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Fixed some dialogue lines that characters didn't speak during a conversation before.
Fixed some visual problems in cells Kindergarten, Sewer, Donut Shop.
Made extensive testing with a large mod list (400 mods) and a much smaller one (80 mods). All features of the mod function as intended.
Version 0.9.6
Some new custom sound effects didn't play in version 0.9.5. Now they do.
Fixed a few more z-fighting issues.
Repacked the mod outside the Creation Kit. This may solve the issue of quests not starting as well.
Version 0.9.5
Cosmetic changes, further visual fixes for existing interior cells. General polishing and detailing.
NPCs added by the mod have more dialogue lines to speak where applicable. (Idles, Hellos, Combat, Fleeing etc.)
Refined NPC AIs, they will do more logical activities throughout the day instead of standing around.
NPCs now benefit from some of the alredy existing animations during the dialogue scenes.
Added a few camera angles during dialogue scenes.
Overhauled the lighting of some cells. (Bank, House, Kindergarten, Donut Shop)
Pete's Radiant Quest wasn't starting for some players. It should now. (Hopefully)
Better performance in Sewer.
Version 0.8.6
Added two new interiors. Concord Bakery, and Concord Sewers (Extension to Concord Civic Access)
Made a few cosmetic changes to already existing interiors.
Matt and Jack has more dialogue lines. Sometimes they will randomly conversate with one another.
Fixed Banksworth's waiting location. In some cases it waited away from the counter, and the player couldn't start dialogue.
Fixed most of the flickering/z-fighting issues.
Removed some redundant, duplicate files that I packed with earlier versions. The mod should be cleaner, and 10 mbs lighter now.
Version 0.6.5
Matt is now recruitable as a functional settler to any settlement, provided the player completed his quest and owns a workshop to recruit him.
Facial features of Matt and Jack are slightly altered to resemble each other a bit more in appearance.
Fixed lights leaking through the walls and floors in Concord House.
Player is now able to turn in the requested item in Pete's quest. (Sorry)
Pete's cat can now move around the repair shop, it couldn't before.
Concord Personified
This mod adds seven new immersive unmarked interior locations in the town of Concord.
You must own all DLCs of the game in order for this mod to work properly!
Concord Personified brings seven new immersive interiors to the game, introduces three NPC encounters and four unique NPCs, two small quests one of them being a radiant quest, includes notes around the environment to support the visual story telling within the interiors.
Existence of valuable loot is almost zero, however, you will encounter junk items in abundance, which was my aim to help players build their large settlements only a little bit quicker.
LIST OF INTERIORS:
Concord Kindergarten
Concord Donut Shop
Concord House
Concord Repair Shop
Concord Savings and Loan
Concord Bakery
Concord Sewers
More stuff to read:
This mod will conflict with any mods which place doors at the exact same locations as I have. Which is something very likely to happen because Concord is already crowded as is. So, you will need to see for yourself.
I cleaned this mod as thoroughly as possible and to the best of my ability using FO4Edit to avoid any dirty edits.
All interiors are navmeshed which means your companions and enemies can navigate in these locations easily.
You might encounter some typos, perhaps grammar errors here and there, as I am not a native speaker.
Precombines were generated for Concord Sewers.
Place Concord Personified somewhere at the bottom in your mod list, but before mods that rebuild precombines in Concord.
Compatible Mods:
BTinteriorsProject (BTITIP Patch) - Pra
ConcordExpanded - CryptDick
VaultTecConcord - Bandwidthbob
Shallow's Snacks 2 - The Soylent Encounter
Programs used to create this mod:
Creation Kit
FO4Edit
GIMP
Material Editor
NifSkope
Audacity
Voice File Reference Tool 2
Thanks to Goonz and Centerman for helping me test the mod.