This has not been updated for the next gen update. I currently don't have the time or energy to do so. I will update the mod in the coming months or so as more information becomes available and I have time to issue the needed corrections, but until then please keep in mind that any bugs encountered on the next gen update will be ignored for the time being.
Additionally Future versions will have significantly fewer patches. I will patch the mods that I can but with access to PJMs patching scripts and a dwindling interest in maintaining a 1000 patches for every mod I publish, I will not continue to patch every potential mod that overlaps with the clusters (and I will not take suggestions - but you all are more than welcome to patch whatever you would like and upload it, of course). As such, the patches noted below are the only ones that will be supported, starting with the first release against the next gen FO4 version:
PRP 74+ Base Patch (1) Open CW (2) Better Drumlin Diner + Hunkered Down No AC + PAC - Drumlin Diner (3) Vanilla Base Patch (4) Open CW (5) Drumlin Diner + Hunkered Down No AC + PAC - Drumlin Diner (6) Open Lexingtonand Drumlin Diner + Hunkered Down No AC + PAC - Drumlin Diner (7) (by special request - I may omit PAC - Drumlin Diner)
Currently only PRP 69 is supported. I will patch PRP 74 soon and release it under Optional Files. However this will not extend to all of the misc files that I opted to patch under the previous version - I simply haven't the time for 10 patches per version any longer. PRP 69 and Vanilla (which works with all other previs mods) versions are perfectly functionable and will no longer receive any updates (unless a new mod comes along that I want to patch).
This is just a quick question, but... does it conflict with Sim Settlements 2? I don't THINK SS2's story has you do anything at the Starlight Drive-In, but I may be wrong...
EDIT: nvm, sometimes SS2 does ask you to do stuff at Starlight... Shame.
EDIT 2: Nevermind, it's just a random radiant quest. Still, I think I'll pass on this one and stick with your Femshepping locations fixes.
Hello, I'm a fan of undernier's settlements. Could you also please make similar patches to his other settlements like Sanctuary Redux? I believe it also have a deleted navmesh problem.
I have done this for myself, but I cannot release them as doing so would render his mods unneeded (this is a unique case, given that he had an archive attached to his starlight mod, meaning his original is still required). However, given the lack of perms on his page, he would need to give me permissions to upload those fixes for his other mods.
That said, deleted navmeshes get a bad reputation from people that are operating on information from the older iterations of the CE. With Fallout 4, deleted navmeshes do NOT cause issues (despite claims to the contrary) provided 2 variables are met: 1) the navmesh and ALL adjacent cells are finalized (not simply updated), and 2) it loads after all other mods that navmesh those cells. These are required. So if you run his other mods lower in your load order, then you should be fine. This was a unique circumstance, as the navmeshing was both unfinalized in 1 cell, and the number of overlapping cells with other popular mods that delved into navmeshing, was extremely high. This together made it a nightmare for anyone running a location-heavy load order.
Aww man! Finally i can use Starlight Prison alongside with PRP and Better Drumlindinner. But, about Open Commonwealth i guess it is not compatible with SS2 since it was touch Concord area :( .
They should be compatible.... Open Commonwealth only touches buildings that are already closed down and boarded up. SS2 should be compatible with Open Commonwealth. But also, you can just run Open Lexington as 4est suggested - or run neither. Quite a few combination options here.
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months or so as more information becomes available and I have time to issue the needed corrections, but until then please keep in mind that any bugs encountered on the next gen update will be ignored for the time being.
Additionally
Future versions will have significantly fewer patches. I will patch the mods that I can but with access to PJMs patching scripts and a dwindling interest in maintaining a 1000 patches for every mod I publish, I will not continue to patch every potential mod that overlaps with the clusters (and I will not take suggestions - but you all are more than welcome to patch whatever you would like and upload it, of course). As such, the patches noted below are the only ones that will be supported, starting with the first release against the next gen FO4 version:
PRP 74+
Base Patch (1)
Open CW (2)
Better Drumlin Diner + Hunkered Down No AC + PAC - Drumlin Diner (3)
Vanilla
Base Patch (4)
Open CW (5)
Drumlin Diner + Hunkered Down No AC + PAC - Drumlin Diner (6)
Open Lexingtonand Drumlin Diner + Hunkered Down No AC + PAC - Drumlin Diner (7) (by special request - I may omit PAC - Drumlin Diner)
EDIT: nvm, sometimes SS2 does ask you to do stuff at Starlight... Shame.
EDIT 2: Nevermind, it's just a random radiant quest. Still, I think I'll pass on this one and stick with your Femshepping locations fixes.
That said, deleted navmeshes get a bad reputation from people that are operating on information from the older iterations of the CE. With Fallout 4, deleted navmeshes do NOT cause issues (despite claims to the contrary) provided 2 variables are met: 1) the navmesh and ALL adjacent cells are finalized (not simply updated), and 2) it loads after all other mods that navmesh those cells. These are required. So if you run his other mods lower in your load order, then you should be fine. This was a unique circumstance, as the navmeshing was both unfinalized in 1 cell, and the number of overlapping cells with other popular mods that delved into navmeshing, was extremely high. This together made it a nightmare for anyone running a location-heavy load order.