Loving all your new dc mods, they are great! I'm having one small problem in the Mega Surgery Center. Under the stairs are a new bank of lockers, they block off the NV implant clinic from https://www.nexusmods.com/fallout4/mods/57837. I can tcl to still get in... would be nice if they didn't block it off though. Great work endorsed!
I just tried the NV Implant Clinic to see how it works, and it doesn't seem to be completely compatible. Using the console to disable lockers, as you suggested, is the easiest solution, but I noticed that some items I had removed to clean up the clinic have reappeared. The mods can be used together without gameplay issues, but they don't look very good visually. You can also use xEdit to remove the changes I made to the Mega Surgery Center—just find that cell and delete my edits.
Mark worked great, looks really good just deleting the 4 leftmost lockers. Thanks for looking into it. I ran into one other problem though, either this dc science or the Fenway munitions is touching dartmouth building and is causing purple textures. I just disabled all three and the textures came back. I'll try and figure out what is causing this when I have some more time. Kudos
I tried to find the possible problem you’re experiencing, but in my game, with all three mods installed, I couldn’t locate any purple textures. I opened the Creation Kit and checked whether the cells for Dartmouth Professional Building — 0000E508 (exterior) and 0013A972 (interior) — had been touched, and there are no edits in those cells. However, if you can pinpoint the problem or provide a picture of the specific location where the purple textures are appearing, I can check again to be sure.
IS this next gen only? I used Ba2 downgrader but am getting ctd before loadmenu with both this and the Science Center. I'm on actual old gen, not downgraded next gen if that helps. Are you using assets from the new content?
Assets used are from the main game, Automatron, Far Harbor, and Nuka-World. Some users rely on the Backported Archive2 Support System (https://www.nexusmods.com/fallout4/mods/81859) to use my mods. As I understand it, you're on the old-gen version of the game. In that case, you don't need a BA2 downgrader, since you're already using the old-gen format. What you do need is the Backported Archive2 Support System (link provided), because it allows you to read the new BA2 archive format introduced in the Next-Gen update. Try that—hope it helps.
Yes, but since all the changes are in small interior cells, there’s no real problem. I’ve rebuilt them for each cell, and even the navmesh has been adjusted in some areas where it was necessary.
I'm in the middle of modding DC and last night was looking for these exact interiors, so perfect timing. Loving these mods. Thanks for all of the hard work on them.
Any plans to continue DC with places like Dugout Inn or the Colonial Taphouse?
Yes, I plan to add mods for the Colonial Taphouse, Dugout Inn, Latimer residence, Codman residence, Hawthorne residence, and Cooke residence. I’d also like to work on Earl Sterling's house and Doc Crocker's house once I become more knowledgeable with the Creation Kit, as I want to create new NPCs who move into those homes after the quests involving them are completed.
I also plan to add two new cells to the Diamond City - public toilets, since many residences lack interior bathrooms - and we have to stay immersive in our gameplay. Additionally, I want to create a workshop for turret and ammunition production, to explain where all those turrets and bullets are actually coming from.
Wow, very ambitious plans. I like the idea of the ammunition production, that makes sense that a functioning and self-sufficient town would need that.
Well I'll be looking forward to Dugout/Taphouse until those other ideas come into fruition. I was searching for individual Taphouse overhauls and was surprised there are no stand alone options. It's odd the areas which don't get much love with location mods.
Wow, I really like your ideas for further Diamond City mods! I eagerly await their completion. Future campaigns in Fallout 4 are looking to be enhanced further with your efforts.
I just released a standalone overhaul of Diamond City's Colonial Taphouse. Now you can sip your drinks in style while mingling with upper-class citizens.
Those are some really good ideas for Diamond City expansions. One reason I keep using Diamond City Expansion even though it is pretty unstable and does not like other DC mods is that it adds immersive parts like toilets, showers and a laundry room.
Diamond City could also really use some real industry, they have to do more than just scavenge to sustain the city.
Just saw you've added another mod overhauling Diamond City. I'm really enjoying the first 3, so I'm downloading this one too and adding to my new Fallout 4 playthrough. Awesome work!
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Some users rely on the Backported Archive2 Support System (https://www.nexusmods.com/fallout4/mods/81859) to use my mods.
As I understand it, you're on the old-gen version of the game. In that case, you don't need a BA2 downgrader, since you're already using the old-gen format. What you do need is the Backported Archive2 Support System (link provided), because it allows you to read the new BA2 archive format introduced in the Next-Gen update.
Try that—hope it helps.
Any plans to continue DC with places like Dugout Inn or the Colonial Taphouse?
I also plan to add two new cells to the Diamond City - public toilets, since many residences lack interior bathrooms - and we have to stay immersive in our gameplay. Additionally, I want to create a workshop for turret and ammunition production, to explain where all those turrets and bullets are actually coming from.
Well I'll be looking forward to Dugout/Taphouse until those other ideas come into fruition. I was searching for individual Taphouse overhauls and was surprised there are no stand alone options. It's odd the areas which don't get much love with location mods.
Diamond City could also really use some real industry, they have to do more than just scavenge to sustain the city.