Over the past year Transient and I have collaborated on various projects, including Goodneighbor Expanded(GNE). Transient is busy with many projects and I was asked to help split the work and support the mod. I jumped at the chance, as a long time user of both GNE and Mika's "Better Goodneighbor".
I'm releasing version 3.0 which has been in development (see sticky post above). This version comes complete with new previsibines generated for both Better Goodneighor and PRP69. Calarand's Apartment and RedRocketTV's Condo are both patched and now compatible. With this major release, all bugs have been closed and we're starting fresh with a clean slate. If you find a bug, please submit a bug report or step on it. This update does not require a new game unless you are heavily invested in your settlement in what was formally known as the basement apartment. A wise man once said, "Those players crafty enough to have unlocked the workbench, and setup a fancy interior settlement complete with settlers and whatnot, would also be crafty enough to merge this mod".
We hope this collection of work expands your mind while experiencing Goodneighbor. Maybe even put down some roots and call it your home.
You stay free brother, Hap
Changelog:
Spoiler:
Show
Version 3.1.0 - Minor version release. Added patch for the new PRP74.x series. Glitchfinder gave permission to merge their Goodnieghbor View mod. Housecleaning version control records (VCI1).
Version 3.0.0 - Major version release. You can update mid-game, but new files have been added to the mod so your loadorder might shift with the additional plugins. This mod now has a master plugin that goes up top, and a previs patch that goes down low. There are also compatibility patches for other mods that go in the middle. The mod has a fomod installer with all patches included in the download.
FAQ:
Spoiler:
Show
Do not install Hap's Better Goodneighbor Precombined Visibility Patch or ANY Better Goodneighbor previs patches - They are not needed with the rebuilt/patched previsibines included in this mod.
You do not need to use a repaired version of Better Goodneighbor to use this mod. The deleted/errored navmeshes have been overwritten by this mod. If you would like to use this mods patch for Better Goodneighbor in your mods, please DM me. It has been designed to reset Mika's Better Goodneighbor back to vanilla so it can be used with any loadorder. I encourage sharing these fixes!
This mod has a fomod installer with the following patches included in the download: • PRP 74.x• Better Goodneighbor (AKA crimetown.esp)• RedRocketTV's Goodneighbor Condo• Calarand's Goodneighbor Apartment
GoodneighborExpanded[Patch-Previs].esp (Only for Vanilla users) GoodneighborExpanded[Patch-PRP].esp (Only for PRP users)
Compatible with:
Better Goodneighbor (AKA crimetown.esp)
RedRocketTV's Goodneighbor Condo (Do not message RRTV, Transient, or me asking for this mod. It was taken down and we will respect the author's wishes. If you have an old copy, lucky you!)
Calarand's Goodneighbor Apartment
Horizon
Depravity
Tales of the Commonwealth/Settlers of the Commonwealth
PRP74.x
PRP69.x (Version 3.0.0 only)
Goodneighbor View
Neon Flats
Sim Settlement 2 All three chapters
Daisy's Library
NOT Compatible with:
Welcome to Goodneighbor
Nai's player home - Patch in development (Update 2024-05-11 maybe not?)
-- Thanks! Transient - Your dedication and hard work has expanded all our Goodneighbors' and so much more VlitS - An elder scroll level of knowledge, ad victorium PJM - For all your help and advice. Get PJ's Flyable Personal Vertibird! Glitchfinder - Thank you for you constant hard work and donated time. Mr.Numbers3k - You helped me see the forest when I could only see the trees. DAmanding - Coordination and communication with all the various members of this growing community
Sorry for this, I support all mod authors. However I think there is a fundimental error in how you set up settlement mods. These issues do not exist in other mod authors' settlement mods. I am noticing these similar bugs in all your mods.
Specifically: 1. respawn of original pre-scrapped content (npcs and structures) 2. despawning of crafted objects 3. CTDs.
These seems to proliferate in all of your mods.
Thank you for all of your hard work. I hope you are able to improve and I look forward to updates and future mods
Yeah; unfortunely I've download and installed this mod before I went to Goodneighbor. After +100 hours gameplay finally reached it and Goodneighbor is totally broke for me. Uninstalling can't be done because the savegames are all after the installed mod and game won't load.
This mod totally ruined it for me for Goodneighbor. Hopefully I didn't miss a lot, but reading the other comments, the city has a lot to do in it.
Edit: after reading through pages of comments, I've tried to first disable the mod, then uninstalled it but not deleting it. After that I've installed the 3.0 version and with sweaty hands tried to load the last savegame and entered the Goodneighbor door. Byond all my expectations it finally worked! The city loads now! Thanks you commenters!
I've read other persons having the issue like I was experiencing. Perhaps this is the solution.
I've done a lot of testing and playing with the settlement mods I've made, I use the same mechanics to make an area into a settlement as the mod authors that I trust and respect. I make as little edits as necessary, and most of my settlements mods do not even break pre combined meshes.
The only area I've had objects respawn in was the Revere beach settlement. Are you able to use Xedit to make sure that you don't have conflicting mods? I would be willing to bet that you have mods that effect many cells throughout your map, or even mods that add multiple other settlements, or mess with the mechanics that make settlements work.
I am curious. I was looking at Bigger Goodneighbor, but it uses the same door as the blue one next to Hotel Rexford. I was hoping to use them together and given I am not a modder, I was wondering if I could safely Disable (through console) the blue door to allow the white one of the other mod to come through, or if that would not work. https://www.nexusmods.com/fallout4/mods/53291?tab=description As mentioned, I am not a modder, so I don't know how loading doors exactly work.
So, there wasn't a conflict with the door, as it wasn't next to hotel rexford but near the player apartment; however, I did notice some flickering of buildings, near bobbi the nose. I am not sure if it was because of my load order, but it was one of the last mods loading for me as I haven't adjusted my load order yet. Other than that, the two mods worked fine together. So more stuff going on inside goodneighbor and around and under goodneighbor. Great mods together.
-edit If you don't want to be an idiot like me, follow the load order in the stickied comment. Thought it would have done that automatically, but guess not. Changed the load order according to your instructions and the flickering went away. Everything works together and thank you for great content.
Try using PRP 74.12. This mod comes with a patch built into it for this PRP branch. I was using 69 with Sim Settlements 2, but switched to the PRP 74 branch and it is a lot better. It also includes files for both old gen and next gen F4, so if you use the old update (162 or 163 I believe) you can download that version.
I believe that patch is only for 74 and the 69 patch is built into it. So, when installing the FOMOD, when you selected the PRP patch, that was for 74, which might conflict with the one built in, the 69 patch. I could be wrong, but that is what I think.
Thanks for this. I found the exact issue of the 'exchange' being blocked off (using same setup you described). The exchange was the biggest thing but there were a few other minor things as well. I tested a lot of things but in the end disabling the 'Patch-PRP.esp' and using the 'Patch-Previs.esp' was what fixed it. I'm wondering if the file names were accidentally switched??
Any chance we can get some sort of compatibility patch for "A Goodneighbor Player Home"? It's door overlaps with the apartment door by the entrance to the 3rd rail. It's a very underated mod
658 comments
Over the past year Transient and I have collaborated on various projects, including Goodneighbor Expanded(GNE). Transient is busy with many projects and I was asked to help split the work and support the mod. I jumped at the chance, as a long time user of both GNE and Mika's "Better Goodneighbor".
I'm releasing version 3.0 which has been in development (see sticky post above). This version comes complete with new previsibines generated for both Better Goodneighor and PRP69. Calarand's Apartment and RedRocketTV's Condo are both patched and now compatible. With this major release, all bugs have been closed and we're starting fresh with a clean slate. If you find a bug, please submit a bug report or step on it. This update does not require a new game unless you are heavily invested in your settlement in what was formally known as the basement apartment. A wise man once said, "Those players crafty enough to have unlocked the workbench, and setup a fancy interior settlement complete with settlers and whatnot, would also be crafty enough to merge this mod".
We hope this collection of work expands your mind while experiencing Goodneighbor. Maybe even put down some roots and call it your home.
You stay free brother,
Hap
Changelog:
The mod has a fomod installer with all patches included in the download.
• PRP 74.x• Better Goodneighbor (AKA crimetown.esp)• RedRocketTV's Goodneighbor Condo• Calarand's Goodneighbor Apartment
[Loadorder]GoodneighborExpanded.esp
<<< optional >>>
PFP.esm (Only for PRP users)
GoodneighborApartment.esp
RRTV_GoodneighborCondo.esp
Crimetown.esp (AKA Better Goodneighbor)
GoodneighborExpanded[Patch-GoodneighborApartment].esp
GoodneighborExpanded[Patch-RRTV_GoodneighborCondo].esp
GoodneighborExpanded[Patch-Crimetown].esp
PRP.esp (Only for PRP users)
<<< end of optional >>>
GoodneighborExpanded[Patch-Previs].esp (Only for Vanilla users)
GoodneighborExpanded[Patch-PRP].esp (Only for PRP users)
Compatible with:
NOT Compatible with:
--
Thanks!
Transient - Your dedication and hard work has expanded all our Goodneighbors' and so much more
VlitS - An elder scroll level of knowledge, ad victorium
PJM - For all your help and advice. Get PJ's Flyable Personal Vertibird!
Glitchfinder - Thank you for you constant hard work and donated time.
Mr.Numbers3k - You helped me see the forest when I could only see the trees.
DAmanding - Coordination and communication with all the various members of this growing community
Specifically:
1. respawn of original pre-scrapped content (npcs and structures)
2. despawning of crafted objects
3. CTDs.
These seems to proliferate in all of your mods.
Thank you for all of your hard work. I hope you are able to improve and I look forward to updates and future mods
After +100 hours gameplay finally reached it and Goodneighbor is totally broke for me.
Uninstalling can't be done because the savegames are all after the installed mod and game won't load.
This mod totally ruined it for me for Goodneighbor. Hopefully I didn't miss a lot, but reading the other comments, the city has a lot to do in it.
Edit:
after reading through pages of comments, I've tried to first disable the mod, then uninstalled it but not deleting it. After that I've installed the 3.0 version and with sweaty hands tried to load the last savegame and entered the Goodneighbor door.
Byond all my expectations it finally worked! The city loads now! Thanks you commenters!
I've read other persons having the issue like I was experiencing. Perhaps this is the solution.
The only area I've had objects respawn in was the Revere beach settlement. Are you able to use Xedit to make sure that you don't have conflicting mods? I would be willing to bet that you have mods that effect many cells throughout your map, or even mods that add multiple other settlements, or mess with the mechanics that make settlements work.
As mentioned, I am not a modder, so I don't know how loading doors exactly work.
-edit If you don't want to be an idiot like me, follow the load order in the stickied comment. Thought it would have done that automatically, but guess not. Changed the load order according to your instructions and the flickering went away. Everything works together and thank you for great content.
I don't understand why it doesn't work.
I have the same loading order that appears in the pinned comment.
I use version 69 PRP + Goodneighbor Expanded 3.0
Image: Captura-de-pantalla-1254 hosted at ImgBB — ImgBB (ibb.co)
I already solved it although I am very curious why what I did worked.
I just had to disable (GoodneighborExpanded[Patch-PRP].esp) and the superpotions disappeared and the performance improved.
But it's strange, if I have PRP 69 installed, aren't I also supposed to need the patch (Patch-PRP.esp)?
I had to use (vanilla) to fix everything
https://www.nexusmods.com/fallout4/mods/15388?tab=description
What a pity!
trainbar.esp loading first
https://www.nexusmods.com/fallout4/mods/14360?tab=description