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MisterNumbers3kUploaded by
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This page was last updated on 11 August 2024, 5:41PM
- Changelogs
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Version 2.0.2
- Fixed Goodneighbor Enhanced Patches for PRP versions
- Fixed previs errors in 3 cells from Goodneighbor Expanded that I had altered.
- Removed Persistent flag from a precombined reference
- Merged the previous hotfixes and updates into the archive.
- Regenerated Precombines/Previs for Goodneighbor's interior and the interior cells - All versions
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Version 2
- Now requires Unofficial Fallout 4 Patch as a master
- Fully incorporated Nai's Player Home (original mod no longer needed) - will be integral to upcoming releases
- Entrance to Nai's GN Player home was moved to the corner building near The Memory Den - that corner building was also pushed to an interior for performance reasons
- Added LOD to interior cells for Bakery, Attic, and Nai's Goodneighbor Player Home - you can now see the city and the sky as if you were still in the city itself
- Moved the bank and repaired the big building. The bank was pushed to an interior cell atop the building it was previously under - drastically improves performance
- Brahmin pen has been relocated
- Moved location of Goodneighbor Expanded's Diner (unfinished in its current state) as the size is not consistent with its original placement.
- Completely overhauled the entirety of the street - used some new assets in this update (checked assets usage section of Description tab)
- Sealed off the Market (seperated it from the entrance). There is a gate - gate has a basic script for auto-closing features.
- Doors/Rooms in the Hotel Rexford Attic and Bakery are now locked and require keys (there is a container on the first floor of the attic with said keys)
- Solar panels and other immersive means of powering the city have been established
- Tons of corrections to NPC AI packaging (i.e. their scheduling - so perfectly compatible with actual AI mods); Still some work to be done on the existing vendors from Better GN. Some NPCs will transverse as many as 5 cells throughout the course of any given day.
- Created an interior Cell inside of an RV in the center of GN
- Poke a ghoul signs removed (these are NOT immersive - why would Ghouls want to see another ghoul tortured???). replace the ghoul with a synth and reactivated the cage and such - will include "Poke a Synth" signs or something of the sort in the future
- Debris in The Memory Den and Hotel Rexford have been cleaned up - also added in some Windows to the inside of Hotel Rexford so you can see the exterior properly.
- Cleaned up the debris from the interiors of Goodneighbor Expanded's cells and set the workshop cell to have WorkshopStackedItemKeyword on the debris
- Removed 650-700 items from the GN worldspace and added around 400 (so in total, a reduction of around 300 or so was noted - performance seems better than prev. version.
- Updated various patches to be more compatible
- Removed a lot of Better GN npcs from the GN worldspace. Most were relocated but some disabled
- New Patch for Neon Flats (very basic but does the trick)
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Version 1.4
- Updated the mod for GN Expanded v 3.0 - Please read the Load Order and Instructions sections as those have changed drastically.
- Removed extra ESP from Nai's Goodneighor bundle
- Added patch for Desperados v .3.1 with PRP patch (from main page) for v.3.2
- Flagged CrimeTown.esp and MN Goodneighbor Overhaul as esm files - please see updated load order and installation sections
- Made minor adjustments to the Guard weapon distribution file in the optional Clothing and weapon file
- Patched Femshepping merged mod by Radbeetle into the clothing overhaul - patch in installer (recommended over the previous version)
- Archived all previous, older versions of the mod as they were set to an older version of GN Expanded. I can set these to the old files if people
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Version 1.3.2
- Updated the previs files to correct some flickering that was present in the exterior (Commonwealth) worldspace.
- Set PRP 65 version to "Old Versions." Will no longer be updated or supported - update to 69!
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Version 1.3
- This update brings a lot of features to Goodneighbor. But before we dive into those, we should adress some file changes/restructuring. MN Goodneighbor Landscaping and it's associated previs file have been removed. These files only contained landscape edits (those EXACT same edits are now contained within my main file) and some previs edits (those same edits are also contained within my new Previs file - it covers the same previs cluster). In other words, they are redundant and it's safe to remove them mid-game. That said, if you are one of those people that is OCD about removing mods MID pt (I am one of these people, so I understand), you can leave the landscape edit in your load order - just load it near the VERY top of your mod list. And then change the name of the Previs file named "GN Overhaul - xxxx [Previs]" to "Goodneighbor Landscape [Previs]" - you will also need to rename the associated BA2 file and completely remove the previous version of that landscape previs file. But if you do this, your game will not have any missing record notices and everything will work as intended.
- I incorporated the features from Goodneighbor View and then subsequently harnessed that same flavor of withcraft that Glitchfinder used in creating such a concoction to do the same with my mod-added structures, ensuring that the exterior and interior of GN/the CW match as closely as possible. I tried to find a balance between performance and immersion and I think I did just that.
- I "fixed" Hotel Rexford. The main lobby area takes up 2 floors of space., on top of which a single floor sets. So the interior of Hotel Rexford contains 3 floors. The issue, however, is when viewed from the Goodneighbor world area, Hotel Reford is 4 floors high, and to make matters even worse, when viewed from the Commonwealth worldspace it is 7 floors high (excellent job Bethesda). To remedy this, I made sure that all perceptions of the Hotel show it as being 7 floors. This is highly compatible and you can read the section under compatibility for more information.
- I added two interior cells that are accessible via the interior of Hotel Rexford. These cells are currently (mostly) decorated and will be featured in some upcoming mods plans of mine. They are fully navmeshed.
- I added a (mostly) fully decorated area atop the rooftop of Hotel Reford. However, in order to best immerse the player, I made this part of the Commonwealth worldspace, not the Goodneighbor World space -- so you can snipe Supermutants from atop Hotel Reford now.
- Tried a slightly different method of regenerating previs and precombines for the exterior. This will result in a larger file, BUT it should increase performance slightly over the other method (do keep in mind that MANY items were added in - so performance regardless will dip a little).
- Patched in CRP Overgrowth
- Goodneighbor Guards are no longer Protected (sorry about that). They will respawn but they will no longer be immortal. The same goes for the doggy - PROTECT HIM.
- Incorporated a lot of new assets. These were (mostly) added to my interior cells and to the rooftop of Hotel Rexford. Refer to Assets Usage Credits in the Description tab for links to these amazing people and their excellent works.
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Version 1.2
- Fixed Facegen issues that were causing crashes, which was brought to my attention by a user in the comments section (thank you YusufPN). These issues were baked into the original Better Goodneighbor Mod and I missed them my first go around. I apologize if anyone else experienced issues here as well.
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Version 1.1
- Added Steam to the Goodneighbor area that had previously been removed by Better Goodneighbor.
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- Author's activity
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August 2024
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11 Aug 2024, 5:41PM | Action by: MisterNumbers3k
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'Description changed.'
June 2024
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01 Jun 2024, 2:29PM | Action by: MisterNumbers3k
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'Description changed.'
April 2024
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01 Apr 2024, 12:06AM | Action by: MisterNumbers3k
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'File \'MN3k\'s Goodneighbor Overhaul\' description changed.'
March 2024
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31 Mar 2024, 11:17PM | Action by: MisterNumbers3k
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'Description changed.'
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31 Mar 2024, 11:15PM | Action by: MisterNumbers3k
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'File \'MN3k\'s Goodneighbor Overhaul\' description changed.'
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31 Mar 2024, 11:14PM | Action by: MisterNumbers3k
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'Description changed.'
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31 Mar 2024, 9:37PM | Action by: MisterNumbers3k
Changelog added
'Change log added for version 2.0.2'
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31 Mar 2024, 9:36PM | Action by: MisterNumbers3k
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'file visible to the public'
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31 Mar 2024, 9:34PM | Action by: MisterNumbers3k
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'Description changed.'
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31 Mar 2024, 9:33PM | Action by: MisterNumbers3k
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'File \'2k Assets\' category changed to Optional files.'
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31 Mar 2024, 9:33PM | Action by: MisterNumbers3k
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'File \'4k assets\' category changed to Optional files.'
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31 Mar 2024, 9:32PM | Action by: MisterNumbers3k
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'File \'Neon Flats Patch\' category changed to Old versions.'
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31 Mar 2024, 9:32PM | Action by: MisterNumbers3k
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'File \'4k assets\' category changed to Main Files.'
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31 Mar 2024, 9:32PM | Action by: MisterNumbers3k
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'File \'4k assets\' category changed to Optional files.'
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31 Mar 2024, 9:32PM | Action by: MisterNumbers3k
Attribute change
'File \'2k Assets\' category changed to Main Files.'
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31 Mar 2024, 9:32PM | Action by: MisterNumbers3k
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'File \'2k Assets\' category changed to Optional files.'
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31 Mar 2024, 9:32PM | Action by: MisterNumbers3k
File added
'MN3k\'s Goodneighbor Overhaul [version 2.0.2]'
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31 Mar 2024, 9:23PM | Action by: MisterNumbers3k
Changelog added
'Change log added for version 2.0.2'
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31 Mar 2024, 9:19PM | Action by: MisterNumbers3k
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'file hidden from public viewing'
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31 Mar 2024, 9:18PM | Action by: MisterNumbers3k
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'File \'Navmeshing_Interior Previs_ and Main File\' category changed to Old versions.'
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