Fallout 4

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El Ha

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Zorkaz

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92 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
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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
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      Looks to play well with Open Concord, I'm currently running both with no issues / conflicts thus far.
  3. 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
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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.
  4. 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?
  5. boxerbeast1
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    can this be uninstalled?
    1. loskas
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      Yes. No problem for me. And the gunners spawn, ruins the mod, unfortunately.
  6. tathanhdat08
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    It just me or the gunner started to spawn right after the deathclaw climbing up form the swerve and killing it without me even have to shoot at it
  7. Whtdafuk
    Whtdafuk
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    my favorite zorkaz mod thanks a bunch.
    took a while but the guards and settlers eventually started defending concord.
    turret is annoying have subway runners installed if a creature gets stuck behind entrance door causes it to shot at door nonstop.
    I just dumped this into storywealth collection.

  8. ffnbbq
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    Amusingly, the guard placed on the fire escape above the hardware store will get knocked into the street when a small explosion occurs in the store early on in Sim Settlements 2. Don't worry, everyone is fine.
  9. 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
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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.
  10. Taylor3006
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    This is another brilliant mod from Zorkaz. It works like a charm for me and have zero issues but honestly, I don't use any Concord mods except this one. The Gunners took me by surprise while I was looking around. It looks like they destroyed that turret at the bus stop. Hopefully that repspawns over time because it is the only protection the inhabitants have. I am worried about the vendors so will equip them with ballistic weaved clothing and arm them with better weapons (using console commands) because I want them to survive. I do this with all vendors in the game who are outside of a settlement, even the little minor vendors scattered around. 

    I am having a really tuff time controlling my impulse to clean up the debris around Concord but worried about breaking precombines. I use vanilla scrapping and set up a workbench (Conquest mod) to see if I could get rid of it. Looks like I can. Will that destroy pathing? I am going to scrap the explosive vehicles to make it safer for everyone.

    Overall I love this mod. It makes so much sense and Zorkaz is a trustworthy and reliable modder with tons of amazing mods. Thank you Zorkaz, I can not wait to see what you come up with next! You are truly talented and modders like you just make Fallout 4 such a great experience. 
  11. raajdon
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    going back to 1.2 after 1.3 and 1.3.1
    1. Doug4gouD
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      The "update" reported by Vortex from 1.31 to 1.2 is confusing, yes.
    2. vaultbait
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      Not only that, but if you completely uninstall 1.3.1 and install the "new" 1.2, the next time you check for updates Vortex will continue to tell you there's a newer version on Nexus even though there's not.
    3. vaultbait
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      Part of it comes down to version string parsing. Version 1.31 isn't a decimal such that 1.4>1.31>1.2, it's a series of integers separated by "." where 31>4>2 so 1.31>1.4>1.2 (though 1.40>1.31). Remember that version strings can have more than two integer components, so trying to treat 1.2.3 as a decimal value makes no sense mathematically.
    4. Doug4gouD
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      Whatever the decimal system, Vortex is now telling me my yesterday installed 1.4 has an update (to 1.4 I'm guessing) ðŸ˜„
    5. vaultbait
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      I think Nexus is remembering/reporting the existence of the earlier 1.31 release, which it considers to be higher than 1.4 (because 31 is a larger number than 4). If there were a 1.40 release instead of 1.4, it would probably consider that to be the latest/highest known version number for this mod (because 40 is higher than 31).
    6. vaultbait
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      There goes that theory. I've upgraded to the "1.41" re-versioned 1.2 and Vortex is still notifying me that there's a new version available. That will probably correct itself on the next actual upload of the mod, but I suspect Nexus's API is just not good at representing version changes to existing uploads, or archiving newer versions while trying to present an older upload as the current one. Might be worth reporting the bug to Nexus staff if anyone cares that much (I personally don't because there are already half a dozen other mods I have installed that pre-date when Nexus added default version numbers, so they perpetually report ghost upgrades available too).
    7. streetyson
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      Just one of many reasons why, as a computer gamer since 1982, I still mod manually as much as possible - and FO4 is incredibly easy. And not since the late days of Windows 98 and early days of XP (when some basic mod programs were ok, like the campaign manager and settings tweaker for Red Baron 3D) have any I've tried been worth the time and effort - and never very user-friendly.

      You'll spend as much (or more) time managing the manager and figuring out its problems as you would've spent modding manually - the only difference being as a manual modder you would've built a better grasp of any problems and how to fix or circumvent them. 

      And anyway, not all mods can be fully handled by managers, not all mods are even designed with mod managers in mind, or might be designed with a different version of a manager or different manager entirely... My advice would always be, learn the manual way first. Even if you then decide some mod manager would be of use, you'll be better equipped to understand it and overcome all its foibles.
    8. vaultbait
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      Oh, I'm fully aware of how to manage mods by hand. This was more about trying to figure out what exactly was triggering the observed misbehavior in Vortex and/or the NexusMods API, so that a more thorough bug report could be provided to whichever of the two was ultimately responsible. Also, this was in no way preventing installation of the mod with the mod manager, merely meant its new version auto-detection was unreliable for this particular mod.

      And yes, the new 1.5 update did seem to make it stop anyway.
    9. Sonja
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      @Streetyson,
      this is a large part of why, after all of these years, I still use Wrye Bash as my main mod manager, ever for 'newer' Bethesda games. It offers all the advantages of manual installation (full control - you always know exactly where everything is installing to), and all the conveniences of a mod manager..best of both worlds! Moreover, it is extremely rare for Wrye Bash not to be able to handle a mod.
    10. streetyson
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      @Sonja - Wrye Bash isn't "bad", but still falls foul (like almost all mod managers) of being user unfriendly (Wrye Bash is one of the worser ones) and not without its foibles, and only applicable to few games (and to varying degrees of usefulness). My point is it's best to learn how to mod manually, then a) that might often be enough for your level of interest in the game anyway, and b) you'll be better equipped to manage all the headaches a mod manager throws up or a mod presents you when it's designed with a different mod manager (or no manager) in mind. I've now got over 150 plugins in FO4 and several dozens more pluginless mods, not had to want a mod manager as I've just a plugin.text file to easily manage by hand along with a few file backups and simple notes-to-self.
  12. kahrnivor
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    I can confirm 1.5 is working. Thanks Z