Hello everybody, first thank you Ceftadzime for your work, i just tested this mod and honestly he's awesome... it adds realism and life to this neighborhood.
However it is incompatible with the following mods :
Maybe one day someone will move the 3 or so doors from those mods that conflict with this, but for now you can just do it the lazy way by exploring the interior, exiting and then disabling the door through the console. Both Inside Jobs and Stumble Upon are really high quality mods that are must-haves in every playthrough and I think the open series of mods are now on the list as well.
This is much more elegantly done than Beantown which is honestly a mess.
So I have a problem I have this and all the other "Open (insert location name here)" mods installed along with "Ceft's Main File" mod and I can't get into any of the buildings, the original buildings models are still there so the textures/models overlap. I can interact with some of the buildings that have front doors and when I no-clip in everything is there like it's suppose to, but since the original house model is still there I can't enter any buildings. Any help would be great.
Good afternoon. You can't see the work area from the pictures? What is the number of floors of the building? What is the initial happiness of the workshop? Does your mod, with other mods, conflict with the radius of the territory? For example: "Bunker Bay Colony" a huge building area. Uploaded by Ragoda Does your mod have an Esl, from registering the number of mods? Ceft's Main File - Is it required to install and should be in the bottom list of your mods? Thanks in advance for the answers.
I can't answer most of this for you, but I can say that any mod that is being used as a resource (such as Ceft's Main File) will need to be HIGHER in your load order so that the other mods can see it and access those assets.
Yes, it does break precombines. Touching any vanilla asset in Fallout 4, broadly speaking, breaks them. However, I have regenerated them, so it should not be a problem. Now, of course, if you are using other mods that touch the same areas, you will have problems. If that's not the case, it would be helpful to give any specific problem you were having instead of the vaguest possible statement. So until such time as I have a concrete problem that needs to be addressed, it is fine for people to use this file.
Does this conflict with Sim Settlements 2? Concord for sure due to how much of that mod's quests revolves around much of it at least the first 2 chapters.
Hey, awesome Open series of mods, I havn't played around with them yet, but thought I'd ask in advance. How will your potential AIO play well with Beantown Interiors Project?
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However it is incompatible with the following mods :
"Inside Jobs - Commonwealth Interiors Add-On" https://www.nexusmods.com/fallout4/mods/27320
"Stumble Upon Interiors" https://www.nexusmods.com/fallout4/mods/15539
I use "Beantown Interiors Project True Interior Patch" and I did not notice any conflicts, same for "Bunker Bay Colony" no problems noted. Hope this info will help.
Endorsed !!!
This is much more elegantly done than Beantown which is honestly a mess.
You can't see the work area from the pictures?
What is the number of floors of the building?
What is the initial happiness of the workshop?
Does your mod, with other mods, conflict with the radius of the territory?
For example: "Bunker Bay Colony" a huge building area. Uploaded by Ragoda
Does your mod have an Esl, from registering the number of mods?
Ceft's Main File - Is it required to install and should be in the bottom list of your mods?
Thanks in advance for the answers.
Any Plans for a AiO Version?
And, hmm... may I ask what additionnal locations are written down on your plans?