Doing compatibility testing today with mods people have mentioned in the comments. With how Bradberton Interiors is set up it does not change or edit anything in the Nuka World worldspace. It only Adds 8 doors to the 'Persistent worldspace cell', Therefore it should not really have any bad conflicts with anything, the only conflicts it can really have is overlapping doors if any other mod places a door on the same building I have also used.
Please let me know if you run into any compatibility issues as I am just checking if they initially conflict, I am not able to do full playthroughs and see if they conflict further down the line.
Recruitable Settlers: Conflicts but easy to work around. (Recruitable Settlers adds a door to one of the same buildings I have used and it is placed behind my one. here are 3 suggestions for people who want to run both mods:
Recruit Tina (A settler located in a Pharmacy in Bradberton) before you install this mod
Use the console command COC RECSETpharmacy to teleport into the pharmacy that Tina is located in.
Use the console command TCL to access the white door named 'pharmacy' that is behind my blue door named 'Bradberton Pharmacy' . Once you have activated the door you will need to use the command a second time to turn it off for the door to work.
Beantown Interiors Project True Interior Patch: Compatible Nuka-World Reborn: Should be Compatible (did not see any issues, both the brotherhood bunker and outpost were there and all my doors to the interiors in Bradberton were also there. No conflicts shown in Fo4Edit.
Viva Nuka-World: Should be compatible (same as above)
Nuka World Plus: Should be Compatible (No conflicts in Fo4Edit, it adds a door to a separate house on the outskirts of bradberton but all of my doors were in-tact and it seems like it mostly adds interiors to the park area.
Hope it's not in bad taste, but I made a patch for Recruitable Settlers over at my Recruitable Settlers - Unbroken mod page. It adds a Package to Tina so that she'll be using the Bradberton Pharmacy instead.
I thoroughly enjoyed this mod. Your interiors are more detailed than most vanilla ones and they are really atmospheric and varied. And the fact that they are all part of a larger story, which add some depht, elevates this mod above most other "interior"-mods. Thank you very much for your hard work!
I have just run through the quest and thought it was really well put together,good job it feels like it was part of the original game and gives life to an otherwise boring part of the map.
hi there..i like your Mod..only downside is that i cant find the key for the Door in Bradberton Estate..can you give a hint where it can be found,please..ty in advance
I downloaded this before the most recent update, and I LOVED it. Such a fun - and NECESSARY - mod. Bradberton is so open to possibilities, and you have shown some of those possibilities. Thank you for making this mod.
I was sad that there wasn't anyone I could talk to, trade with, or send to a settlement by the end of the quest. I understand, but it would have been neat to do so if we wanted.
Mod loved and Endorsed.
I haven't played with your 1.1 update, so I have no idea what will happen (I'm installing this mod on a fresh game computer build), but I'm looking forward to it.
Its probably going to be a little while before the next release. But for now if you have not already, you could check out this mod. I was in charge of implementation.
If the quest isn't starting when you pick up the note then its not working at all. You could try and see if it works with the loose files version. Are you on the "Next Gen" update? Because I see this problem every now and again since the update.
With your amazing Caves of the Commonwealth Mod on Xbox, I’m surprised Bradberton Interiors isn’t on there too! I hope one day it’s ported. I played through this on my PC, but my PC’s performance isn’t the best lol. Anyways, awesome work!
thank you for the mod and thank you for the quality of your work. I know that each modder has their own projects and preferences, but I would like to offer you an idea if it might interest you. The mods you create have the advantage of having quests and objectives compared to many others. Would you be interested in asking permission from the creators of the mods below (which are compatible with your mod) in order to integrate them with your mod into a more new ambitious project and possibly add in them, both new quests and technical compatibility with the mods appreciated by the community. - moreXplore - Stumble Upon Interiors - Inside Jobs Commonwealth Interiors personally I really appreciate the projects of bringing together the treasures (mods) that the nexus site contains.
Yes I understand your point, I have a few of those mods installed and sometimes the locations can feel a little pointless without a quest involved. Thing is I already have quite a few projects that I'm focused on currently and also because some of those mods are a little older the mod authors are no longer active so can be hard to get permission.
But thank you for playing and thank you for the suggestion, don't hesitate to throw out any more ideas/suggestions you have as you never know when they will come in handy. Cheers!
94 comments
Please let me know if you run into any compatibility issues as I am just checking if they initially conflict, I am not able to do full playthroughs and see if they conflict further down the line.
Recruitable Settlers: Conflicts but easy to work around. (Recruitable Settlers adds a door to one of the same buildings I have used and it is placed behind my one. here are 3 suggestions for people who want to run both mods:
Beantown Interiors Project True Interior Patch: Compatible
Nuka-World Reborn: Should be Compatible (did not see any issues, both the brotherhood bunker and outpost were there and all my doors to the interiors in Bradberton were also there. No conflicts shown in Fo4Edit.
Viva Nuka-World: Should be compatible (same as above)
Nuka World Plus: Should be Compatible (No conflicts in Fo4Edit, it adds a door to a separate house on the outskirts of bradberton but all of my doors were in-tact and it seems like it mostly adds interiors to the park area.
It adds a Package to Tina so that she'll be using the Bradberton Pharmacy instead.
Thank you for making this mod.
I was sad that there wasn't anyone I could talk to, trade with, or send to a settlement by the end of the quest.
I understand, but it would have been neat to do so if we wanted.
Mod loved and Endorsed.
I haven't played with your 1.1 update, so I have no idea what will happen (I'm installing this mod on a fresh game computer build), but I'm looking forward to it.
Cheers and Excellence to you.
What is the location of the object that also starts the quest?
I know that each modder has their own projects and preferences, but I would like to offer you an idea if it might interest you.
The mods you create have the advantage of having quests and objectives compared to many others.
Would you be interested in asking permission from the creators of the mods below (which are compatible with your mod) in order to integrate them with your mod into a more new ambitious project and possibly add in them, both new quests and technical compatibility with the mods appreciated by the community.
- moreXplore
- Stumble Upon Interiors
- Inside Jobs Commonwealth Interiors
personally I really appreciate the projects of bringing together the treasures (mods) that the nexus site contains.
But thank you for playing and thank you for the suggestion, don't hesitate to throw out any more ideas/suggestions you have as you never know when they will come in handy. Cheers!