I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
If you get flickering or floating objects while using this mod, try moving it closer to the top of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited Harbormaster Hotel or the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
In the process of doing my annual Load Order rebuild, I realized that I'd been running this mod and had forgotten I had it. I'd been in and out of the hotel and didn't even realize it was modded. Looking at the "before and after" images here, I can't believe it normally looks so barren. This mod slots in so seamlessly, you don't even realize it's there until you try to run without it.
TRUE! That being said... are there any in the works for another "People Live In" series? i really love your approach it's like vanilla++ it's how bethesda should have done it.
There are, and the next location I want to hit is Parkview Apartments. That said, at the moment I'm sort of on a break from modding while I wait for the NG dust to settle and get a bit to assess how I'll mod going forward.
Thank you for sharing very nice mods. I am interested in this mod very much. But I poured water into the pool using 'Conquest - Build New Settlements and Camping' and 'Build Your Own Pool' previously. when I did it, the ground around the hotel became the submergence and NPCs swam there. I think that peoples want to pour water into the pool, is there recommended mod? As English is not a native language, please forgive me if there is rude expression.
Conquest - Build New Settlements and Camping https://www.nexusmods.com/fallout4/mods/12511
Build Your Own Pool https://www.nexusmods.com/fallout4/mods/13316
When you put water somewhere in Fallout 4, there is no "bottom" to the water. It makes everything below where you put it "underwater" according to the game. Because the pool is on a roof with other things below it, you cannot safely put water into that pool.
These People Live In mods are really great for flushing out the whole commonwealth, and I would love to run them all to make the world feel more full and alive. But these are all separate ESPs. It would be really great if you could make an All-In-One pack that wouldn't eat up so much mod space, especially given how small the files each are. Please consider? Keep up the great work.
They are esl-flagged ESPs, so they don't actually count toward the plugin limit. (Okay, technically they count against a much higher limit. 4,096 light plugins versus 254 normal plugins)
I do have plans for an AIO in the future, but that is more because maintaining so many patches is a drain on time I could spend modding.
The problem with AIOs is that they are all or nothing. I do not know if it is technically possible, but it would be nice if AIOs had a secondary menu, at install time, that would allow a user to install a subset of the components of the AIO rather than all of it.
For example, I have used a mod - Nuka World Settlements, <https://www.nexusmods.com/fallout4/mods/23895> for years. Lately however, tenhats has been producing some really interesting Nuka World settlements that I prefer to their equivalents in the above mod. For my next build, I will likely be dropping the NWS mod at the cost of losing the settlements that tenhats doesn't get to by the time SS2 Chapter 3 releases. So many choices. :P
You're correct about it being all or nothing. Creating a menu that lets you install a subset of the locations would turn it from an AIO to just a bundled installer. In other words, it would mean that instead of picking which of my mods to install via mod page, you'd be doing so by checkbox.
On the other hand, the real advantage of an AIO, at least in my case, is centralization of patches. I'm an outlier in that I put a lot of work into addressing compatibility concerns, but that results in me creating a lot of patches for the same mods, over and over again.
Edit: As an example of why I'm considering an AIO, you may notice the compatibility post for Roadside Pines Motel lists several significant compatibility issues. Three of those are mods that I could patch and make compatible now - if I had time to do so. But much of the time I would spend on that is being eaten up to maintain precombine patches for PRP, Commonwealth Reclamation Project: Overgrowth, and Desperados Overhaul. Being able to make and maintain one patch for an AIO instead of half a dozen different patches would be of tremendous benefit in that respect.
So, amusingly, I suppose what I'm saying is that I'm considering an AIO specifically because it lets me more easily deal with the kind of example you gave.
Technically, this mod is compatible with Lone Wanderer's Last Legacy so long as you have Last Legacy after PLI Harbormaster Hotel in your load order. However, the cleanup Last Legacy did on the location will leave several items and objects floating in midair.
Unfortunately, I can't safely patch against that, because Last Legacy fully deleted multiple objects. Editing those objects again in a patch is undefined behavior and can result in anything from working as desired to CTDs on load. So if you want to use the two of these mods together, it will come with a few floating shrubs and a bit of floating clutter.
Ok, thanks for getting back to me so quickly. From reading everyone's comments, your mod sounds more fun and I will probably choose it over Legacy in a new game.
And "We Can Live In" is a great one, too. I hope Glitchfinder will be adding more to both of those, in the months to come. They are these kind of mods that improve both immersion and replayability of FO4. Great stuff!
Love this "People Live In" series. Love the way it really fleshes out the locations, as if people have been coming and going for a long, long, time, not just moved in yesterday, and people, being people, have gathered all sorts of junk, over the years. Keep them coming!
It was probably unwise of me to make the names for my settlement series and my location overhaul series so similar.
Edit: On the subject of a settlement at Harbormaster Hotel, that's honestly not a place I'd reasonably consider. The interior (as it is) is wholly unsuitable for a settlement and would need significant extension in order to make it work. Especially seeing as it would need both a stairwell and an extensive single floor or two due to NPCs not understanding elevators and how they work. It's possible to do, but far more work than it would be to adapt a better suited interior.
The rooftop is actually well suited to making a unique and challenging settlement, but being on the waterfront adjacent to the theater district and financial district, the previs and precombines I'd need to make it a viable, highly scrappable settlement are likely to be both gratuitously large and incompatible with a variety of other mods.
Considering the above in conjunction with the fact that this location is a quest target for Sim Settlements 2 and features location changes as part of Atomic Radio and Tales from the Commonwealth, I would avoid it entirely when considering locations for settlement building.
I actually just finished editing the original response with a detailed explanation that answers the question. The short version is no, because there are far easier places to work with.
26 comments
I'll list mods that people have asked me about here, along with their compatibility and resolution status. Feel free to ask me about mods and their compatibility and I'll check and add them to the list as I'm able to do so. I can also make combined patches that merge the changes from one or more of the patches in optional files upon request.
Compatible Mods:
- A Forest: No special load order necessary.
- Another Pine Forest Mod: No special load order necessary.
- Atomic Radio and Tales from the Commonwealth: No special load order necessary.
- Commonwealth Reclamation Project: Overgrowth: Load "people live in" first.
- Desperados Overhaul: Load "people live in" first.
- Hunkered Down - Commonwealth Overhaul: No special load order necessary.
- Hunkered Down PRP Patch: Load "people live in" first.
- Mutilated Dead Bodies: Use the patch in optional files.
- Previsibines Repair Pack (PRP): Load "people live in" first.
- Raider Children and Other Horrors of the Commonwealth: No special load order necessary.
- Sim Settlements 2: No special load order necessary.
- The Beantown Interiors Project: No special load order necessary.
If you get flickering or floating objects while using this mod, try moving it closer to the top of your load order. If that fixes the issue, please let me know what mods you have (that aren't in the lists above) that may have edited Harbormaster Hotel or the surrounding area. If you need more detailed help or support, it's easiest to find me on the mod.kitchen discord server.
thank you for the mod! :)
I am interested in this mod very much.
But I poured water into the pool using 'Conquest - Build New Settlements and Camping' and 'Build Your Own Pool' previously.
when I did it, the ground around the hotel became the submergence and NPCs swam there.
I think that peoples want to pour water into the pool, is there recommended mod?
As English is not a native language, please forgive me if there is rude expression.
Conquest - Build New Settlements and Camping
https://www.nexusmods.com/fallout4/mods/12511
Build Your Own Pool
https://www.nexusmods.com/fallout4/mods/13316
Any mod is no use.
Oh, I misunderstood this mod with 'We can live in' series.
Keep up the great work.
I do have plans for an AIO in the future, but that is more because maintaining so many patches is a drain on time I could spend modding.
The problem with AIOs is that they are all or nothing. I do not know if it is technically possible, but it would be
nice if AIOs had a secondary menu, at install time, that would allow a user to install a subset of the components of the AIO rather than all of it.
For example, I have used a mod - Nuka World Settlements, <https://www.nexusmods.com/fallout4/mods/23895> for years. Lately however, tenhats has been producing some really interesting Nuka World settlements that I prefer to their equivalents in the above mod. For my next build, I will likely be dropping the NWS mod at the cost of losing the settlements that tenhats doesn't get to by the time SS2 Chapter 3 releases. So many choices. :P
On the other hand, the real advantage of an AIO, at least in my case, is centralization of patches. I'm an outlier in that I put a lot of work into addressing compatibility concerns, but that results in me creating a lot of patches for the same mods, over and over again.
Edit: As an example of why I'm considering an AIO, you may notice the compatibility post for Roadside Pines Motel lists several significant compatibility issues. Three of those are mods that I could patch and make compatible now - if I had time to do so. But much of the time I would spend on that is being eaten up to maintain precombine patches for PRP, Commonwealth Reclamation Project: Overgrowth, and Desperados Overhaul. Being able to make and maintain one patch for an AIO instead of half a dozen different patches would be of tremendous benefit in that respect.
So, amusingly, I suppose what I'm saying is that I'm considering an AIO specifically because it lets me more easily deal with the kind of example you gave.
Unfortunately, I can't safely patch against that, because Last Legacy fully deleted multiple objects. Editing those objects again in a patch is undefined behavior and can result in anything from working as desired to CTDs on load. So if you want to use the two of these mods together, it will come with a few floating shrubs and a bit of floating clutter.
I hope Glitchfinder will be adding more to both of those, in the months to come. They are these kind of mods that improve both immersion and replayability of FO4.
Great stuff!
Edit: On the subject of a settlement at Harbormaster Hotel, that's honestly not a place I'd reasonably consider. The interior (as it is) is wholly unsuitable for a settlement and would need significant extension in order to make it work. Especially seeing as it would need both a stairwell and an extensive single floor or two due to NPCs not understanding elevators and how they work. It's possible to do, but far more work than it would be to adapt a better suited interior.
The rooftop is actually well suited to making a unique and challenging settlement, but being on the waterfront adjacent to the theater district and financial district, the previs and precombines I'd need to make it a viable, highly scrappable settlement are likely to be both gratuitously large and incompatible with a variety of other mods.
Considering the above in conjunction with the fact that this location is a quest target for Sim Settlements 2 and features location changes as part of Atomic Radio and Tales from the Commonwealth, I would avoid it entirely when considering locations for settlement building.