Excellent mod, everything is working as intended and the new apartments are very useful.
When time allows, would there be any chance of a version that has repaired version of the opened up buildings? I've been using The Rebuild Collection and various other mods that allow to to patch up those holes in other settlements like they were never there. I understand that might be extra work, so even just a version with no "Repair" needed and just having the buildings without holes right off the bat would be awesome.
However, that's just me spitballing, the opened up buildings, damaged or no, really help out the usability of this settlement for me. Cannot recommend it enough to anyone who also enjoys the Settlement buildings part of the game. Endorsed :)
Problem: I had random CTDs and huge frame drops in Hangman's alley with this mod. Solution: My dumbass needs to stop mixing mods. Turns out, I had SBS - Living Hangman's alley (Zed's collection), and All Settlements extended (HangmanEx.esl) and SCRAP everything installed. I deleted all esl's that were impacting Hangman's alley, disabled scrap everything....POOF buttery smooth performance. point being, if you're having problems with this mod, most likely, you have something else touching hangman's alley. delete that shxt
I've been LOVING the mod so far, the apartments look really nice! However, I've been having a problem with occlusion in the area ever since installing it. The double-door apartment building, and the buildings next to it, are pretty heavily affected, though luckily they seem to be the only ones. I couldn't find anyway to fix it, PRP didn't change it and none of the other mods I have SEEM to affect Hangman's Alley, and it wasn't like this before the mod. Any Ideas? Here's a screenshot https://ibb.co/fqFSTrr
Edit: Fixed it! It turned out to be a load order issue, apparently Vortex placed it pretty early, and moving it to "Late Fixes & Changes" fixed it up perfectly! If anyone else has the same problem, there you go!
I can't get it to work with PRP, I downloaded the PRP version bur it just doesn't work. I can't access the inside because the door is overlapped by the wall. I know this is for sure a user error, but I can't figure out how to fix it. I'm using Vortex btw.
Same issue for me the fix was simply to enable the plugins for this mod. Vortex did not automatically enable them for whatever reason. Works great tho, amaziiiiing mod
I added this mod to a new game. Have just cleared and claimed it, and begun to clear / rearrange the building contents. So far, it looks amazing. In particular:
--> the extra challenge in clearing it out (being sniped from new angles) --> the details in the interiors, and sensible placement, down to minor stuff like stocked shelves --> being able to scrap a lot of the trash --> how the old rooftop (over the weapon bench) is accessed via a hole in the wall --> that the raiders don't have lots of random gore in their bedrooms - the vanilla raider bases are often over the top with this stuff
If you did nothing else, I would still happily use this mod.
Some suggestions that IMO would make it even better:
(1) the raider who sleeps above the weapon bench placed their bed in the open (it can be rained on), and placed a fire barrel under a cloth roof. IMO these should be swapped - sleeping in the rain and having cloth directly over a flaming barrel are both bad ideas. Even someone jittery on jet would find that lying in the rain at 3AM is uncomfortable.
(2) the shack on pilings (the one that, in a vanilla game, cannot be scrapped) - if there was a way for me, the player, to modify this, rather than simply delete, that would be neat. Specifically: I attempted to to remove and replace the corner / middle part (the section with a steel table + section no roof), to make the shack fully roofed (so it could fit two nice beds), but after deleting these parts, new parts would not snap on. Dunno if this is low hanging fruit (just setting a flag from no to yes) or super difficult.
(3) there are a LOT of fire barrels in this place. Just for diversity (and because I find the infinite supply of firewood conceptually odd) maybe one or two of them could be swapped out, e.g. have a couple of prewar light fixtures inside the buildings that still work.
(4) it would be cool if you could add "lore" to show why some of the interior doors are still sealed / why most of the buildings are still sealed. i.e. if you could hear ghoul sounds in some spots, or something simpler (a warning note).
(5) add some "lore" to show how the raiders got drinking water, e.g. place a bathtub trough of (dirty) water in a spot where rainwater would drain off a roof.
Would love to see some pictures of what you do with the new space, but to respond in order
1) super valid point, honestly baffled this hadn't occurred to me, I'm usually a bit better with this kind of detail.
2) easier said than done, the but you're referring to is unique. I have little desire to remodel it, but looking into adding snap points to what exists is an interesting exercise in learning something new. For now, I recommend going about this in reverse, scrap the but without snaps and rebuild with what exists in game using the bits without roof to keep the location of it all intact. THEN go about deleting the unroofed bits. Best advice for now.
3) usually these styles of barrel would use something other than just wood, things that burn longer despite health risks. But another good point, especially in interiors, this was admittedly a result of that fancy CTRL+V command all them kids talk about
4) sounds are a hard pass, but some explanation isn't entirely out of the question... None was given for this as it'd in my eyes stand out as the only place this is really explained anywhere else. I try not to write explanations that aren't already supported or invent new ones in what I create. But ghouls locked inside was also always my head cannon.
5) they raided it? Or got it from the literally walking distance river? I understand your point but don't agree it's unexplained.
I haven't made any super noteworthy changes. Mainly I removed most of the wooden shacks --> replaced with a small, open walled & glass roofed structure (warehouse), so the alley has rain cover (for my trader) but is not dark and gloomy all day.
Two more positives:
--> I liked the extra build height. I put some turrets up top, where they can barely be heard.
--> I found the wooden stairs at the west end (near the cooking station) to be very handy, after the shack on legs was deleted. Additional floor tiles snap onto the top of the stair, and these are perfectly lined up to the existing ledge / alley wall, which is nice.
Only "glitch" so far is that the spot above the weapons bench is a path trap. My trader didn't turn up to work in the morning, and I found them stuck there, they don't have enough sandboxing AI / cannot find the door.
-----
(2) I figured this might be too hard. The bit without snaps is what I wanted to keep, simply because it is unique :)
I sometimes like to keep a few of the unique bits (stuff that the player cannot craft) and incorporate them just for flavour. e.g. I left one of the original steel barrel scrap items (from the vanilla section of the alley) - it becomes a table for a lantern.
(4) Fairline Hill Estates is good basis for that head canon, but I get your reluctance + imagine that sounds (without actors) might be tricky to add.
If you've installed through Vortex I'd make sure First that it actually enabled the two plug ins, you can do this by going to that section in vortex labeled plug ins and ensuring both are enabled. If you're like me and have hundreds to comb through, I prefix almost everything I make with "Cthu" so you can use that in your search bar to more easily find it.
If you've verified they are in fact both enabled, your next step is to check load orders. It shouldn't matter if you're not using PRP, but assuming you are it should be my mods main file, the. PRP and then the PRP patch included in that version, labeled with the PRP suffix.
Not to further make your life hard, but because of navmeshes maybe not allowing certain flags, I'd like to request an ESM plugin. There's been a recent shift of modders using ESMs instead of ESPs. The reason is that ESMs load easier/faster than ESPs and ESLs, but it's beyond my knowledge to explain why that's the case.
It is a small request and not necessary, thanks for your mod and other mods as always :) Edit: my previous statement was partially false, but ESMs do have a benefit still.
I believe this was .ESL flagged? I know at one point I had this as a .esm, but that's not hard at all for me to do. Might have to wait for the weekend though
Ah, it is ESL-flagged, never mind then, I was thinking back on a past conversation and didn't check the plugin recently. Also could've just been a moment of me forgetting in general.
81 comments
When time allows, would there be any chance of a version that has repaired version of the opened up buildings? I've been using The Rebuild Collection and various other mods that allow to to patch up those holes in other settlements like they were never there. I understand that might be extra work, so even just a version with no "Repair" needed and just having the buildings without holes right off the bat would be awesome.
However, that's just me spitballing, the opened up buildings, damaged or no, really help out the usability of this settlement for me. Cannot recommend it enough to anyone who also enjoys the Settlement buildings part of the game. Endorsed :)
Solution: My dumbass needs to stop mixing mods.
Turns out, I had SBS - Living Hangman's alley (Zed's collection), and All Settlements extended (HangmanEx.esl) and SCRAP everything installed.
I deleted all esl's that were impacting Hangman's alley, disabled scrap everything....POOF buttery smooth performance.
point being, if you're having problems with this mod, most likely, you have something else touching hangman's alley. delete that shxt
LO:
Cthu_hangmansHangout.esp
prp.esp
cthu_HangmansHangout_PRP.esp.
Here's a screenshot
https://ibb.co/fqFSTrr
Edit: Fixed it! It turned out to be a load order issue, apparently Vortex placed it pretty early, and moving it to "Late Fixes & Changes" fixed it up perfectly! If anyone else has the same problem, there you go!
You should have the mod before PRP and the patch after PRP.
--> the extra challenge in clearing it out (being sniped from new angles)
--> the details in the interiors, and sensible placement, down to minor stuff like stocked shelves
--> being able to scrap a lot of the trash
--> how the old rooftop (over the weapon bench) is accessed via a hole in the wall
--> that the raiders don't have lots of random gore in their bedrooms - the vanilla raider bases are often over the top with this stuff
If you did nothing else, I would still happily use this mod.
Some suggestions that IMO would make it even better:
(1) the raider who sleeps above the weapon bench placed their bed in the open (it can be rained on), and placed a fire barrel under a cloth roof. IMO these should be swapped - sleeping in the rain and having cloth directly over a flaming barrel are both bad ideas. Even someone jittery on jet would find that lying in the rain at 3AM is uncomfortable.
(2) the shack on pilings (the one that, in a vanilla game, cannot be scrapped) - if there was a way for me, the player, to modify this, rather than simply delete, that would be neat. Specifically: I attempted to to remove and replace the corner / middle part (the section with a steel table + section no roof), to make the shack fully roofed (so it could fit two nice beds), but after deleting these parts, new parts would not snap on. Dunno if this is low hanging fruit (just setting a flag from no to yes) or super difficult.
(3) there are a LOT of fire barrels in this place. Just for diversity (and because I find the infinite supply of firewood conceptually odd) maybe one or two of them could be swapped out, e.g. have a couple of prewar light fixtures inside the buildings that still work.
(4) it would be cool if you could add "lore" to show why some of the interior doors are still sealed / why most of the buildings are still sealed. i.e. if you could hear ghoul sounds in some spots, or something simpler (a warning note).
(5) add some "lore" to show how the raiders got drinking water, e.g. place a bathtub trough of (dirty) water in a spot where rainwater would drain off a roof.
Would love to see some pictures of what you do with the new space, but to respond in order
1) super valid point, honestly baffled this hadn't occurred to me, I'm usually a bit better with this kind of detail.
2) easier said than done, the but you're referring to is unique. I have little desire to remodel it, but looking into adding snap points to what exists is an interesting exercise in learning something new. For now, I recommend going about this in reverse, scrap the but without snaps and rebuild with what exists in game using the bits without roof to keep the location of it all intact. THEN go about deleting the unroofed bits. Best advice for now.
3) usually these styles of barrel would use something other than just wood, things that burn longer despite health risks. But another good point, especially in interiors, this was admittedly a result of that fancy CTRL+V command all them kids talk about
4) sounds are a hard pass, but some explanation isn't entirely out of the question... None was given for this as it'd in my eyes stand out as the only place this is really explained anywhere else. I try not to write explanations that aren't already supported or invent new ones in what I create. But ghouls locked inside was also always my head cannon.
5) they raided it? Or got it from the literally walking distance river? I understand your point but don't agree it's unexplained.
Two more positives:
--> I liked the extra build height. I put some turrets up top, where they can barely be heard.
--> I found the wooden stairs at the west end (near the cooking station) to be very handy, after the shack on legs was deleted. Additional floor tiles snap onto the top of the stair, and these are perfectly lined up to the existing ledge / alley wall, which is nice.
Only "glitch" so far is that the spot above the weapons bench is a path trap. My trader didn't turn up to work in the morning, and I found them stuck there, they don't have enough sandboxing AI / cannot find the door.
-----
(2) I figured this might be too hard. The bit without snaps is what I wanted to keep, simply because it is unique :)
I sometimes like to keep a few of the unique bits (stuff that the player cannot craft) and incorporate them just for flavour. e.g. I left one of the original steel barrel scrap items (from the vanilla section of the alley) - it becomes a table for a lantern.
(4) Fairline Hill Estates is good basis for that head canon, but I get your reluctance + imagine that sounds (without actors) might be tricky to add.
https://www.reddit.com/r/fo4/comments/1gxlz5l/this_post_is_to_give_images_positive_feedback_to/
Hey, its not changing for me. What should I do?If you've verified they are in fact both enabled, your next step is to check load orders. It shouldn't matter if you're not using PRP, but assuming you are it should be my mods main file, the. PRP and then the PRP patch included in that version, labeled with the PRP suffix.
Let me know if this helps!
but because of navmeshes maybe not allowing certain flags,I'd like to request an ESM plugin. There's been a recent shift of modders using ESMs instead of ESPs. The reason is that ESMs load easier/faster than ESPs and ESLs, but it's beyond my knowledge to explain why that's the case.It is a small request and not necessary, thanks for your mod and other mods as always :)
Edit: my previous statement was partially false, but ESMs do have a benefit still.