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Vanilla Settlement Borders Reset


TarvinDracken

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I had been using Build High Settlements Expanded to increase the area of my settlements and uninstalled it so I can reinstall and tweak a setting, only to find that it would no longer work. ( https://www.nexusmods.com/fallout4/mods/3528 ).

I went without any expansion mods and then eventually discovered Annex the Commonwealth that may be the best settlement borders expansion mod out there! I highly recommend it ... but then I discovered a problem. When I annexed a new plot of land for my settlement, there was an unannexed gap surrounding my settlement that represented the expanded borders while using the Build High mod. So, not only did Build High stop working, it seems to have made a no-man's land where other expansion mods don't work.

 

I read that mods are never truly removed when taken out of an existing save and are kind of burned in, so could someone make a mod that would reset the vanilla borders to a pre-mod status so different expansion mods can work with clean slates?

 

Here is a link to Annex the Commonwealth so others can find it easier: https://www.nexusmods.com/fallout4/mods/32170

Edited by TarvinDracken
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This is all answered in the ATC read me and FAQ. Please seek answers for ATC there first and join our discord if you something isn't covered.

 

The tl;dr is - Annex the subdivisions surrounding the settlement to reclaim that land.

 

While ATC doesn't have subdivisions covering 100% of the Commonwealth, what it does provide more coverage than any other mod currently (by several factors) and you will have to readjust your thinking meat for a different game play mechanic using ATC.

 

 

 

Edit: Reading the "Build High - Expanded Settlements" description, there are many things it is doing that would cause me to not recommend it as an alternative to ATC.

 

 

Not specific to "Build High - Expanded Settlements", but generally...

 

Breaking precombines/previs for any reason is a huge no-no unless they are being rebuilt in the effected areas for the specific changes.

 

Huge walls of text for caveats and install instructions makes me leery of the mod in question - it shows either an overly complex scheme or a lack of confidence in the mod author to produce a production quality mod.

 

Finally, any mod that says "do not install before you exit vault 111" should simply never be installed ever. That is a direct and overt admission by the mod author that they did things wrong and the mod is broken.

Edited by 1000101
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This is all answered in the ATC read me and FAQ. Please seek answers for ATC there first and join our discord if you something isn't covered.

 

The tl;dr is - Annex the subdivisions surrounding the settlement to reclaim that land.

 

While ATC doesn't have subdivisions covering 100% of the Commonwealth, what it does provide more coverage than any other mod currently (by several factors) and you will have to readjust your thinking meat for a different game play mechanic using ATC.

 

 

 

Edit: Reading the "Build High - Expanded Settlements" description, there are many things it is doing that would cause me to not recommend it as an alternative to ATC.

 

 

Not specific to "Build High - Expanded Settlements", but generally...

 

Breaking precombines/previs for any reason is a huge no-no unless they are being rebuilt in the effected areas for the specific changes.

 

Huge walls of text for caveats and install instructions makes me leery of the mod in question - it shows either an overly complex scheme or a lack of confidence in the mod author to produce a production quality mod.

 

Finally, any mod that says "do not install before you exit vault 111" should simply never be installed ever. That is a direct and overt admission by the mod author that they did things wrong and the mod is broken.

I have been using build high for years, and it has not caused me any difficulties. Also, if it does anything at all with precombines/previs, it is ONLY in the expanded settlement areas, so folks that also use 'scrap everything' (yet another mod that some folks consider 'dangerous'....) can REALLY clean up their settlements. Do some folks have issues with it? You bet. Do the majority? Nope.

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Do the majority [have issues with broken precombines and previs]? Nope.

 

 

That is pure supposition and you have no proof to backup that claim. Wishing it were so certainly does not make it true. By the sheer number of reports from people who do have reported issues with mods breaking previs and/or precombines I would say that it is either a lie or ignorance. I'm willing to give you the benefit of the doubt and say you are just not well educated on the subject since you haven't made a single mod.

 

Breaking precombines and previs will and does cause issues for a lot of people. Whether you believe it to be true or not or whether you have a massively beefy rig that takes longer for the problems to become apparent is irrelevant.

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Do the majority [have issues with broken precombines and previs]? Nope.

 

 

That is pure supposition and you have no proof to backup that claim. Wishing it were so certainly does not make it true. By the sheer number of reports from people who do have reported issues with mods breaking previs and/or precombines I would say that it is either a lie or ignorance. I'm willing to give you the benefit of the doubt and say you are just not well educated on the subject since you haven't made a single mod.

 

Breaking precombines and previs will and does cause issues for a lot of people. Whether you believe it to be true or not or whether you have a massively beefy rig that takes longer for the problems to become apparent is irrelevant.

 

BWA HA HA HAAA. You so funny. And also, not very observant.

 

First, go to the comments section for build high, how many folks there are talking about broken precombines/previs? Any of them? Gee, I would deduce that means it isn't as much of an issue as you seem to think it is.

 

Second, go to my NexusMods profile, and you will see that I do indeed have mods out there. (one is for oblivion, and I am co-author, so, it is one of the files I am 'responsible' for, but, the site doesn't credit me as an author.) I also have a minor mod published for Fallout 4. So, I am not a rookie here, nor am I 'uninformed'.

 

Breaking pre-combines/preivs for the ENTIRE MAP is indeed problematic. However, doing so only for certain areas, (settlements, for instance) is a lot less of an issue, unless, of course, the hardware you are running the game is weak to begin with. That said, FO4 ran just fine for me on an ancient AMD 965 Black, and a GTX 1060 6GB vid card, with pretty much the same loadout I run today, on a significantly higher-horsepower machine.

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