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SpookywasHere or Spookychomper

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Spookychomper

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20 comments

  1. Spookychomper
    Spookychomper
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    Sticky
    Deathclaws can fit through the defenses, I found this out the hard way. ;-;
  2. mshor117
    mshor117
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    i added this and a few others to My List , you made a really nice difference to these locations, cant wait to see more :)
    1. Spookychomper
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      Lexington will be made whenever I get there in my save(currently just building and doing quests) unfortunately I couldn't make mods for a few weeks since my LO kept crashing all the sudden(and I test them in my LO), but since then I rebuilt my LO into a much more "stable" experience by actually learning how to install MCM booster for NG.
    2. mshor117
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      hopefully no more LO problems, i would like to try lexingon soon :P  also idk if you use Mutilated Dead Bodies but i use it and it blends with your overhauls nicely.
    3. Spookychomper
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      I'd say it will probably be done in a week depending on when I go to Lexington but my plan is for it to add more raider outposts throughout the city but with most being abandoned(due to the ghouls and lore) most will probably use makeshift car based defenses(because of the Corvega factory) along with skeletons and new ghoul spawns(at only a few) as always I'll probably end up blocking off some roads with outposts and stuff but in general I've got a good idea for what I'm planning on doing.
  3. Crygreg
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    I only found these mods after having started my recent playthrough. Is it possible to add them midgame without issues (seeing as they don't break precombines or anything, right?) or would that cause CTDs / potential instability?

    Also, I really like what you're doing to the world. Here's hope we'll get a similar treatment from the community (or maybe I will tend to that someday) for the vanilla storyline and quests. Great stuff.
    1. Spookychomper
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      Yeah it should work perfectly(I test all these in my personal LO and have yet to have a single issue with 600+ mods) though if there are any issues please report them so I can fix it, also the mod was made assuming the hull 3 was finished but it should work without(I don’t even have it done)
  4. Crygreg
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    - double posted by nexus, somehow -
  5. Havrakhad
    Havrakhad
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    Fah Habah!! God that brought me back to my travel-for-work days lol, them eastern seaboard folk damn near speak a whole different language 
  6. lowl
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    Oil lamps burn out quickly and were a necessity back in the day. Unless a place was posturing or prosperous, they wouldnt have more than was needed for important tasks.
    Bar Harbor is pretty wealthy, needs all the visibility they can get, and I guess oil is pretty abundant with the giant crustaceans.
    Good job.
    1. Spookychomper
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      Thanks, also I didn't know that but the only 2 lamps I placed were at the fishing nets which I mean seeing there is probably pretty important.
    2. lowl
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      By the way, what do the error messages mean in the esp? is it just empty placeholder kinda stuff without references?
    3. Spookychomper
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      What error messages? I know CK likes to throw up a lot of errors(without mods just dlc + base game) so maybe it's an issue with some of the assets uses.(which are not modded)
    4. lowl
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      im using the big DLCs and NG. no extra creation club stuff.
    5. Spookychomper
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      I honestly have 0 clue what they may mean, I don't remember placing any of those objects. I did look at it in FO4Edit and did a quick lookover of everything in it before posting the mod, I only removed one edit which was a distant cloud being moved by accident, while I was getting pictures I had no issues though!
    6. BenRierimanu
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      Looks like your plugin got hit by that annoying master mismatch bug that happens when the CK thinks you need additional headers in your plugin but doesn't save the precombine tables correctly. For every cell this occurs in, basically restore the header from vanilla (drag from DLCCoast.esm to your mod) unless you made specific header changes, then just drag anything that's conflicting.

      Also, you have five ITMs in the plugin, three of which are making it precombine unsafe. Run xEdit in QuickAutoClean mode (-qac command line argument or FO4QuickAutoClean.exe program rename on the plugin and upload the updated file.
    7. Spookychomper
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      Running that said it was just some navmeshes which have the issue(first time using Havok-based so that's prob why) but now all unedited cells/identical navmeshes are removed. I'm working on the masters issue.
    8. lowl
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      i wish i could give more than one Kudos :3
    9. Spookychomper
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      I think it should be fixed now. Also Thanks!
    10. Spookychomper
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      The removal of the identical navmesh files brought the size down by nearly 150kb too!
    11. lowl
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      yay, so clean!