I probably could. Just need a list of all conflicts and for example, what Atomic World or SOS buildings to remove or just move, as I know SOS buildings also lead to the underground so can't really go just moving them, but it might be the matter of moving some Atomic world buildings to the side.
Either way, it would most likely take a few weeks of work in terms of spare time but would be made quicker if people could provide lists of conflicts with them.
I'm also almost finished doing my next settlement mod.
from what i get its anytime i get to the glowing sea the screen starts going crazy when you get close and look in the direction of the glowing sea that a black line appears and starts taking over the screen.
I went through and was gob smacked to see just how much stuff Atomic World adds to the glowing sea including that underground base that seems basically half the size of Far Harbor.
It really is a patch that either mod author should do, but I'm sure I can figure out what to move and where to move it without screwing up any of the cell/doorway entry points with an easy to understand list of conflicts.
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Just need a list of all conflicts and for example, what Atomic World or SOS buildings to remove or just move, as I know SOS buildings also lead to the underground so can't really go just moving them, but it might be the matter of moving some Atomic world buildings to the side.
Either way, it would most likely take a few weeks of work in terms of spare time but would be made quicker if people could provide lists of conflicts with them.
I'm also almost finished doing my next settlement mod.
I'm just finishing the Navmesh for my next settlement mod that should be uploaded within a few days.
I went through and was gob smacked to see just how much stuff Atomic World adds to the glowing sea including that underground base that seems basically half the size of Far Harbor.
It really is a patch that either mod author should do, but I'm sure I can figure out what to move and where to move it without screwing up any of the cell/doorway entry points with an easy to understand list of conflicts.