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El Ha

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Zorkaz

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101 comments

  1. Zorkaz
    Zorkaz
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    Sticky
    1. This will only add a handful of people to the town but don't expect something like Bunker Hill
    2. This mod only adds stuff so it should be compatible with all kinds of things
  2. Babaloo321
    Babaloo321
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    How compatible would this be with mods that make Concord a settlement, like Concord Downtown Settlement?

    Also, this might be a silly question, but how is compatibility with Open Concord
    1. rlbaxter
      rlbaxter
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      Looks to play well with Open Concord, I'm currently running both with no issues / conflicts thus far.
  3. tsudemoman
    tsudemoman
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    I think this mod doesn't work with SKK Fast Start Minutemen, I skip saving Preston part , ESp version works
  4. Snappukingu
    Snappukingu
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    Hello, for some reason after have this mod installed some buildings and roads in concord are disappearing. Do you know what might be the issue?
    1. benitobennet
      benitobennet
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      do you have beantown interiors if yes then load mod before interiors 
  5. ACraZYHippIE
    ACraZYHippIE
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    How to Remove All Gunner Spawns from Concord Resurrected!

    1. Open xEdit and ONLY Load ConcordResurrected.esp. (VERY IMPORTANT, IT WILL LOAD IT'S MASTERFILES, BUT THAT'S OKAY!)
    2. Expand its Category and Find Worldspace.
    3. Navigate to 00018AA2 (Cell) and Expand it, then find Persistent and Expand it as well.
    4. Be very careful and only delete Records FE000008 and FE000009 and FE000FCA.
    5. Afterwards, Navigate to 0000003C (Commonwealth), Expand it.
    6. Expand Block -1, 0, Expand Sub Block -2, 1 and find 0000DE3F and find Temporary
    7. Expand Temporary and Delete Records FE00000D and FE00000E.
    8. Expand Block -1, 0, Expand Sub Block -2, 2 and find 0000DDE0 (ConcordUndergroundExt)
    9. Expand 0000DDE0, Find Temporary Record Header and Expand it as wel.
    10. Be very careful and only delete Records FE00FCB, FE000FCC and FE000FCD.

    For those having trouble finding the specific records mentioned, here are the specific FORMIDs!
    FE000008 FE000009 FE00000D FE00000E FE000FCA FE000FCB FE000FCC FE000FCD

    Ta-da, No More High Level Gunners in Concord, I think.
    (If this breaks something, let me know, you can just reinstall the mod to fix it)
    1. virtualblues
      virtualblues
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      Thanks for this. Why are we not also removing FE000FC6 (LvlRaiderMeleeAg), FE000FC7 (LvlRaiderBossMale), FE000FC8 (LvLRaiderMelee), and FE000FC9 (LvLRaiderLegendary)? Are those related to the new npcs added, and not the raider spawns?
    2. ACraZYHippIE
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      The Raider's didn't seem to be so overpowered, and I probably didn't notice them.
      High Level Gunners vs High Lever Raiders are two different things.
    3. warriorpoetex
      warriorpoetex
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      Doing this causes errors in 2 spawn markers. Make sure and address those as well.
  6. Avabo
    Avabo
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    Hey just wanted to ask if the concord vendors ever reset?
    Particularly the bartender and the medic. Their inventories never seem to refill, and they never get more caps so i can sell them stuff.
  7. 2570984544
    2570984544
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    When I returned to Concord, all the settlers were naked. What was the reason for this?
    1. warriorpoetex
      warriorpoetex
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      Fun? JK ... bet that was a real WTF LOL moment when you first arrived back. :)
  8. chimchimny
    chimchimny
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    I seem to have missing facegen for some npcs, including Bracket Gary is ok so maybe just the females. Anyone got any ideas why. I don't think it is a mod issue more likely i'm just missing some facegens from somewhere else.


    It was horizon. Once i generated facegens for that it all worked ok
  9. Zeitkrieg420
    Zeitkrieg420
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    Are the fine folk added by this mod immortal or respawning? I use Raider Gangs Extended and the Hell-Raisers make me concerned for everyone's safety, lol. If they can defend themselves, cool. More immersion. I just don't want them to get wiped out, nullifying half the mod.
    Thanks, love the mod!
  10. KeroseneDreams
    KeroseneDreams
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    I saw the comment regarding compatibility with SS2 and Caleb which is cool but...

    There's a quest in SS2 called "Vim and Vigor" that uses the Walden Drug store. At a certain point, new NPCs open up a photo gallery there and you get a very specific quest item from it. Anyone encounter any conflicts specific to that quest?
    1. ffnbbq
      ffnbbq
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      I think you're referring to the wrong SS2 quest. Vim and Vigor is the one where you get the Vit-O-Matic from Vault 81. Dyllan and Carnal open a clothing store in the old Fallons near the drug store after you complete Vim and Vigor, where they give you a camera to take a photo of Jake.

      Regardless, if SS2 puts something in the same location as this mod (or any other mod), they will conflict.
    2. untmdsprt
      untmdsprt
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      SS2 has a nice way of reverting buildings to their original status if you need to finish a quest. Just look for the intercom next to the door and switch between SS2 and vanilla. Don't forget to switch back to SS2 once you're done.
  11. unidentifiedbones
    unidentifiedbones
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    Yet another mod from yourself that adds just that little bit of something to the enjoyment of the game. Thank you. 
  12. ZenVader
    ZenVader
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    should i use 1.2 (1.41) until the 1.5 gunner issue is fixed if i don't wish to do the manual xEdit? does 1.1 still work?