After many long hours of extensive testing both with a large mod list (400 mods) and a much smaller one (80 mods), it's safe to say that version 0.9.7 of this mod is fully functional, and works as intended on new games and older saves. Although, a new game is always recommended. Load this mod near the bottom of your load order, but before mods that rebuild precombines in Concord Area.
Great mod. I'm tweaking/testing my load order. Beantown Interiors' above Stumble Upon Interiors' has worked perfectly for years. Adding Concord Personified' and the BTinteriors Project' patch has a couple of very minor conflicts with boarded up doors that were previously accessible.
I play with the "a storywealth" modlist. As far as I can tell, it all works well.
With all the following mods combined Concord is way more interesting and they don´t seem to conflict with each other:
- Concord personified - Trust in research and development (adds a door to concord with quest) - Sim Settlements 2 Chapter 1 and 2 (especially Chapter 2 re-uses some areas within the story) - A few short stories about the Commonwealth (additional Doors) - The Hollow (adds a gunner hideout behind the church) - Commonwealth underground and forgotten spaces (adds a bunker) - A Cannibal in Concord (adds a door) - Vault-Tec in Concord (adds a building with dungeon) - Concord Hideout (on the roof of Felloon´s department Store) - Depravity (Fellon´s department Store and new fellon´s) - Reforged (a guy looking for a makeshift battery in the trash) - Red Scare (uses a building, player not voiced, I don´t care) - Additional Concord Raider base (adds a door) - Sanctuary Raider Camp (adds a camp on the Concord hill) - Guerlot's Radioactive Stories (The drunk quest starts here with an additional pub building)
Love this mod! It adds so much. Combined with A Few Short Stories About The Commonwealth I have lots of doors to explore in Concord. I encountered a problem with Matt in the 2nd game that I didn't have in the first one. The first time I sent him and Jack to Sanctuary where they lived and Matt worked for the rest of the game.
This time I sent them to Starlight. I arrive several days later to find the place was in a shootout. It was Matt, apparently thinking he had to put down everyone. Well, settlers and Lucas and his guards downed him. When he recovered, he decided to fight again. Then he shot my Brahmin. I had to put him down because I couldn't even get him calm enough to take his weapon. Is there an aggression level I could lower on him for next game?
Oh, wow. I'm extremely sorry to hear that. There must be something wrong with his currently set faction, if you know how to work with the Creation Kit, you have my permission to change his details and make a patch for it. I'd love to look into that myself, but right now I have too many real life problems, hopefully I'm changing jobs soon, and can't do any modding these days.
I'll come back to modding Fallout 4 again in a few months, once I sort my troubles. I know it's not a reassuring answer at all, but it's the truth.
I apologize on Matt's behalf for ruining your gaming experience.
Hello Rakun94,Like many people (I read the posts to see if my problem was addressed) I appreciate your mod which is great and really gives a new dimension to Concord. But I have two problems:spoiler :
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The first is with Matt; I have the same thing that a player explained in a post below. Whether I go to see him before helping Preston and before killing all the looters in the street, whether I go to see him after eliminating the looters but without entering the theater, whether I go to see him after finishing Preston's quest and joining Sanctuary, whatever I do, Matt immediately shoots me with no dialogue possible. If I leave his house, he pursues me everywhere as long as I stay in Concord. If I enter any place, he disappears permanently from the game, leaving only his son, who continues to sleep and never comes out of his sleep. In the previous post, I read that a dialogue was possible and that I could send him to Sanctuary or Redrocket. I knew Matt's reaction wasn't normal. Should I have done something specific before going to see him? It's a shame because I really like your mod and as I'm in the process of completely reinstalling my game, I'd really like to include it in my list. Could you please advise me on what I can do? Sorry if my English isn't correct, I'm French and use DeepL traductor to write to you.
the second problem spoiler :
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With the mechanic, I finally succeeded in launching his quest. you have to use all the lines of dialogue before you leave, at which point he stops us to ask for our help. since at the very beginning his greeting is cold and he says he prefers silence, I immediately used the 3rd line of dialogue and left, so that he didn't ask for my help. thin, Deepl is HS [i think it would be better, if you can, to change this by making whatever line of dialogue wee choose, he immédiately asks for our help. on the other hand, it is impossible to interact with the notepad in the car. i restarted the dialogue a second time for the quest to begin and he asked me for Glue for the robot. it is the real first quest or did the fact of not being able to do anything with the notepad delete the first quest?
thanks a lot for your help I know these problems have been mentioned, but it was also to say that, as I'm reinstalling the game, I only installed the first fix (PNOFO4, baka framework, etc... nothing else) and then your mod alone.
When i meet the father with his son (forgot his name) but when i came to him walking, he would immediately open fire. He's fine when i came running tho. Overall i like the design of this quest, feels natural and not out of place.
Hey, I've been loving that mod! I've been to the kindergarten and have one question, though
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holy f*#@ I had no idea it was haunted, that creeped tf outta me. Anyway, is that it or I'm missing something? I found the key to the basement by the kitchen window and opened the door, found a creepy dungeon inside. Can't hear the little girl anymore as well, did I solve the riddle or is there anything more to explore?
Hey! Thanks for checking out the mod. There's nothing more, I wanted to bring more* content with full release of this mod, but life got in the way and I'm unfortunately away from the modding scene for now.
Just went through the ground and top floor of the kindergarten building. It was storming outside, and both instances I encountered were bone chilling. I couldn't get through the basement door since it's a master lock, but I'll eventually be able to open it.
I have the latest version but Pete's quest won't start. He gives me the line to write my name on the clip board. When I hover the curser over the clipboard it says "write", but nothing happens when I click on it. When I enter Matts house, he draws his gun on me but doesn't have any dialog. Everything seems fine.
Tried the newest version and Matt's quest is now working properly. Pete's quest only goes as far as writing on the piece of paper and getting a pencil writing on paper sounds. When i return to Pete all he says is "The clipboard" and stuff like if you don't know how to write, make a mark. It never progresses past that.
Sorry to hear it. That's probably because of a mod in your list. Could be a quest mod with much higher priority than Pete's quest. In simple terms, your game could be giving way to another quest while ignoring his, so his quest won't start. If you don't have such a mod in your mod list, then unfortunately I don't know what to tell you. :/
I'm also having trouble with ol Pete. The quest gets going and I went here and there getting stuff but now it always sends me to the same chest in the same building for new items over and over. Is there an ending to this mission I'll be missing, or is it just endless radiant fetchings?
I apologize for the inconvenience. It's a radiant quest for the time being. Initially, I did plan to change it into a full quest, in which you could keep the fixed version of the protectron as a reward, which would act as a companion if you wanted, or as a settler in player settlements, but I never could get to finish the mod and release v1.0. So, there's nothing wrong with that quest.
I love to mod Concord and surroundings, since that is what welcomes me each time I resume playing FO4. This mod is therefore highly appreciated, thank you!
Does anyone know if there are any known incompatibilities with Plenty 'o' Exploration ? When I used it with BIT a couple of years back, it seemed to work, but I haven't been able to check yet with this mod.
Awesome mod! The interiors are beautifully decorated and cluttered and full of interesting details, adding real depth to the locations. Here's a little combo that works great, installed in this order: 1 Concord Personified 2 The Beantown Interiors Project (only the main file) 3 Beantown Interiors Project True Interior Patch (the "Main file, FOMOD installer") I'm planning to expand the list later on; didn't want to add too much in one go as it's never a good practice. So far, no issues with these three together.
Also, in case you want to add (=build) almost anything to those interiors, this does the trick perfectly: Mobile Workshop by SKK
121 comments
After many long hours of extensive testing both with a large mod list (400 mods) and a much smaller one (80 mods), it's safe to say that version 0.9.7 of this mod is fully functional, and works as intended on new games and older saves. Although, a new game is always recommended. Load this mod near the bottom of your load order, but before mods that rebuild precombines in Concord Area.
For those wanting to know about conflicts the following mods work with no conflicts (current release 0.6):
BTinteriorsProject (BTITIP Patch) - Pra
ConcordExpanded - CryptDick
VaultTecConcord - Bandwidthbob
Hard Conflict Mods - Patchable but you either loose one or the other (See Spoiler for location)
ConcordRevised - Jafr5625
https://www.nexusmods.com/fallout4/mods/63975?tab=description
Half way down the page "Compatibility section"
As far as I can tell, it all works well.
With all the following mods combined Concord is way more interesting and they don´t seem to conflict with each other:
- Concord personified
- Trust in research and development (adds a door to concord with quest)
- Sim Settlements 2 Chapter 1 and 2 (especially Chapter 2 re-uses some areas within the story)
- A few short stories about the Commonwealth (additional Doors)
- The Hollow (adds a gunner hideout behind the church)
- Commonwealth underground and forgotten spaces (adds a bunker)
- A Cannibal in Concord (adds a door)
- Vault-Tec in Concord (adds a building with dungeon)
- Concord Hideout (on the roof of Felloon´s department Store)
- Depravity (Fellon´s department Store and new fellon´s)
- Reforged (a guy looking for a makeshift battery in the trash)
- Red Scare (uses a building, player not voiced, I don´t care)
- Additional Concord Raider base (adds a door)
- Sanctuary Raider Camp (adds a camp on the Concord hill)
- Guerlot's Radioactive Stories (The drunk quest starts here with an additional pub building)
- Resident Evil Safe Room (optional)
And Concord no longer a ghost down by zorkaz [no new interiors but adds 3 vendors and a bunch of generic npc's
Concord clover - Playerhome Bar with quests outside of concord
This time I sent them to Starlight. I arrive several days later to find the place was in a shootout. It was Matt, apparently thinking he had to put down everyone. Well, settlers and Lucas and his guards downed him. When he recovered, he decided to fight again. Then he shot my Brahmin. I had to put him down because I couldn't even get him calm enough to take his weapon. Is there an aggression level I could lower on him for next game?
I'll come back to modding Fallout 4 again in a few months, once I sort my troubles. I know it's not a reassuring answer at all, but it's the truth.
I apologize on Matt's behalf for ruining your gaming experience.
I appreciate your mod which is great and really gives a new dimension to Concord.
But I have two problems:spoiler :
I knew Matt's reaction wasn't normal.
Should I have done something specific before going to see him?
It's a shame because I really like your mod and as I'm in the process of completely reinstalling my game, I'd really like to include it in my list. Could you please advise me on what I can do?
Sorry if my English isn't correct, I'm French and use DeepL traductor to write to you.
the second problem
spoiler :
thin, Deepl is HS
[i think it would be better, if you can, to change this by making whatever line of dialogue wee choose,
he immédiately asks for our help. on the other hand, it is impossible to interact with the notepad in the car.
i restarted the dialogue a second time for the quest to begin and he asked me for Glue for the robot.
it is the real first quest or did the fact of not being able to do anything with the notepad delete the first quest?
thanks a lot for your help
I know these problems have been mentioned, but it was also to say that, as I'm reinstalling the game, I only installed the first fix (PNOFO4, baka framework, etc... nothing else) and then your mod alone.
Overall i like the design of this quest, feels natural and not out of place.
Good work.
-IAreBob
Does anyone know if there are any known incompatibilities with Plenty 'o' Exploration ? When I used it with BIT a couple of years back, it seemed to work, but I haven't been able to check yet with this mod.
Your advice would be welcome.
1 Concord Personified
2 The Beantown Interiors Project (only the main file)
3 Beantown Interiors Project True Interior Patch (the "Main file, FOMOD installer")
I'm planning to expand the list later on; didn't want to add too much in one go as it's never a good practice. So far, no issues with these three together.
Also, in case you want to add (=build) almost anything to those interiors, this does the trick perfectly:
Mobile Workshop by SKK
Highly endorsed.