Fallout 4

File information

Last updated

Original upload

Created by

Glitchfinder

Uploaded by

Glitchfinder

Virus scan

Safe to use

101 comments

  1. Glitchfinder
    Glitchfinder
    • premium
    • 703 kudos
    Locked
    Sticky
    Mod Compatibility Post

    I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.


    Compatible Mods:


    Inompatible Mods:


    If you have any concerns about a mod that isn't mentioned here, feel free to ask me and I can take a look.
  2. tcorse
    tcorse
    • premium
    • 0 kudos
    Thanks for the mod.

    I have a problem though. When I first built North Point, my Pipboy just called it "Commonwealth" and no settlers showed up. Moving it to the end of the load order (and after PRP) solved the name problem, but not the settlers. Yes, my beacon is on! I even scrapped it and rebuilt it. I sped up time and let a few days pass - no settlers. I surrendered ownership, and took it back - still no settlers. The only workshop mods I have are Workshop Framework and Workshop Plus - I turned those off, still no settlers. 

    I could of course just use the console or a mod to spawn some settlers, but any ideas what might be wrong?
    1. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      It sounds like the settlement failed to properly register as a settlement, which can happen when the location gets overwritten (which is what caused it to show "Commonwealth" as the location name). If possible, the best solution to the issue is to revert to a save from just before you installed the mod and try again with the correct load order.
    2. tcorse
      tcorse
      • premium
      • 0 kudos
      Yes, that worked. Of course, Now I have to rebuild it from scratch, and redo a fair amount of content. Oh well. this is what happens with modding!
  3. KatrinaAlifi1
    KatrinaAlifi1
    • member
    • 0 kudos
    Works nice , no problems at all, navmesh is good , location is great for artillery coverage , and if you put lots of turrets close to both exits, it is insanely fun to watch how they shred the super mutants every time they respawn :-) 
  4. Kovalvlad
    Kovalvlad
    • member
    • 1 kudos
    I don't know if this is a problem, but.

    1. If you somehow reboot the NPC (for example, the Bell), then the NPCs called by the Recruitment radio beacon will then go to the respawn-point and stand there for a long time.


    This NPC already has its purpose in the settlement.

    And so on all the time.

    2. I'm using the mod "Build your own pool"(c). There is a shower there. In other locations, NPCs “work” with it without problems. Here, NO ONE used the shower (I changed its location at the settl). Only the companion who received the "take a shower" task animated with him.
    I watched for a long time. I even set an alarm so as not to miss this good event.  ;))

    #2 stopped being a problem: after 4 days they went to wash :)))
  5. An excellent location for building a settlement! I started building a new town here.
    But I found a problem: the Fast Travel Welcome Mat (FT-Mat)  doesn’t work in this place. I don’t have any other mods for changing locations except your "Natik" and "Rock Island LghtHs". But if I place the FT-Mat in this settlement, the "player" still appears on the bridge (at the entrance point on the eastern bridge), and not at the location of the FT-Mat.
    I checked: in other settlements (in yours mods incl) the FT-Mat works.
    I don't have one mod from the list "Mod Compatibility".
  6. TalonCompanyKiller
    TalonCompanyKiller
    • member
    • 0 kudos
    Great location, but I have a bit of an issue. It may be my mods, but  it doesn't seem like any one else has had this issue. 

    When I am scrapping things, specifically trees and trash, they are removed  BUT there is a second, non-scrapable copy in the same spot. 

    I really want to build something here since it is a really cool spot, but pretty  much all the crap that needs to be scrapped just  gets in the way.
    1. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      That sounds like some oddities with precombines. I've encountered the issue before while building mods, but it's been a long time and I never pinned down the specific means of triggering it.

      Just to be clear though, you don't have a mod like PRP loading after this one without the appropriate previs file, do you? I do highly recommend checking the optional files section and downloading the most appropriate previs file for your load order.
    2. TalonCompanyKiller
      TalonCompanyKiller
      • member
      • 0 kudos
      Nope, no PRP.  I  could try other files to see if they clear some things up.
  7. blackboy2
    blackboy2
    • member
    • 6 kudos
    Can I use Bethesda previs and Simply Lowered Drawbridge previs at the same time?

    Edit - Never mind, the conversation just below mine answers my question.
    1. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      No need, Simply Lowered Drawbridges previs will do the trick on its own. The Bethesda previs is just there for people who don't have anything else in there area.
    2. blackboy2
      blackboy2
      • member
      • 6 kudos
      The conversation just below ours already answered my question (I should have read through the comments more thoroughly), but thanks for answering my question so quickly.
  8. dferstat
    dferstat
    • premium
    • 15 kudos
    I was running your earlier (and now disappeared) Simply Lowered Bridges patch, but without any previs mods/patches.

    Now, I still don't use any previs patches, but from its name, your new Simply Lowered Bridges patch appears to require some. Is this so?
    1. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      The older versions of the patch are down in old files, but their names were changed to match the current patch name. As for previs, any file with "Previs" in its name includes its own previs and is mutually exclusive with other patches with "Previs" in their name. In the case of Simply Lowered Drawbridges, it contains previs built against SLD and the original Bethesda precombines.

      In other words, if you already have the SLD patch, you're good to go on the previs front.
  9. Ragnarok101
    Ragnarok101
    • member
    • 1 kudos
    A neat little place, very conveniently located for artillery coverage as well. Turned mine into a makeshift Minutemen fort. Though I would recommend removing/making scrappable the rocks in the middle-ish area of the park.
    1. dferstat
      dferstat
      • premium
      • 15 kudos
      Seconded. Though, as I've previously asked for this, does this mean Thirded?
  10. Djlegends
    Djlegends
    • supporter
    • 12 kudos
    found another navmesh conflict: WCLI North Point Park + Accessible bridges
    1. Djlegends
      Djlegends
      • supporter
      • 12 kudos
      edit nvm
    2. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      That one is going to take more time to sort out, because it's a direct navmesh conflict where we both make changes to the same navmesh.
    3. Djlegends
      Djlegends
      • supporter
      • 12 kudos
      well s#*! would be worth it gotta eventually learn how to patch navmesh
    4. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      There's basically two levels of navmeshing conflict:

      • Direct edits to the same navmesh. This is harder to fix because it means you have to throw one of the navmeshes away and rebuild the changes in the other navmesh.
      • Indirect edits to navmeshes. When you finalize navmeshes in the creation kit, it winds up editing a bunch of nearby navmeshes. A lot of those edits are incidental and can be removed if you know what you're doing, like I did while building this mod. Indirect conflicts happen when two adjacent cells (or two different cells adjacent to the same cell) are both finalized and that process edits the shared cells. This can be fixed much more easily, since fixing it just involves carrying forward one of the navmeshes that got finalized, leaving all other navmeshes as ones from the other mod, and then re-finalizing the navmesh you carried forward. That's the process that went into the other patch I made earlier, and is why it was so fast.

    5. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      Finally got around to sorting this one out alongside today's update. Sorry for the delay on it.
    6. Djlegends
      Djlegends
      • supporter
      • 12 kudos
      ah its fine don't believe in a author rushing things for one feature request
  11. fgambler
    fgambler
    • supporter
    • 121 kudos
    This is somewhat close to the Charles View Amphitheater Settlement, does it conflict? Both mods using PRP branch 69 patches
    1. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      No, they're fine to use together.
    2. fgambler
      fgambler
      • supporter
      • 121 kudos
      Ok, i'll give it a try. I also noticed it's close to Deep Clean and Remodel Bunker Hill as well, which also uses a PRP 69 patch.
    3. Glitchfinder
      Glitchfinder
      • premium
      • 703 kudos
      Apologies for taking so long to get back to you on this one. This mod is fully compatible with the DC&R series, yes. I've gone ahead and updated the compatibility sticky to include the mods you've asked about.
    4. fgambler
      fgambler
      • supporter
      • 121 kudos
      No problem, I did a walk around the region before starting a new game and I didn't find any issues. Thanks!

      I'm probably gonna build some bar with an inn there