I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
If you get flickering or floating objects while using this mod, try moving it to the top of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited this location or the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
I love these completely packed with items/stocked with loot location mods. Does anyone know of more of these? the only ones i can find that are similar are lexington interiors.
as someone who uses looted world and other reduction mods, these mods of yours are awesome additions to the map. really rewarding to fight over and explore, cuz I love me some giant trash piles. thanks.
My question is how hard requirement is the Nuka-World DLC? I'm currently doing a vanilla run with only lore-friendly mods, but I don't have any DLC right now, and I really want to add this mod to my game because it looks awesome. Is this possible?
Hii i'm just curious, is this mod compatible to this mod? Raider Communications - Red Tourette Raiders Workshop (https://www.nexusmods.com/fallout4/mods/19299), btw nice mod, love the People Live In series mods.
If you load this mod before that one, the settlement will function. That said, the things I've added are not scrappable and won't be properly hooked up to the workshop, so I would rate it as a soft "no, not compatible" because they function together but don't work well together.
Good afternoon. I have added your "People Live In - Federal Ration Stockpile" mod to my load order with "0 - Previs - Hunkered Down (No Atom Cats) - PRP". After I checked my entire load order in xEdit with the script from PJMail and got these lines from the report:
Issue: CELL 0000DF2E (of PRP-HunkeredDown-NACG.esp) uses Cluster 0000DF50 Previs from PLIFRS_HD_PRP_Patch.esp which has no override for this Cell so may have Occlusion issues Issue: CELL 0000DF2F (of PRP-HunkeredDown-NACG.esp) uses Cluster 0000DF50 Previs from PLIFRS_HD_PRP_Patch.esp which has no override for this Cell so may have Occlusion issues
PLIFRS_HD_PRP_Patch.esp is located below PRP-HunkeredDown-NACG.esp. Should I pay attention to it?
PJM's scripts give that warning because, unless someone knows exactly what they're doing, rebuilding precombines with a partial cluster rather than all 9 cells in the 3x3 cluster can result in previs errors. In this particular case, you should be fine. If you wind up with a conflict involving another mod, it would have needed a patch either way and I can likely sort it out in short order.
Awww, thank you so much for such a quick response. I noticed that your other mods are giving a similar error. I have no doubt it's something not significant, I'm a longtime fan of your work. I was just curious. Of course if there are any problems I'll be sure to let you know.
Oh yeah. I've been meaning to ask for a long time, what does <Unknown 14> mean in record flags? I've tried to find the answer on various git discussions, but I haven't found anything good.
The proper name for Unknown 14 is Partial Form, and it tells the game that the record you've applied it to should be ignored. It is most useful for quests (where it has a proper name), so you can edit or add dialogue without making conflicting changes to the main quest record.
In the case of worldspaces, it's mostly useful for preventing my mods from conflicting with puddle fixes and map mods.
Okay, thanks for the helpful information. Yes, I had heard about Partial Forms, but didn't realize what exactly they were for. Now this question is closed for me. 😊
your mods are phenomenal! I love the level of detail you put into every mod and the patches too. most would just post there mod and leave it up to the community to make compatibility patches (not that there's anything wrong with that). thanks for everything you do and putting in the time for every mod you make!
I'm loving all the "People live in & We can live in" series', they really make a wonderful difference to the game & approaching those area's now. Thank you for sharing them
Very nice! FRS already takes me two trips to grab every bit of building resources there. This should extend that to 3 at least! Best part is I haven't gone there yet in this playthrough.
23 comments
I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
Compatible Mods:
- A Forest: No special load order necessary.
- Another Pine Forest Mod: No special load order necessary.
- Commonwealth Reclamation Project: Overgrowth: No special load order necessary.
- Desperados Overhaul: Load before the Desperados Overhaul PRP Patch.
- FROST Cell Fixes (FCF): Load People Live In first.
- Hunkered Down - Commonwealth Overhaul: Use the patch in optional files.
- Hunkered Down PRP Patch: Use the relevant previs file from old files. Do not use the normal Hunkered Down patch, the previs patch includes the same changes. No patch currently available for PRP v0.74.
- Previsibines Repair Pack (PRP): Load People Live In first.
If you get flickering or floating objects while using this mod, try moving it to the top of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited this location or the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
My question is how hard requirement is the Nuka-World DLC? I'm currently doing a vanilla run with only lore-friendly mods, but I don't have any DLC right now, and I really want to add this mod to my game because it looks awesome. Is this possible?
Thanks in advance :)
Issue: CELL 0000DF2E (of PRP-HunkeredDown-NACG.esp) uses Cluster 0000DF50 Previs from PLIFRS_HD_PRP_Patch.esp which has no override for this Cell so may have Occlusion issues
Issue: CELL 0000DF2F (of PRP-HunkeredDown-NACG.esp) uses Cluster 0000DF50 Previs from PLIFRS_HD_PRP_Patch.esp which has no override for this Cell so may have Occlusion issues
PLIFRS_HD_PRP_Patch.esp is located below PRP-HunkeredDown-NACG.esp. Should I pay attention to it?
Oh yeah. I've been meaning to ask for a long time, what does <Unknown 14> mean in record flags? I've tried to find the answer on various git discussions, but I haven't found anything good.
In the case of worldspaces, it's mostly useful for preventing my mods from conflicting with puddle fixes and map mods.