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4estGimp

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4estGimp

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100 comments

  1. Mythos214
    Mythos214
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    So this overwrites the original esp file?
    1. 4estGimp
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      Do NOT install the original.
  2. the1holy
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    orignal mod has a ba2 file in it, is it no more necessary?
    1. 4estGimp
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      Do not use it.
  3. kEnJoTz
    kEnJoTz
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    Hello 4estGimp, just wanna ask if its possible to remove that wooden wall on left side of main entrance of Diamond City using FO4Edit? Thanks again for this mod. 

    Also, for others. Just wanna share the mods I'm using to make outside of Diamond City more immersive.
    https://www.nexusmods.com/fallout4/mods/29735
    https://www.nexusmods.com/fallout4/mods/56323
    https://www.nexusmods.com/fallout4/mods/78220
  4. crazyape85
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    So, I was having some issues with the DC entry point, with fences blocking the cafe only with the outskirts removed mod of Fem's Edit of DC and the optimization mod- https://www.nexusmods.com/fallout4/mods/62540.  I was curious, is this mod compatible with that mod, optimization, which combines a lot of mods as optional, or would there be an issue.  I couldn't really ascertain from your description other than it is incompatible with opt mods of the hole and outskirts.

    -edit Looking at your esp, I answered my question.  Also, I read your stickied comments, and should have guessed by that.  So, if you want to delete this post, please do.
  5. 2Keen4DreamZ
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    My I ask the wall and door in particular is been moved for compatibility for FSD in the optional downloads patch?
    Is it ones in image 8/12 and 9/12 in on this mod page?
    Sorry I have difficulties understanding from the description for the patch.
    1. 4estGimp
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      If I remember correctly, I removed the door which would be visible in pic 8/12.  It was about where the diamond is painted on the wall.  That little room was changed by FSD but somewhat covered by the Outskirts.
    2. 2Keen4DreamZ
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      Ah, I understand now. Thank you.
  6. 363rdChemicalCompany
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    Hi
    1) I dont use or understand faceGen.
    Should I still use the latest file or the one before that?
    2) If I have the original installed can I delete it midgame and then install this? Or will that lead to "badness". In some playthroughs with slightly differnt mod lits I seem to get artifact flickering here and there with the original file. Nothing huge but still its there. but its fully stable in other playthroughs/load orders
    3) I used the original with this mod but had flickering building major parts issues when trying to run this one on with it.
    Would this file address this?
    The mod that seems to cause major flickering with Outskirts/redux, (will it be ok w/ your file?)
    https://www.nexusmods.com/fallout4/mods/13078
    1. 4estGimp
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      1 - The facegen files exist in this mod.  A person can have x-cell using facegen or not - it doesn't matter.
      2 - It could work...it could cause problems.
      3 - The extra guards would probably work with either mod if they are loaded above the outskirts.

      Load order is key.  Be sure to read directions.
    2. 363rdChemicalCompany
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      Thank you Sir for the quick and detailed reply
    3. 363rdChemicalCompany
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      So I did some testing:
      -The good news is following your advice with locking the extra security after your outskirts file I was able to prevent flickering  artifacts completly.
      I tested with the original file and a new save and the artifact flickering came back.
      - The bad news is now there are wooden dividers, solid ones that I cant seem ot get rid of even with markfordelete, blocking boht the entrances to the wall internal corridors left and right and (perhaps to me even more important the ability of the 2nd Power armored DC guard to freely move in support as he is locked in by the wall.
      I first blamed it on the extra security mod, but ultimately found out that is is a feature of your file (by turning on and off the other mods on new saves respectivly)
      Now I am faced with a choice, do I use your file and have the extra troops from the more security mod w/o flickering but have the corridors and one of the power armored guards blocked from the central entrance lobby.
      Any chance you could have a look?

      :)

      EDIT for Typos it was almost 2 am here when I typed that. 
    4. 4estGimp
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      Those dividers are part of the precombines.  Removing them would break things and require new precombines.  I keep more mod combinations compatible by not messing with the dividers and not making precomb for one specific set of mods.  The areas behind them are still accessible from the hallways.

      Oh, and by putting the guards above the other mods I meant lower in load order priority.  I'm surprised they work if lower in order (higher in priority).
  7. ViltrumiteAnissa
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    So, everything seems to work correctly except, there's no scrap wall behind the door here: https://i.imgur.com/XavdCiY.jpeg
    The original is not installed. I only have a few mods: Unofficial Patch, Bleachers 2, this, and the fsd security door patch. I've tried it with and without boston fps fix, with the fix loaded after this. I've also tried PRP. I'm on .163. Idk what could be the issue.
    1. 4estGimp
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      2) At a minimum, install Boston FPS fix at about 75% down the load order.  We don't want
      the outskirts to win any of the worldspace conflicts.  If you have a few
      other DC area mods they cover the task.
    2. ViltrumiteAnissa
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      Yeah I specified that the Fix was located after this. I have so few mods that "75%" down the load order is at the bottom. Anyway, I got it working. I used the ba2 from the original, which you said not to do, but it worked.
  8. Erierth
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    Can this be used together with this mod?:

    https://www.nexusmods.com/fallout4/mods/62540
    1. 4estGimp
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      Most likely yes.  Well, most likely yes if that mod  does not alter the exterior of DC.  It appears that it does have some mods such as FSD which are on the exterior too.  So, my mod and that mod would clash in that case.

      That mod page says, "Unless you choose Femshepping's Diamond City Edit option without Outskirt Removed, Nothing outside of Diamond City (Commonwealth Worldspace) is touched. Doing so will minimize the chance of conflict to other mods."  So it sounds like it would work with this mod.
    2. Erierth
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      Hey, thanks for the quick response.
      Gonna try asap.
  9. BlackRainZi
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    Hey, was hoping you could maybe help with an issue or perhaps this is something that you could fix. I am using a storywealth and I am using this and also the dc guard overhaul stuff, I have all the patches. Everything works, but the issue is that the small area outside the door to the hole (where all the new traders are) eventually the npcs walking through this small area stop moving. What I mean is, the spot right outside the door and where super mutant attacks happen etc. Any npcs traveling through here, that means DC guards, traveling merchants, wastelanders, whatever, eventually stops moving in that spot. If I move a bit away and then use the console to move them to me, they continue walking wherever they were going. However, everyone stops moving when they get right outside the door around that small area. I guess the pathing is messed up there for some reason.

    Any ideas about this or maybe this is something that could be fixed? I had to remove this in order to get them to start moving normally again.
  10. Flatchester
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    So are the abandoned hallways a part of the original mod? Because I don't see any need for them and they appear to be unfinished.

    1. 4estGimp
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      I've not added anything to the original mod.   So they'd have to be part of the original.
  11. litlesmall
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    At the diamond city entrance to the left a wall is blocking the entrance. see this Screenshot. When i load it in the CK it's not there. Using the console in game I can't select the walls at all.
    1. 4estGimp
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      Those are vanilla walls from the game.  I don't have them removed to prevent breaking precombines.  You can get to that area from behind.
    2. litlesmall
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      Thanks for quick response. I use PRP that still had these vanilla walls. so, I used the CK to edit it. I would get a cyclic rule error if I try to change load order to make this after PRP. I also did the other side as well blocking the office entrance.
    3. 4estGimp
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      I VERY intentionally made this an ESM flagged ESP because users kept loading it too low.  It must load high, before any other mods which have previs in the area.  This mod does not have previs generated and is intended to be the conflict loser.
    4. champagnelouie
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      is there any fix for this @4estgimp?
    5. 4estGimp
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      It's not broken.  Those are the vanilla walls.  Removing them breaks precombines.  Then I'd have to regenerate precombines and it would only work with my specific load order. 

      You can get to those areas from behind.
    6. champagnelouie
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      Got it thanks 4est!!!
  12. TattleByTale
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    So, I'm having an issue that at least one other person in the comments has also had: "The Hole" door and turret next to it are just floating, with no walls around it. I'm also missing parts of the area down the road past the entrance, the fenced in junk area.

    I tested this on a brand new save, with this being the Only mod active.
    1. 4estGimp
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      Running it by itself is why it doesn't work.  This mod should not be the conflict winner there.  At a minimum you need Boston FPS fix running after it.
    2. TattleByTale
      TattleByTale
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      I've seen you mention that mod a few times so I tried that. Then PRP. Then a load order of ~50 mods. No matter where I place this mod, the walls are invisible and the turret floats ¯\_(ツ)_/
    3. 4estGimp
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      Also, do you only have my mod installed and not the original mod?
    4. TattleByTale
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      Yes, you've made it very clear not to install the original lol.
    5. champagnelouie
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      deleted