Rebuilding Executioner's Alley (updated)

by Aurelianis·v1.2.1·Updated 2026-05-13

This will open 17 buildings you can repair. Generating preset boxes and PRP patches are also available.

Screenshots 8 screenshots

About this mod Machine translation

This will open 17 buildings you can repair. Generating preset boxes and PRP patches are also available.

Original address:

Prefix:

Basic 6DLC

UFO4P (unofficial patch, optional if compatibility patch is to be used):

Accessible Bridges (optional, if compatibility patches are to be used):

TG'z Fens Interiors (optional, if compatibility patches are to be used):

Updated on May 13th:

Version 1.2.1

Creation Kit Explodes Again Hotfix

Removed the original script that CK added to the main archive (I should have known to look for this by now).

Reset the boundaries of the unrepaired grid of Building 18 to allow NPCs to enter before the building is repaired. CK always rolls back my edits.

Updated on May 11th:

Version 1.2

New FOMOD installer. The installer detects which plug-ins are enabled and selects options accordingly.

Link markers to huts so they are disabled when dismantled.

Fixed marker being placed too high against a retaining wall, causing NPCs using the marker to float.

Fixed some alignment issues with building 12.

The grid of the windows in Building 12 was repaired and the metal window frames were not placed correctly.

Adsorption points have been added to all doors. Buildings that had doors added during restoration did not have snap points now, but now they do, so you can change doors at any time.

The bathroom door in the Café (Building 13) can now be removed.

Previs is now a separate file, which makes it easier to set the loading order correctly, and also makes it easier for me to update the cell header every time I update previsibine.

Sorry everyone, the old generation version will not be updated. Maintaining two separate development environments is too cumbersome. Now that previs and PRP patches are separate, it should be easy for someone to make old generation previs and/or PRP patches.

The standard version and 163 (Pre-NG) moderator files have been uploaded (choose one according to your own game version) and the corresponding PRP patches (standard version is 81.x, 163 is 74.x). In addition, there are optional unofficial patch compatibility patches, Tweak patches (added a 1000 water pump), Accessible Bridges compatibility patches and TG'z Fens Interiors compatibility patches. You can choose to install them according to your needs.

Chinese address:

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Introduction

Read the Rebuild FAQ.

Read the troubleshooting article.

Features

No need to rebuild collection - shared resources

New Keyboard: Instead of creating separate patches with no repair options or easy disassembly, I added a keyboard next to the workbench that can remove all huts, trash, splines and repair all buildings in just a few clicks. Using keyboard repairs does not consume resources, nor are resources gained when dismantling items.

All plugins are ESPs tagged ESL: so none of them occupy your load order.

Repairing structures is an immersive experience: In workshop mode, select the plywood door next to the building and press Enter to repair it.

Repair Cost: Currently all buildings cost the same, but each has its own unique recipe. I may adjust the cost depending on the number of windows, walls, etc., but currently the cost is pretty low. If anyone wants to do a patch to balance the cost, that's fine by me.

17 buildings have been opened: 8 in the alley and 9 in the outer blocks are open and ready for repairs.

Increased build area: The build area allows you to walk down alleys, through apartments, and around the block toward the river without leaving workshop mode. Includes custom workshop boundaries to let you know where the area ends. I also increased the building height. Attack markers have been moved outside of the newly created area.

Landscaping: The landscape has been leveled and the asphalt replaced with gravel. This way you can place your crops.

Fit the background story: I tried to make the story fit the setting. When you arrive, the alley looks very similar to how it did in the original. And trash. Many of the buildings had to be …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Rebuild Hangman's Alley-102013-1-2-1-1778617768.7z
File size
44.2 MiB