Given that there is a lot of incorrect speculation floating around regarding the "real“ reason we departed from the project, I figured I’d give in and elaborate on these reasons (I speak only for myself and not for my team).
First - our departure was in no way related to "internal struggles,“ pressure from Todd Howard, an inability to do basic level design, or a general disdain towards the community.
So why did I actually leave the project? Well - it was a combination of: IRL circumstances; irreconcilable differences and general issues with the treatment of well-respected members of the community; an enlightening to the reality that I wasn’t working on „our project,“ but was simply furthering someone else‘s flagship creation; and restrictions on file sharing that proved more obstructive to our attempts to share the project with the community than anticipated - amongst other ethical concerns (mostly due to unpalatable asset origins).
So while I will say that finishing the project itself was tempting, I recognized that I had no desire to pursue its completion for another 400 or so hours and would rather spend that time elsewhere.
I understand that certain people involved with the original project may feel hurt or blindsided by the perceived hastiness of this decision, but we gave our time working on a project that was never truly ours, fixing mistakes, building patches that actually work, and providing content to the community that we paid (albeit not much) to host. The idea that we owe anyone anything or should be grateful that the project was "given" to us is a wild take. The original creator - or whomever takes over the project in the future - should instead be grateful that we invested as much time into making the project playable as we did, providing a solid foundation - arguably a nearly complete project - to build from.
But as a note for the community - you guys have been great. You're the main reason I took on the project to begin with and I really appreciate the feedback and praise you have given us. I wish you all the best.
So - I will keep this short and sweet. Due to unforeseen circumstances my team members and I have decided to discontinue our work on CRP Overgrowth. Joining the discord for file access and installation instructions is no longer required. A quick peak under the Description tab will provide you with all of the information you need.
Please Note: 1) We will be closing the comments tab by the end of the week. Bug Reports will stay open but do not expect a resolution to any issues faced. 2) My team members and I will no longer be fielding CRP Overgrowth-related questions on Nexus, in Discord, or via PM. We have completely moved on from the project in every sense. This is non-negotiable on our side. 3) Our works and our assets are closed perms. I explained this on the Description page, but I will reiterate - CRP's "open to the public" stance applies only up until version 6.1. Those permissions do not extend to the community version of the mod. We will be happy to pass the project off to anyone interested, provided they reach out and discuss the project with me first.
We hope that you have enjoyed and will continue to enjoy the work we have provided to you here. We wish things had ended differently, but sometimes this is just how things go. We wish you all the best and hope to see you around the community again.
PS: Seeing as how people have asked this a couple of time already (in discord), there was no „update.“ The version of the mod was updated to prompt users to come here and read the information I’ve provided herein. The only thing that is different between 7.0 and 7.01 is that new users (those downloading 7.01) will need to download the textures in two downloads (and thus 2 archives), whereas the 7.0 users had the archives available in one Download. But since the latter part was actually costing me money, I’ll no longer continue hosting the project in such a way.
I remember halfway through last year stumbling upon this mod I thought it was abandoned/incomplete and only hearing as a folklore tale through pictures and random snippets from obscure gameplays here and there. To later learning about the mod around the time Next Gen came, when I was doing a whole overhaul of 400+ mods and deciding to re-start that overhaul again to accommodate for Next Gen and CRP. It took me around 6 months of free time to finally getting everything to work, and I was getting excited about the project coming to life. I've been playing the game now with my Girlfriend akin to movie night through out the week in awe to the new world, as it makes it feel like an entire new game.
I appreciate so much the work you guys have put into it. Its been awesome, and it saddens me to hear about it coming to an end. I wonder, what happened to the other files that were being updated on? I recall an Sheets file about the progress of patches being made. I assume that if someone was to take over the project, would also carry along those files? I'm no programmer and I'm still in the early stages of learning XEdit and what have you, but I'd also like to take a shot here and there eventually to making my own patches of random mods to this version of it if possible.
I still have most of the source files. Everything that is playable is hosted here. If you are referring to the uncut patches then I can upload those.
I will publish them under the files section. Please note that if there is a conflict between a published patch and a patch within this file (which was last touched in August), the published patch should take priority.
Edit: And thanks for your kind words. I am glad that you and your partner are able to make an event out of playing this mod together!
Understood, very much appreciated mate, thanks again. Best of wishes, hope to see more of you guy's content flourish and hoping that your works in life be fruitful. And of course, thanks to @ShadowOfTheWind for making the original CRP and everyone else involved in it.
Hi ive never left a comment like this before but i just wanted to throw a quick Thank you sooooooooo much for building on and maintaining this mod the way you guys did. absolutely gorgeous work and i love how much its changed simply walking around in this ten year old game. sad to see that youre moving on but so excited to see what you make in future peace and love <3
Install the following mods, choosing vanilla previs if it's an option: Nuka-World Reborn Viva Nuka-World Nuka-World Settlements Pack - Tenhats' Collection Rebuild Nuka-World Red Rocket Nuka World Farm Settlement the Nuka-World Locations Pack from misc. files in this mod.
Disable the previs file that comes with Rebuild NW Red Rocket.
Load order should be unofficial fallout 4 patch.esp ppf.esm CRP1.esp Rebuild_SharedResources.esm OCsNWAIO_Master.esp OCsDRGEmployeeArea.esp OCsHubologistCamp.esp OCsNorthpointDam.esp OCsNukaIsland.esp OCsShovelMuseum.esp OCsWindTower.esp XDI or FDI (works with either) NukaWorldReborn.esp VivaNukaWorldQuests.esp OCsNWAIO_Previs.esp (this has archives attached which are needed for the settlements above) Rebuild_NukaWorldRedRocket.esp NukaWorldFarmSettlement.esp CRP_Overgrowth.esp VNWRAIOSettlements_CRPPatch.esp prp.esp CRPOvergrownPrevis.esp CRPMHDT.esp CRPHotfixPrevis.esp VNWRAIOSettlements_CRPPrevis.esp
Updated the FOMOD for the Rebuild series by Aurelianis with patches for the following settlements Rebuild Coastal Cottage (includes patch for Creation Club Enclave Remnents) Rebuild County Crossing Rebuild Croup Manor (includes patch for WCLI Nahant Red Rocket) Rebuild Egret Tours Marina Rebuild Kingsport Lighthouse Rebuild Murkwater Rebuild Oberland Station Rebuild Sanctuary Hills and Red Rocket (combined patch, and includes patch for PAC) Rebuild Somerville Place Rebuild Starlight Drive-In (includes patch for PAC) Rebuild Sunshine Tidings Rebuild Taffington Boathouse Rebuild Tenpines Bluff Rebuild The Castle Rebuild Warwick Homestead
We will add a combined patch for the DLC settlements separately. We probably will make patches for Jamaica Plain and Spectacle Island, but those might be awhile. We don't plan on patching the other settlements not listed here.
Will this work with winter mods? and can this work with seasons change?
also im not expecting a response to this particular question as their is probs tons to write if you were to help with it but i really want to use this mod with the "Wasteland Reborn Modlist" do you or anyone know how to make it work with the modlist? i understand id need to remove a bunch of things but im just wondering what needs to be removed for it to work or whatever changes need to be made to work
Hello, recently i just installed femshepping RockyPonds alongside with patch here, but turns out there is some a flying object left. Tes, i did followed the LO instruction and disable a original Femshepping Previs but still same.
I'm unsure if it's been tested by MisterNumbers or not. For the most part, it should work, but there might be some clipping in Concord (and other locations) where SS2 adds new objects.
Sim Settlements 2 will require a patch. Currently I do not have one available for release. I have an alpha patch that I am testing in my own playthrough, which I will finalize and release when CRP gets updated to the next version number. Though, I expect this to be a decent ways away. However, I *might* push something out for testing this year. But for now, you will have a lot of clipping and some quests/items may be inaccessible (Especially in Concord).
Heya, i just doing some test while yes indeed there is alot of trees in Concord can cause some clipping with SS2, and looks like diamond city expansion alongside with exopatch works pretty well. Btw, i just downloads USAF satellite station alongside with your patch but its asking me to have CRP_Previsblocker.esp and CRP_Precombineblocker.esp. Althought i just read that its for modder resources...is that okay for me to use them?
do not use the blockers in your save game. I will upload a fix in a couple of hours (will have to wait until mid/end-of week).They just need to be cleaned from the master list. For now, you can do this in Xedit.
Load the blockers into your load and launch Xedit. Clean your masters, then add the masters back (everything except the blockers). After this, sort your masters. Once done, right click the plugin in Xedit and select "check for Errors." You should be clean. Then save the plugin, remove those two blockers from your load order and carry on playing!
Yes, the DLC are set as masters for the main plugins and all the patches. To remove them is not something we would consider, and if you attempted it on your own you’d have a lot of work at both the northeast and far west of the map, where the DLC add their content.
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The author has locked this comment topic for the time beingFirst - our departure was in no way related to "internal struggles,“ pressure from Todd Howard, an inability to do basic level design, or a general disdain towards the community.
So why did I actually leave the project? Well - it was a combination of: IRL circumstances; irreconcilable differences and general issues with the treatment of well-respected members of the community; an enlightening to the reality that I wasn’t working on „our project,“ but was simply furthering someone else‘s flagship creation; and restrictions on file sharing that proved more obstructive to our attempts to share the project with the community than anticipated - amongst other ethical concerns (mostly due to unpalatable asset origins).
So while I will say that finishing the project itself was tempting, I recognized that I had no desire to pursue its completion for another 400 or so hours and would rather spend that time elsewhere.
I understand that certain people involved with the original project may feel hurt or blindsided by the perceived hastiness of this decision, but we gave our time working on a project that was never truly ours, fixing mistakes, building patches that actually work, and providing content to the community that we paid (albeit not much) to host. The idea that we owe anyone anything or should be grateful that the project was "given" to us is a wild take. The original creator - or whomever takes over the project in the future - should instead be grateful that we invested as much time into making the project playable as we did, providing a solid foundation - arguably a nearly complete project - to build from.
But as a note for the community - you guys have been great. You're the main reason I took on the project to begin with and I really appreciate the feedback and praise you have given us. I wish you all the best.
Best Regards,
Glenn
So - I will keep this short and sweet. Due to unforeseen circumstances my team members and I have decided to discontinue our work on CRP Overgrowth. Joining the discord for file access and installation instructions is no longer required. A quick peak under the Description tab will provide you with all of the information you need.
Please Note:
1) We will be closing the comments tab by the end of the week. Bug Reports will stay open but do not expect a resolution to any issues faced.
2) My team members and I will no longer be fielding CRP Overgrowth-related questions on Nexus, in Discord, or via PM. We have completely moved on from the project in every sense. This is non-negotiable on our side.
3) Our works and our assets are closed perms. I explained this on the Description page, but I will reiterate - CRP's "open to the public" stance applies only up until version 6.1. Those permissions do not extend to the community version of the mod. We will be happy to pass the project off to anyone interested, provided they reach out and discuss the project with me first.
We hope that you have enjoyed and will continue to enjoy the work we have provided to you here. We wish things had ended differently, but sometimes this is just how things go. We wish you all the best and hope to see you around the community again.
PS: Seeing as how people have asked this a couple of time already (in discord), there was no „update.“ The version of the mod was updated to prompt users to come here and read the information I’ve provided herein. The only thing that is different between 7.0 and 7.01 is that new users (those downloading 7.01) will need to download the textures in two downloads (and thus 2 archives), whereas the 7.0 users had the archives available in one Download. But since the latter part was actually costing me money, I’ll no longer continue hosting the project in such a way.
To later learning about the mod around the time Next Gen came, when I was doing a whole overhaul of 400+ mods and deciding to re-start that overhaul again to accommodate for Next Gen and CRP.
It took me around 6 months of free time to finally getting everything to work, and I was getting excited about the project coming to life.
I've been playing the game now with my Girlfriend akin to movie night through out the week in awe to the new world, as it makes it feel like an entire new game.
I appreciate so much the work you guys have put into it. Its been awesome, and it saddens me to hear about it coming to an end.
I wonder, what happened to the other files that were being updated on? I recall an Sheets file about the progress of patches being made.
I assume that if someone was to take over the project, would also carry along those files?
I'm no programmer and I'm still in the early stages of learning XEdit and what have you, but I'd also like to take a shot here and there eventually to making my own patches of random mods to this version of it if possible.
I will publish them under the files section. Please note that if there is a conflict between a published patch and a patch within this file (which was last touched in August), the published patch should take priority.
Edit: And thanks for your kind words. I am glad that you and your partner are able to make an event out of playing this mod together!
And of course, thanks to @ShadowOfTheWind for making the original CRP and everyone else involved in it.
Good luck in your future endeavors
Install the following mods, choosing vanilla previs if it's an option:
Nuka-World Reborn
Viva Nuka-World
Nuka-World Settlements Pack - Tenhats' Collection
Rebuild Nuka-World Red Rocket
Nuka World Farm Settlement
the Nuka-World Locations Pack from misc. files in this mod.
Disable the previs file that comes with Rebuild NW Red Rocket.
Load order should be
unofficial fallout 4 patch.esp
ppf.esm
CRP1.esp
Rebuild_SharedResources.esm
OCsNWAIO_Master.esp
OCsDRGEmployeeArea.esp
OCsHubologistCamp.esp
OCsNorthpointDam.esp
OCsNukaIsland.esp
OCsShovelMuseum.esp
OCsWindTower.esp
XDI or FDI (works with either)
NukaWorldReborn.esp
VivaNukaWorldQuests.esp
OCsNWAIO_Previs.esp (this has archives attached which are needed for the settlements above)
Rebuild_NukaWorldRedRocket.esp
NukaWorldFarmSettlement.esp
CRP_Overgrowth.esp
VNWRAIOSettlements_CRPPatch.esp
prp.esp
CRPOvergrownPrevis.esp
CRPMHDT.esp
CRPHotfixPrevis.esp
VNWRAIOSettlements_CRPPrevis.esp
Rebuild Coastal Cottage (includes patch for Creation Club Enclave Remnents)
Rebuild County Crossing
Rebuild Croup Manor (includes patch for WCLI Nahant Red Rocket)
Rebuild Egret Tours Marina
Rebuild Kingsport Lighthouse
Rebuild Murkwater
Rebuild Oberland Station
Rebuild Sanctuary Hills and Red Rocket (combined patch, and includes patch for PAC)
Rebuild Somerville Place
Rebuild Starlight Drive-In (includes patch for PAC)
Rebuild Sunshine Tidings
Rebuild Taffington Boathouse
Rebuild Tenpines Bluff
Rebuild The Castle
Rebuild Warwick Homestead
We will add a combined patch for the DLC settlements separately. We probably will make patches for Jamaica Plain and Spectacle Island, but those might be awhile. We don't plan on patching the other settlements not listed here.
also im not expecting a response to this particular question as their is probs tons to write if you were to help with it but i really want to use this mod with the "Wasteland Reborn Modlist" do you or anyone know how to make it work with the modlist? i understand id need to remove a bunch of things but im just wondering what needs to be removed for it to work or whatever changes need to be made to work
thank you
fantastic mod <3
https://i.postimg.cc/wvnHqF1s/20241104095252-1.jpg
Edit ; I've found the conlict...it was Hunkered Down causing that flying object.
a couple of hours(will have to wait until mid/end-of week).They just need to be cleaned from the master list. For now, you can do this in Xedit.Load the blockers into your load and launch Xedit. Clean your masters, then add the masters back (everything except the blockers). After this, sort your masters. Once done, right click the plugin in Xedit and select "check for Errors." You should be clean. Then save the plugin, remove those two blockers from your load order and carry on playing!