effectively 1.01 and 1.00 respectively. - Added Taffington and Hangman's, identical to and does not conflict with UFO4P, mostly there for for those who don't use UFO4P. - Nabbed a few things I missed.
Changelog 1.01: - Thanks to Glitchfinder finding this glitch; Minor Encounters, Containers, and lootable objects in affected cells have been given custom encounter zones so that they continue to respawn.
can starlight drive-in be included in the max compatibility version? Also im still confused about the incompatibility with encounter zone recalculation
For some reason Encounter Zone Recalculation will cause hordes of guys to spawn when used alongside the max coverage version of this mod. I don't know enough about the internals of that mod to guess why, other than that max coverage interacts with encounter zones and max compat doesn't. For this reason unfortunately no, starlight drive-in cannot be part of the max compat version.
Going to get the max compat version of the changes applied for the next stable release. One of the cells was already patched on version 69 from checking against the SS2 esms.
Really like the sound of this mod! Just a quick question about load order, if we're using a mod that changes a settlement to expand its borders or open up buildings (ie. Jamaica Plain) should we put this mod below those?
It should be, xedit is the program you'd use to di it. If MO2 asks which version to use tell it to use the latest version, the one you just made via patching.
Great idea, I must admit this bugged me for many years.
Only query really, is how navmeshing/pathfinding is affected by these new spots that have 'opened up' now...have you seen anything out of the ordinary?
This mod doesn't interact with navmeshes, so they've been left in the state bethesda made them, which is mostly auto-generated. I haven't personally noticed any issues, but bethesda is bethesda. If you have any mods you like that clean up the navmeshes they'll work fine with this one, just do the patching as shown in the images tab.
Is it possible that your mod and this mod that lowers a few of the drawbridges around the Commonwealth run into conflict with one another around Egret Tours Marina?
Without a patch whichever of the two is lowest would override the other, fortunately such patches are easy to make, as shown in the images tab. After that there shouldn’t be any issues.
Max Coverage version would likely require the npcs(and I think a container) also be patched in much the same way, but with encounter zone being what’s dragged over.
For max coverage use the guide in images and then add 1 more step: in any of the cells highlighted in red check for npcs or containers also highlighted in red. If found drag the entry in the encounter zone field from this mod into the target mod.
Edit: Oh and also check the “persistent world space” section and do the same with anything there, dragging the encounter zone over.
If you don’t do it correctly all that will happen is the raiders on that bridge won’t respawn, so nothing huge or game breaking.
I’d personally just directly patch it into the other mod.
If the other mod is also esl flagged you can definitely flag a separate patch as esl though, just make sure it considers both this mod and the other as masters.
If the other mod isn’t esl flagged you can still try and flag the patch as esl, just make sure the masters are there and if it loads after both then it should be fine.
yes. When you build any vendor at the side of the settlement closest to Covenant, they don't sell anything. Instead they just talk to you like "can't remember the last time I had clean fingernails" and stuff like that.
There is another mod currently that fixes it. I installed awhile back and it works great. Yeah, they had a discussion there as well on it not being included in the Unofficial Patch. I'll see if I can dig up the link and maybe you and that mod creator can confer.
EDIT: Found it quickly. https://www.nexusmods.com/fallout4/mods/55855
Honestly can't think of much more to fleshout, unless you had something specific in mind. I'm going to give it a bit for folks to report any bugs or areas I missed, but I was fairly thorough so I don't think there's much.
I'll probably give it one more pass, add in the Taffington parts UFO4P missed, and that might be it.
Hey, great job on the Taffington issue. I had just found it, but had some more health scares, so I'm out of the game right now. I blew another hernia on top of the surgical scar, so it's bedrest for a bit of time. I pretty much had my fill of the game until the "update" if it ever really releases.
I had fun again, and finally got all the settlements built in one continuous game run. Finally nailed down that true Minutemen storyline for once. You guys have fun, I actually just uninstalled and deleted all my pre-made game folders. If I keep stressing this game I'll end up even sicker. I guess I need a break from my Fallout addiction. Happy gaming, I'll see ya next year for my annual Halloween horror run. All I wanted was a Nuka!
The max compatibility version can be safely patched into it using the short tutorial I posted in the images tab. Without a patch whichever mod is lower would simply override the other.
Though I may make such a patch myself sometime in the future since that is a widely used mod.
112 comments
- Added 2 cells in Taffington that UFO4P missed. 1 cell in max compat version.
Changelog 1.02:
- Split the mod into Max Coverage and Max Compatibility versions. Effectively 1.01 and 1.00 respectively.
- Added Taffington and Hangman's, identical to and does not conflict with UFO4P, mostly there for for those who don't use UFO4P.
- Nabbed a few things I missed.
Changelog 1.01:
- Thanks to Glitchfinder finding this glitch; Minor Encounters, Containers, and lootable objects in affected cells have been given custom encounter zones so that they continue to respawn.
Only query really, is how navmeshing/pathfinding is affected by these new spots that have 'opened up' now...have you seen anything out of the ordinary?
Thanks for the mod, kudos & endorsements.
Max Coverage version would likely require the npcs(and I think a container) also be patched in much the same way, but with encounter zone being what’s dragged over.
Edit: Oh and also check the “persistent world space” section and do the same with anything there, dragging the encounter zone over.
If you don’t do it correctly all that will happen is the raiders on that bridge won’t respawn, so nothing huge or game breaking.
Can I make the patch an esl, or will that break something?
If the other mod is also esl flagged you can definitely flag a separate patch as esl though, just make sure it considers both this mod and the other as masters.
If the other mod isn’t esl flagged you can still try and flag the patch as esl, just make sure the masters are there and if it loads after both then it should be fine.
EDIT: Found it quickly. https://www.nexusmods.com/fallout4/mods/55855
I'll probably give it one more pass, add in the Taffington parts UFO4P missed, and that might be it.
I had fun again, and finally got all the settlements built in one continuous game run. Finally nailed down that true Minutemen storyline for once.
You guys have fun, I actually just uninstalled and deleted all my pre-made game folders. If I keep stressing this game I'll end up even sicker. I guess I need a break from my Fallout addiction. Happy gaming, I'll see ya next year for my annual Halloween horror run. All I wanted was a Nuka!
Though I may make such a patch myself sometime in the future since that is a widely used mod.