This mod was made with pre-next-gen Creation kit and FO4 - version 1.10.163.0
You're more than welcome to try it on Next Gen, usually the quickest way to find out.
It should work as also stated in description this mod is made with only vanilla game assets.
Being that anything added to the location will point to object file paths in the vanilla game files, even though the compression has changed on the next gen the file paths will not have. So it should work on next gen. I just can't test next gen as I don't and at this point probably won't ever use it.
Also, in the comment section you'll see people are reporting on these LTO mods (Living Township Overhaul) that it works fine on next gen including someone from China, so, someone with a Chinese version or whatever it is they play with has these mods running fine on next gen.
Hi there, Thank you for the good work. It was missing for Bunker Hill. In my play-though the Vanilla location and Living Township are all togethers, meaning vanilla walls and structures are still there blocking door, access....and so on. I can get rid of this issue. Any advice here ?
Basically, original vanilla structure is still there, mix with the change bring by LTO. For example, my PC can't enter the treehouse because a pillar, from Vanilla, is still there in the middle of the entrance. or I can't access the clinic floor because the vanilla roof is still there, blocking the stairs.
Basically, original vanilla structure is still there, mix with the change bring by LTO. For example, my PC can't enter the treehouse because a pillar, from Vanilla, is still there in the middle of the entrance. or I can't access the clinic floor because the vanilla roof is still there, blocking the stairs.
Before I suggest any time consuming things such as load order changing, or even adding or changing INI file section, did you try this on a new play through?
yes i have tested with new play through and also with County Crossing - Living Township - Overhaul with same result for both. Also, moving the mod in "Dynamic patchs" group in Vortex to be sure is loaded last. I'm also using settings bUsePreCulledObjects=0 in ini file, so i've tested with and without. No success
Might be easier if you message me directly both your mod list and the order it is in file, you can this text file list in your vortex files. I'll have a look through and see if there is any mods that could be conflicting or even overriding your INI settings.
Also send me separately a copy and past of your INI settings.
Also might be worth you, double check and see if your ini files property and see if they are set to read only. If so change them to not being read only. Sometimes people claim this can cause problems with INI settings.
Hi, Finally find the issue. So I'm using so many mods it was a shame to bother you with :-) I've searched the old way on a cloned profile removing 80 then 90% of my mods. LTO must be loaded after CS-Commonwealth Slavers and with a new play through. CS is also in Dynamic Patch group to be loaded last but same issue happen with Diamond City expansion and it's clearly indicated in the requirement to load DCE after CS. My Bad. Anyway i 've found many thing to cleanup in my load order and mods list.
LTO doesn't have to be last and I'd say load body mods like fusion girl and zex skeleton mods after world space edit mods and closer to last.
With world space change/edit mods like LTO, they will most likely need to be loaded after mods that edits the same area/cells including PRP, maybe not always but most likely.
Hopefully someone else can find this update helpful.
Probably noise from the Jerry rigged wind turbine and generator behind the market.
Dependent on your systems sound settings as to how loud it is, my system is zero tuned but I'd say most people probably have some kind of different level of sound adjustment.
You really managed to breathe new life into a really unimpressive location. I was just wondering if this is compatible with Railroad Hideout - BUNKER HILL?
This mod caused my game to crash(I wanted to try it mid game). So I don't know if this is really my fault for not starting the game. But the game gave me npc patching crash in the crash log reader
Edit: tried a new game, the mod is loaded half way in my game (I use a skyrim load order guide) and the game crashed again with the same error.
It's a pity because I really need a bunkers hill overhaul :( and npc pathing overhaul is usually something like ai mods where npcs have certain routines and do certain things throughout the day. But I don't know why this would conflict with this mod.
As I have said to other people on this page, this mod does not touch any NPC lists.
A new game is advised.
Fallout 4 modding guides, not Skyrim guides are advised.
The game crashes without any mods at all, some mods tend to prevent this game from crashing.
In the future, people might be open to freely taking time out of their day to help you if instead of making a blanket statement about causing crashes, you provide a crash log, system specs ability and actual set up as this is useful for debugging.
However, I'm glade you're honest about how you choose to mod, this could be useful information for debugging.
Thank you for taking the time to take interest in and trying out my work and seeing if it works for yourself.
I did leave a space in the corner of the bar near the new door where I think the MM stuff spawns in.
I didn't test it though as I haven't used it in a while due to the fact that even to the apparent script freeish light version keeps running pointless triggers such as, can't even no live a few bugs without it triggering a random quest to clear that area.
Great mod though.
If MM Bunker Hill spawn board and letterbox drop clips, let me know.
But I didn't even touch the actual wall that MM stuff spawns onto.There just might be the new door wall that goes through the drop box, the Dropbox might be inside or outside of the bar just depending how close the new wall with the door is.
I also made sure that other mods such as Fens Sheriff Department are compatible with their missions at Bunker Hill.
yea no cant get into the bar due to drop box from mm and cant get the books and mags and did the codes in ini file and was still having clipping so am thinking its a conflict with the 2 mods
I have just added a second file/esp in optional files for use with Mutant Menagerie.
Yourself and others reading this should only use this file if you also use or have started using Mutant Menagerie with Retr0Nexus Bunker Hill.
Only use this or the main file, both are named the same, this is a replacement not a patch. This means it can be used as a direct replacement, as in it is safe to remove the mod that is not MM compatible and use this one instead.
This moves the MM stand out of the way of the bar door.
Very very cool, thank you!! It looks very promising and I appreciate that you created the mod without having to download an additional 1423 other mods to start. ;-)
I did also try to add some stuff attached to a secret shelf thing you'll see but for now I could not get it 100% how i wanted, so I'll put it into a later update.
Greek Rage also does some cool stand alone settlement upgrade mods, but his are absolute next level:
Yeah it looks good. I had some stuttering and a crash, but that's possibly just on my end. Greekrage's mods are great, I have 22 of them enabled right now. He's actually one of the only people I've endorsed because I'm poor. Just like his mods I had to change the version to .95 since I'm on FO4VR, but it does look just as good as some of his mods. Bunker Hill Workers Are Settlers came out today too, which seemed like a big coincidence; don't know about it or plan on downloading it, just thought that was interesting.
Side Note: I already have this set my self but it's worth noting that making these changes: bUseCombinedObjects=0 & bUsePreCulledObjects=0 in the Fallout4.ini can fix any glitchiness or other issues with these types of mods (only have experience with FO4VR, though). Installing Scrap Everything does this, but I don't advise using Scrap Everything personally.
I still run a few of his as standard, If people can run Greek Rage mods than they can definitely run what I'm putting out. I'd assume the custom assets and the Navmesh is what makes his mods a larger file size.
I did see that the settler mod came out today, not planned at all but we both were probably in the back end portal uploading at the same time. Good timing 😂
I'm currently running their Atom Cats settler mod with Atom Cats Garage settlement mod as always spawn at the Atom Cats with "Start Me Up".
His atom cat settler mod works good I'd say his bunker hill settler one is bound to work fine.
The only one of the three pre/cull settings I'm currently using is: [Display] bUsePreCulledObjects=0
I also still have PRP 74 in my load order, keep forgetting to take it out to properly run/test a heap of mods without it. So all of my world change mods I just load after it. Using Shadow Boost usually is more than enough to keep my game stable.
I've never dealt with VR, I have seen people say its a bit tricky.
The only crashing I have is because I have way too many scripts running spawning NPCs and probably clashing.
I'm looking for that "script stop" mod I seen someone upload a few weeks back but can't seem to find it.
For example I'm running all at once:
SS2 Heather companion. Institute Weapon Overhaul mod. All of the "Improved/Faction" mods with the add on armor and weapon options. The Bleechers FSD. Atomic World + the new HD Lod uploaded to nexus before Christmas. A few different NPC spawn and other level list mods. UI mods. Heaps of texture/building/clothing change mods, many I had to turn off to take screen shots.
I know its the scripts causing the occasional crash with almost 300 mods.
I think I'll check out that Atom Cats mod. VR is tricky to fix and work with. User can't make use of PRP (previs/precomb) mods really, what we use is specific to VR, the DLC VR patch or VR Optimization Fix mods, but I'm not currently using either; should test the DLC VR patch again. I'm using Atomic World, and Heather my self, as well as PAC, Open Commonwealth (which opens up a building by Bunker Hill), SOTS, like 10 DC and GN environment mods, Sewers, SR Revival, TFTC, WW, bunch of large quest mods, besides all the green mods etc., and maybe 30+ other companion mods. In total I have 500+ mods going so when I say glitchiness is possibly on my side it's more like probably. Great mod
That's a good point, I didn't put static doors onto the buildings I know that are used by 'Story Wealth' mods, like the corner building coming up from the police station is turned into a bar by one of the mods.
You might be able to tell me if I've put a static door on a building that conflicts with major mods.
I still think this is a good mod, but unfortunately I have to disable it because it crashes my game when I fast travel anywhere (Abernathy, Sanctuary). I have Buffout so it continues to play until I enter a new cell, but from the moment it crashes nothing I do is useful; which is why I could see what your mod looks like before. Again probably a me thing or a FO4VR thing, but thought it might be useful info for you. By contrast, my game is fast traveling, with no immediate problems I can see, just fine with my other 500 mods enabled.
Didn't see your post until after my last. It would be difficult to do check static doors as my game technically crashes once I get to that area and the building around Bunker Hill are cells outside Bunker Hill. Sorry
Yeah, with more than one optimization features turned off plus the added VR optimization its probably going to take a hit in Bunker Hill. Without a crash log, there probably isn't anything I could do to try and make it work better with VR.
However, not sure what other mods you're using but for myself, I've found I only need to turn one of the optimization features off.
[Display] bUsePreCulledObjects=0
All of the world change mods I use including the newer "atom cats garage settlement" work fine. Otherwise, with it set to 1 or left on, I find all of the old garage glitches through.
Perhaps try playing through with just:
[Display] bUsePreCulledObjects=0
And not the other settings, to see if the VR holds up better in general.
I feel like you might be referring to changing things like bUseCombinedObjects=0 back to 1, but that would make most of GreekRages mods not work (this has been tested). Haven't changed much else, non-the-less it could easily still be a mod conflict. In any case here's the log if it helps as this is not a big deal to me:
Are two different settings. There is also a third one that works along similar line and they are the only three I know of.
I used to play with all three set to 0. But I found that I only needed:
bUsePreCulledObjects=0
And all of the world change mods I use will work perfectly to gether. Just, Greek Rages Warwick, for some reason I would have to go and discover it, most of his added stuff would be there. I travel away then come back and the few walls he added that are missing visually actually show up when traveling back. Not sure why.
As for your log. I notice you're on next gen. I made this mod with pre next gen creation kit. I suppose its good to see that it loads and works at all, I thought it should as it just uses in game assets but wasn't sure if it would as the next gen downgrade for some reason change things like file compression/render.
I also see in your Buffout patches that you have: MemoryManager: true Baka scrap heap does a job at better Memory managing and should/can be used with buffout. When you have both installed, go back into the Buffout settings and change:
MemoryManager: true
To
MemoryManager: false
It might help a little bit.
It might not.
It actually might just really be hard to pin whats causing the crash with next gen and pre next gen stuff running plus all of the VR stuff at the same time.
I'm not on NG that's just the version of Buffout that works with VR which is v1.2.72. Baka scrap heap sounds like a good suggestion and there is even the mod Buffout4 NG x Scrapheap VR - preconfig settings that changes the settings you suggested for you. I already have Baka Framework VR going in order to get NPCs Use Items VR and Chemfluence VR to work so that should fit right in. As far as your Warwick issue the only thing I can suggest is what I already did with UseCombinedObjects=0 under [General] (at least that's were I have it) as both that and preculled was needed for my issues to go away, but we are on different versions of the game. I also noticed that SJ GrayGarden Remastered has a lot that needed to be cleaned in FO4VREdit so I just disabled it, even though it seemed to work mostly fine (great GrayGarden mod, in any case). Thanks for all the help.
today I've tested your mod and so far it works great. Thanks! But I've got some questions / hints, if you don't mind:
- many interior areas in the houses are very narrow - I found many NPCs locked behind doors (why?) --> will they be able to move out of the interiors and in the exteriors of Bunker Hill after unlocking those doors?
- where is the NPC "old Stockton"? I couldn't find him any more - where is his stall? it seems to be moved
- instead I found Trashcan Carla behind one of the stalls! - hasn't she got her base at Drumlin Diner? - will she still visit Sanctuary Hills now?
I personally would like it more to get visited by Carla in Sanctuary - then you always have a dealer directly on site. But of course I don't know if you may have changed the route... probably not.
- there are a lot of new doors around Bunker Hill - do you want to fill these areas with life as well?
Ok, I hope I haven't offended you with my questions / hints. I'm looking forward to your answers!
Hi, no non of these questions are offensive, they are just normal questions people might have if they don't know what's happening in the game behind the view of the player.
This mod does not edit any NPC entires, level list or location data for merchants.
Bunker Hill is the Caravan hub of the Commonwealth, it is where the player unlocks the Caravan post. So I made it look more like the hub its supposed to be and I now don't have to waste hours building it in game for immersion reasons. (I'm focusing on the locations that are supposed to be already existing townships)
Traveling merchants share the same 1 stand at Bunker hill. The lockers I put there are marked for Doc Weathers, Cricket and Lucas Mills, but I didn't mark ownership of any for Carla because that snitching synth rat can go walk in the glowing sea for all I care.
As for the renovated buildings, I built on of top the existing framework of what was there, all actually are widen a bit and had upper floors added or extended.
They just start looking more cramp by the time you add interior walls that in theory would have insulation between them and the outside wall.
(Boston is cold, its an Irish built city and we know how to build a good building that keeps our people warm. Boston being Irish is probably also why Bethsaida added a halloween pack as Éire (Ireland) is where Halloween comes from, specially for the United States.)
The locked doors are because the Commonwealth is not a high trust society. NPCs who need to be behind them will spawn behind them and I also redid the Navemesh to make sure they have pathways around their new zones.
Locking the doors also helps prevent unnamed NPCs and companions from opening doors randomly.
The Mayor of the trading caravan hub of the Commonwealth should probably no live people for just walking into their home. But locking the doors was an easier solution.
thank you very much for your very detailed answer!
I quote: "...and I now don't have to waste hours building it in game for immersion reasons. (I'm focusing on the locations that are supposed to be already existing townships)..."
This is exactly the reason why I do like your mod so much! To have Bunker Hill being built this way from the start on is much more realistic than building it later via Transfer Settlements or via SS2.
I've also downloaded the mod, which makes the caravan helpers to settlers - I'm really excited about to see, if they really will start working on one of the fields you added or if I can assign them to any other job.
To come to an end: So I expect Carla to visit Sanctuary in the next time again: Maybe it takes some time for the game to integrate your changes...
57 comments
You're more than welcome to try it on Next Gen, usually the quickest way to find out.
It should work as also stated in description this mod is made with only vanilla game assets.
Being that anything added to the location will point to object file paths in the vanilla game files, even though the compression has changed on the next gen the file paths will not have.
So it should work on next gen.
I just can't test next gen as I don't and at this point probably won't ever use it.
Also, in the comment section you'll see people are reporting on these LTO mods (Living Township Overhaul) that it works fine on next gen including someone from China, so, someone with a Chinese version or whatever it is they play with has these mods running fine on next gen.
Thank you for the good work. It was missing for Bunker Hill.
In my play-though the Vanilla location and Living Township are all togethers, meaning vanilla walls and structures are still there blocking door, access....and so on. I can get rid of this issue. Any advice here ?
Also, did you try this mod on a new play through?
For example, my PC can't enter the treehouse because a pillar, from Vanilla, is still there in the middle of the entrance.
or I can't access the clinic floor because the vanilla roof is still there, blocking the stairs.
For example, my PC can't enter the treehouse because a pillar, from Vanilla, is still there in the middle of the entrance.
or I can't access the clinic floor because the vanilla roof is still there, blocking the stairs.
Before I suggest any time consuming things such as load order changing, or even adding or changing INI file section, did you try this on a new play through?
Also, moving the mod in "Dynamic patchs" group in Vortex to be sure is loaded last.
I'm also using settings bUsePreCulledObjects=0 in ini file, so i've tested with and without. No success
Might be easier if you message me directly both your mod list and the order it is in file, you can this text file list in your vortex files.
I'll have a look through and see if there is any mods that could be conflicting or even overriding your INI settings.
Also send me separately a copy and past of your INI settings.
Also might be worth you, double check and see if your ini files property and see if they are set to read only. If so change them to not being read only. Sometimes people claim this can cause problems with INI settings.
CS is also in Dynamic Patch group to be loaded last but same issue happen with Diamond City expansion and it's clearly indicated in the requirement to load DCE after CS. My Bad.
Anyway i 've found many thing to cleanup in my load order and mods list.
Thank you for your help, appreciate !!
LTO doesn't have to be last and I'd say load body mods like fusion girl and zex skeleton mods after world space edit mods and closer to last.
With world space change/edit mods like LTO, they will most likely need to be loaded after mods that edits the same area/cells including PRP, maybe not always but most likely.
Hopefully someone else can find this update helpful.
Yeah, the vanilla Bunker Hill is the definition of:
"bru" 👁️👄👁️
Probably noise from the Jerry rigged wind turbine and generator behind the market.
Dependent on your systems sound settings as to how loud it is, my system is zero tuned but I'd say most people probably have some kind of different level of sound adjustment.
It should be, testing it will be the quickest way to find out.
Oxhorns video shows that it just adds a new doorway inside the monument blocking the path to the under steps.
All I placed in there was a workshop sleeping bag area.
So all you should need to do is load this mod after Retr0 Nexus Bunker Hill, at most, the load order might not even matter.
But, don't think you'll need a patch.
But the game gave me npc patching crash in the crash log reader
Edit: tried a new game, the mod is loaded half way in my game (I use a skyrim load order guide) and the game crashed again with the same error.
It's a pity because I really need a bunkers hill overhaul :( and npc pathing overhaul is usually something like ai mods where npcs have certain routines and do certain things throughout the day. But I don't know why this would conflict with this mod.
A new game is advised.
Fallout 4 modding guides, not Skyrim guides are advised.
The game crashes without any mods at all, some mods tend to prevent this game from crashing.
In the future, people might be open to freely taking time out of their day to help you if instead of making a blanket statement about causing crashes, you provide a crash log, system specs ability and actual set up as this is useful for debugging.
However, I'm glade you're honest about how you choose to mod, this could be useful information for debugging.
Thank you for taking the time to take interest in and trying out my work and seeing if it works for yourself.
I didn't test it though as I haven't used it in a while due to the fact that even to the apparent script freeish light version keeps running pointless triggers such as, can't even no live a few bugs without it triggering a random quest to clear that area.
Great mod though.
If MM Bunker Hill spawn board and letterbox drop clips, let me know.
But I didn't even touch the actual wall that MM stuff spawns onto.There just might be the new door wall that goes through the drop box, the Dropbox might be inside or outside of the bar just depending how close the new wall with the door is.
I also made sure that other mods such as Fens Sheriff Department are compatible with their missions at Bunker Hill.
Yourself and others reading this should only use this file if you also use or have started using Mutant Menagerie with Retr0Nexus Bunker Hill.
Only use this or the main file, both are named the same, this is a replacement not a patch.
This means it can be used as a direct replacement, as in it is safe to remove the mod that is not MM compatible and use this one instead.
This moves the MM stand out of the way of the bar door.
It looks very promising and I appreciate that you created the mod without having to download an additional 1423 other mods to start. ;-)
You're welcome, know exactly what you mean.
I did also try to add some stuff attached to a secret shelf thing you'll see but for now I could not get it 100% how i wanted, so I'll put it into a later update.
Greek Rage also does some cool stand alone settlement upgrade mods, but his are absolute next level:
Greek Rage Nexus Profile
Side Note: I already have this set my self but it's worth noting that making these changes: bUseCombinedObjects=0 & bUsePreCulledObjects=0 in the Fallout4.ini can fix any glitchiness or other issues with these types of mods (only have experience with FO4VR, though). Installing Scrap Everything does this, but I don't advise using Scrap Everything personally.
I'd assume the custom assets and the Navmesh is what makes his mods a larger file size.
I did see that the settler mod came out today, not planned at all but we both were probably in the back end portal uploading at the same time.
Good timing 😂
I'm currently running their Atom Cats settler mod with Atom Cats Garage settlement mod as always spawn at the Atom Cats with "Start Me Up".
His atom cat settler mod works good I'd say his bunker hill settler one is bound to work fine.
The only one of the three pre/cull settings I'm currently using is:
[Display]
bUsePreCulledObjects=0
I also still have PRP 74 in my load order, keep forgetting to take it out to properly run/test a heap of mods without it.
So all of my world change mods I just load after it.
Using Shadow Boost usually is more than enough to keep my game stable.
I've never dealt with VR, I have seen people say its a bit tricky.
The only crashing I have is because I have way too many scripts running spawning NPCs and probably clashing.
I'm looking for that "script stop" mod I seen someone upload a few weeks back but can't seem to find it.
For example I'm running all at once:
SS2
Heather companion.
Institute Weapon Overhaul mod.
All of the "Improved/Faction" mods with the add on armor and weapon options.
The Bleechers FSD.
Atomic World + the new HD Lod uploaded to nexus before Christmas.
A few different NPC spawn and other level list mods.
UI mods.
Heaps of texture/building/clothing change mods, many I had to turn off to take screen shots.
I know its the scripts causing the occasional crash with almost 300 mods.
You might be able to tell me if I've put a static door on a building that conflicts with major mods.
Without a crash log, there probably isn't anything I could do to try and make it work better with VR.
However, not sure what other mods you're using but for myself, I've found I only need to turn one of the optimization features off.
[Display]
bUsePreCulledObjects=0
All of the world change mods I use including the newer "atom cats garage settlement" work fine.
Otherwise, with it set to 1 or left on, I find all of the old garage glitches through.
Perhaps try playing through with just:
[Display]
bUsePreCulledObjects=0
And not the other settings, to see if the VR holds up better in general.
Buffout 4 v1.34.0 Jun 25 2024 22:39:58
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x000000000000
[Compatibility]
F4EE: false
[Debug]
Symcache: c:symcache
WaitForDebugger: false
[Fixes]
ActorIsHostileToActor: true
BSLightingShaderMaterialGlowmap: true
CellInit: true
CreateD3DAndSwapChain: true
EncounterZoneReset: true
FixScriptPageAllocation: true
FixToggleScriptsCommand: true
GameDataReady: true
GreyMovies: true
InteriorNavCut: true
MagicEffectApplyEvent: true
MovementPlanner: true
PackageAllocateLocation: true
PipboyLightInvFix: true
SafeExit: true
TESObjectREFRGetEncounterZone: true
UnalignedLoad: true
UtilityShader: true
WorkBenchSwap: true
[Patches]
Achievements: true
BSMTAManager: true
BSPreCulledObjects: true
BSTextureStreamerLocalHeap: true
HavokMemorySystem: true
INISettingCollection: true
InputSwitch: false
MaxStdIO: 2048
MemoryManager: true
MemoryManagerDebug: false
ScaleformAllocator: true
SmallBlockAllocator: true
WorkshopMenu: true
[Tweaks]
MaxPapyrusOpsPerFrame: 500
[Warnings]
CreateTexture2D: true
ImageSpaceAdapter: true
SYSTEM SPECS:
OS: Microsoft Windows 11 Home v10.0.26100
CPU: GenuineIntel 13th Gen Intel(R) Core(TM) i5-13400F
GPU #1: Nvidia AD107 [GeForce RTX 4060]
GPU #2: Nvidia AD107 [GeForce RTX 4060]
GPU #3: Nvidia AD107 [GeForce RTX 4060]
GPU #4: Nvidia AD107 [GeForce RTX 4060]
GPU #5: Microsoft Basic Render Driver
PHYSICAL MEMORY: 21.52 GB/31.84 GB
:[Display]
bUsePreCulledObjects=0
Andb
UseCombinedObjects=0
Are two different settings.
There is also a third one that works along similar line and they are the only three I know of.
I used to play with all three set to 0.
But I found that I only needed:
bUsePreCulledObjects=0
And all of the world change mods I use will work perfectly to gether.
Just, Greek Rages Warwick, for some reason I would have to go and discover it, most of his added stuff would be there. I travel away then come back and the few walls he added that are missing visually actually show up when traveling back. Not sure why.
As for your log.
I notice you're on next gen.
I made this mod with pre next gen creation kit.
I suppose its good to see that it loads and works at all, I thought it should as it just uses in game assets but wasn't sure if it would as the next gen downgrade for some reason change things like file compression/render.
I also see in your Buffout patches that you have:
MemoryManager: true
Baka scrap heap does a job at better Memory managing and should/can be used with buffout.
When you have both installed, go back into the Buffout settings and change:
MemoryManager: true
To
MemoryManager: false
It might help a little bit.
It might not.
It actually might just really be hard to pin whats causing the crash with next gen and pre next gen stuff running plus all of the VR stuff at the same time.
I stopped using:
UseCombinedObjects=0
I was getting crashes when fast traveling to Atom Cats Garage and now I don't when fast traveling there.
I'd say its probably because I had all of the optimization settings turned off plus all of the scrips from the hundreds of mods I run.
I found I could make do with just:
[Display]bUsePreCulledObjects=0
today I've tested your mod and so far it works great. Thanks! But I've got some questions / hints, if you don't mind:
- many interior areas in the houses are very narrow
- I found many NPCs locked behind doors (why?)
--> will they be able to move out of the interiors and in the exteriors of Bunker Hill after unlocking those doors?
- where is the NPC "old Stockton"? I couldn't find him any more
- where is his stall? it seems to be moved
- instead I found Trashcan Carla behind one of the stalls!
- hasn't she got her base at Drumlin Diner?
- will she still visit Sanctuary Hills now?
I personally would like it more to get visited by Carla in Sanctuary - then you always have a dealer directly on site. But of course I don't know if you may have changed the route... probably not.
- there are a lot of new doors around Bunker Hill - do you want to fill these areas with life as well?
Ok, I hope I haven't offended you with my questions / hints. I'm looking forward to your answers!
Thx and best regards!
This mod does not edit any NPC entires, level list or location data for merchants.
Bunker Hill is the Caravan hub of the Commonwealth, it is where the player unlocks the Caravan post.
So I made it look more like the hub its supposed to be and I now don't have to waste hours building it in game for immersion reasons.
(I'm focusing on the locations that are supposed to be already existing townships)
Traveling merchants share the same 1 stand at Bunker hill.
The lockers I put there are marked for Doc Weathers, Cricket and Lucas Mills, but I didn't mark ownership of any for Carla because that snitching synth rat can go walk in the glowing sea for all I care.
As for the renovated buildings, I built on of top the existing framework of what was there, all actually are widen a bit and had upper floors added or extended.
They just start looking more cramp by the time you add interior walls that in theory would have insulation between them and the outside wall.
(Boston is cold, its an Irish built city and we know how to build a good building that keeps our people warm.
Boston being Irish is probably also why Bethsaida added a halloween pack as Éire (Ireland) is where Halloween comes from, specially for the United States.)
The locked doors are because the Commonwealth is not a high trust society.
NPCs who need to be behind them will spawn behind them and I also redid the Navemesh to make sure they have pathways around their new zones.
Locking the doors also helps prevent unnamed NPCs and companions from opening doors randomly.
The Mayor of the trading caravan hub of the Commonwealth should probably no live people for just walking into their home.
But locking the doors was an easier solution.
thank you very much for your very detailed answer!
I quote: "...and I now don't have to waste hours building it in game for immersion reasons.
(I'm focusing on the locations that are supposed to be already existing townships)..."
This is exactly the reason why I do like your mod so much! To have Bunker Hill being built this way from the start on is much more realistic than building it later via Transfer Settlements or via SS2.
I've also downloaded the mod, which makes the caravan helpers to settlers - I'm really excited about to see, if they really will start working on one of the fields you added or if I can assign them to any other job.
To come to an end:
So I expect Carla to visit Sanctuary in the next time again: Maybe it takes some time for the game to integrate your changes...
Thx again and have a nice day.
Best regards!
Yes, so random that they came out on the same day almost at the same time, but good timing. 🫡