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Covenant Unrestricted

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UPDATE v1.2: New version which does not alter the Covenant cell directly, and thus will not induce the Cell Reset Bug. However, to move/scrap the End Tables found in Covenant you will now need to alter your Fallout4.ini file in your Documents/My Games/Fallout4/ directory (detailed instructions below). If you cannot do this, the old version is still available in the Optional Files section.
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OVERVIEW

During the course of the game, the Sole Survivor can be given access to Covenant as a player settlement. Covenant is a heavily fortified, yet somewhat idyllic (for the wasteland) location, easily defensible and with a reasonable amount of space for Settlers. It even has several unique, not-seen-anywhere-else pieces of furniture that set it apart from other settlements, and comes complete with several turrets. It seems like an almost ideal location. Almost….

THE PROBLEMS

Although Covenant has several unique features to it, most of them are problematic to say the least:

None of the unique turrets, beds, end tables, trash cans, or dressers can be scrapped, much less moved.
Most of the unique furniture is placed in a way that makes further placement of beds and other resources very difficult.
All but one bed is owned by the Covenant faction and thus off-limits to the Sole Survivor.
The turrets do not count towards the settlement’s defense rating.
The turrets may become hostile to the Sole Survivor, necessitating their destruction.
If destroyed, the turrets leave behind a base which does not disappear and cannot be moved, making it impossible to put other turrets in the same location.

All of these issues make Covenant a difficult location to set up as a successful, functional settlement.

THE FIXES

All unique, Covenant-only furniture/etc. items have been modified to be movable, able to be stored in the workshop, and/or (at a minimum) able to be scrapped for raw material. Specifically, Turrets and the single unique Trash Can can be scrapped for parts, while all other items can be scrapped, moved, or picked up and stored in the workshop.
Covenant-specific furniture like the Double Bed or Pre-War Dresser can be (re)deployed in Covenant, or even built anew. These items can only be built or deployed in Covenant. Any ownership issues with beds can be solved by picking the bed up and then redeploying it, which will mark it as owned by the Sole Survivor.
All Covenant-specific turrets now add a defense rating of 8 to the settlement. Note that this only applies if the mod is installed prior to reaching Covenant.
All Covenant-specific turrets are now part of the “workshop” faction, and thus will not go hostile towards the Sole Survivor once they are granted access to the Covenant workshop.

IMPORTANT INSTRUCTIONS

The main version of this mod requires a modification to your Fallout4.ini file, located in Documents/My Games/Fallout4/. At the bottom of the “[General]” section, add the following line:

bUseCombinedObjects=0

Be aware that this may have adverse effects on your framerate. If this happens, you can remove the line from Fallout4.ini.

If you are unable or unwilling to modify this ini file, a “No INI version” is available in the Optional Files section. However, using this version may cause the Cell Reset Bug to occur in Covenant. I strongly encourage you to use the main version and make the necessary ini changes.

NOTES

This mod is fully compatible with Homemaker, and requires no compatibility patch. However, there will be two entries for Bunk Beds and the Double Bed in your Workshop while you are in Covenant. I may make a Homemaker-specific version down the line just to ease confusion on this.

Ideally I would like to fix some of the ownership problems directly, but without the ability to write scripts I would likely cause more harm than good. Once the FO4 GECK releases I will be able to more directly address the lingering ownership issues that can happen depending on how you resolve the Covenant side-quest.

As mentioned before, the additional defense rating will only be factored in to Covenant’s rating if this mod was installed before the Sole Survivor comes within range of Covenant (i.e. the first time the area is rendered).

Scrapping a destroyed Covenant turret may be difficult, as the player needs to target the “root” part of the turret shape, which is invisible and may separate from all other parts when the turret is destroyed. Try targeting all visible parts of the turret first, as the root usually remains attached to at least one other visible part. If this does not work it may be necessary to use the console to disable the turret.

The floors of Covenant houses have peculiar collision meshes; players may have a difficult time deploying beds or other furniture in houses. This can be made easier by placing a rug on the floor where you wish to build first.

Although the Bunk Beds and Double Bed are marked as adding 2 usable beds to the settlement, only one NPC can use the bed at a time. This has no actual effect on settlement stats or settler satisfaction (i.e. nobody will complain that there aren’t enough beds), but you will wind up with some settlers just kind of hanging out when it’s time for bed rather than actually getting into bed.

Covenant-specific furniture items will only be available in the workshop while the Sole Survivor is in Covenant. Outside of Covenant these items cannot be built.

The post Covenant Unrestricted appeared first on Fallout 4 mods.


Craftable Animation Marker (Relaxation Furniture)

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Craftable Animation Marker
Quick Hotfix 1.1 is up and running, sorry for causing all of the CTDs

You’ve seen the residents in Goodneighbour, Diamond City etc etc.. The atmosphere kinda feel alive and realistic as they are all doing something like reading newspaper, repairing stuffs, sweeping the floor etc etc..

BUT then you realize, the Awesome Sanctuary Hills you’ve built and how ‘OK’ it is in Travis’ book and also tons of other settlements mods you’ve downloaded to make it more lively, are inherited by a bunch of unrealistic, dumb and stupid Settlers whos have decided to settle down there, which supposed to be a good thing actually as the more the merrier eh? Instead, what they’d actually do is just standing around like mindless zombies after passing the working hours.

So, here’s where this mod come in handy(supposedly), Craftable Animation Marker with Relaxation keyword located under Furniture/Misc/(InvisibleRug) so that whenever the settlers are idle(unassigned), or the working hour is passed by, they will use the marker and will actually LOOK ALIVE now, as
they’re doing something at least. Like the residents you’ve seen in vault 81 etc etc…

Side Note: Unlike Busy Settlers mod which I highly recommend, this mod make it so you don’t have to assigned the settlers to the markers, they activate it themselves :)

Credits to vatiwah for the featuring my mod in his video, thank you!!

Installation:-

Add this row under the [Archive] section of your Fallout4.ini:
bInvalidateOlderFiles=1
Remove everything from sResourceDataDirsFinal:
sResourceDataDirsFinal=
I recommend installing through the Nexus Mod Manager.

With Nexus Mod Manager (NMM):
Download the mod by clicking “Download with manager”.

Manual installation:

Manually download the .zip file containing the mod.
Open the .zip using a file archiver.
Extract the CraftableAnimationMarker.esp into the Data folder (not in any subfolder) of your Fallout 4 installation.
Open plugins.txt (located in C:\Users\-username-\AppData\Fallout4) and add the name of the .esp files you chose to the list.

Uninstall:-

With Nexus Mod Manager (NMM):

Deactivate the mod by double-clicking it.
Mark the deactived mod and uninstall or delete it.

Manual uninstallation:

Remove all files associated with the mod from your Data folder.
Remove the name of the .esp files you used from plugins.txt.

The post Craftable Animation Marker (Relaxation Furniture) appeared first on Fallout 4 mods.

Vanilla Extensions

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Updates
Version 1.2 is out, with massive changes
added snapping to the majority of vanilla furniture
added some extra furniture
added a windowed wall (no windows, just empty) – it snaps to floor only
added sink to all shack items for a value of 100
added a new prefab
various other small changes and tweaks
Let me know if you find any bugs or issues.
Added a small bugfix for the junk fences. Please install over main mod and allow overwrite.

Purpose

This mod attempts to achieve two goals
1. expand and improve the way vanilla items snap with eachother
2. add extra items with same functionality as the vanilla items

What it changes:
Ads extra snap points to all elements, allowing combinations such as roof+floor, railing+roof, stacking elements (roofs, floors, prefabs etc.), junk wall+junk wall/junkwall+wall etc.
What it ads:
Bridges, supports, walls, roofs, junk walls and several more.

Installing

1. Via NMM
Download file via NMM, activate from the mod tab of NMM.
2. Manually
Download file manually, extract content. Copy VanillaExtensions.esp and Meshes to your data folder.

Future Plans
More metal options (walls, floors, roofs). Interior and exterior doorways for both wood and metal, as well as junkwalls; more railings; various small
pieces with complex snaps to allow creating custom bridges/walls.

Known Issues
Stacking snap points can be finicky for prefabs – best to try to stack them from above levels.
Supports can refuse to snap, most likely due to collision.
If you find any other issues, feel free to list them and I’ll try to get around fixing each.

Compatibility
This mod will conflict with any mod that changes vanilla categories. Fixed by installing Settlement Keywords and the SK versions of all your workshop mods.
This mod will conflict with any mods changing the nifs of the vanilla workshop items. Possible fix is to choose mod to win conflict and install chosen mod second.

FAQ

Q: already has .
A: Feel free to use that mod instead.

Q: Found a bug!
A: Report it in the bug section or in comments.

Q: Your mod broke my game/my saves/my computer/my life/killed my cat etc..
A: Backup your save files. And this won’t break your game unless you have incompatible mods. As for others.. no it didn’t.

Q: Will you add ? How about patch for ?
A: Depends. Probably won’t make too many patches (use SK!). Maybe features, if they’re doable with my limited knowledge.

Q: I did not read the description and I don’t care about you and your mod and you suck and this sucks 420blazeitxxx360 etc.
A: Ramblings like this won’t be tolerated.

Q: Is this compatible with ?
A: Read description.

Q: Can you help me with my issue?
A: Depends. I will try, but make sure you provide a full load order and what you already tried to make it work. And no, won’t sort your mods if you have a bazillion installed.

Q: Can I use your mod to make mine?
A: You can use whatever files as long as you credit me. The more people use the same snap point system, the better.

Q: Can we be friends?
A: As long as you don’t try to bite me.

My other mod(s)
Tutorials
Vault Central

Credits&Thanks
Ad3d0 – he literally taught me how to work with snap points.
Stuyk – his tutorial proved essential after understanding the basic of the snap points.
NovaCoru – her mods inspired me greatly.
FO4Edit team – for their tool which made this mod possible.
Nifskope team – for their tool which made this possible.
Material Editor – allowed me to understand how objects are textured, and then change textures to my own liking.

Feel free to provide criticism, ideas, list bugs – I’m listening ‘ears wide’.

The post Vanilla Extensions appeared first on Fallout 4 mods.

Settlement Objects Expansion Pack

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UPDATE v1.0.1 – NEW colored KLAXON LIGHT!

For details, please view my sticky post or change log

Lighting Showcase

THANKS – Video by Tyrannicon, Pixelgamer, VatiWah

Obviously, this mod will add new objects (currently about 370 items) to your settlement for you to build a more realistic and customized settlement.
As inspired by and knowing that there are already many mods do the same thing (and much better than this one…), I will try my best not to overlap with other mods and add unique items in this mod. By doing so, it required a lot of editing and debuging which is limited by my time (I’m still a student…) So, dont expect much lol

If you found any bugs or have any suggestions (criticism as well), please feel free to say it (just dont too harsh…)

Highlights

– Structure
– Wood (Floor, walls & stairs from USS Constitution)
– Metal (Floor, walls & stairs from quarry environment & VAULT, Skybridge, colored GLOWING Institute wall and door wall)
– Door (Laser door, Floor hatch, Armory door from the Castle…)

– Furniture
– Misc (FEV Super Mutant Chamber, Cryo case, Minigun turret display…)

– Decoration
– Signs (signs from Institute, Diamond City…Poster from Vault & the PERK CHART!)

– Power
– Generator (Mini fusion reactor (ceiling/floor/wall), Power emitter, Vault generator…)
– Lights (Spotlights, Klaxon Light)
– Misc (Wall terminal, Terminal with chair, Radio transceiver/dish…)

To maximise compatibility, this mod use original vanilla category (thats mean i haven’t add any keywords and FormID list and alter the crafting menu to add my own category), which will work with non-SK version mods (such as Homemaker) without patch. To work with SK version of Homemaker, remember to enable the SK patch.

SK compatible with patch.
AutoDoors compatible with patch.
***All Patches INCLUDED in installer***
IMPORTANT NOTES

Please be noted that the category system is slightly different from the list above in SK (Settlement Keywords).

To work with the Auto Doors patch, make sure your main Auto Doors esp is named as AutoDoors.esp, otherwise it won’t work and warn you file is missing.

If you use many mods at same time (especially mods like Homemaker, OCDecorator, SSEx that add their own keywords), you may reach the crafting menu limit, and thus cause issues like items from my mod is not showing up. Please use SK or uninstall other mods as the GECK is not yet released.

Install it with Nexus Mod Manager (NMM) OR
manually copy the corresponding version of ESP file (and optional SK or Autodoors Patch esp) and Meshes Folder in Data\ and enable the esp
After installing/enabling the file, you should be able to use the items in the Workshop Menu, Enjoy your new toys!

The Power Emitter (Large/Small)
– Originated from the teleporter/BoS jammer in game quest, I turned them into Power Emitter which like a generator with built-in pylon, can transmit power with or without wire, with cool animation & make you more convenient to power lights (wide transmit radius).

The Mini Fusion Reactor (Ceiling/Floor/Wall)
– Originated from the Fusion Pulse Charger in game quest, I turned them into Mini Fusion Reactor which provide a large amount of power without using too much space in your settlement, also with the ceiling & wall snappable version of the reactor, you can power your settlement with more freedom.

The Terminal with chair
– As animation is tied, normally the terminals added in other mods required the NPC/actors use the terminal while they’re standing, this one is with chair, so you can use it or assign settlers to use it while sitting which look more realistic.

The Radio Transceiver/Dish
– Act as a wireless powered and cooler version of Recruitment beacon.

The Floor Hatch
– Act as a floor and door (Bullshit), snappable like a normal floor and add a new way for you play with door…

The Institute Door Wall
– Combine the Institute sliding door and wall, you can build and snap it like a normal wall. You don’t need to worry about how to place the sliding door and wall together perfectly, its done for you. Also, the door will be easier to close as you can just click a point of whole wall surface area.

– Navmesh not working on USS Constitution and Quarry stairs
NPC cannot walk on it. If you wish NPC to use the stairs, please consider using stairwell version as alternate/temporary solution.

Remove Turret Power Requirement
Advanced Settlement Turret Set
Advanced Portable Turret Set
Selectable Mark I-VII Machinegun Turret
Custom Mark II-VIII Machinegun Turret
New Marking Style for Machinegun Turret
Fat Lady
Pipe Turret
Sonic Blaster
Institute EMP Rifle
Plasma Pulse Rifle
Disgusting Settlement Turret Set
Automatic Conversion for Non-automatic Weapons

The Eyes Of Beauty Fallout Edition by LogRaam aka Gabriel Mailhot
Ponytail Variations by opengts
Fallout 4 Enhanced Color Correction by ChaosWWW (F4ECC 1.2 used)
Fallout 4 Seasons Project by GameDuchess (Summer used)
Concealed Armors by Nisas
Homemaker – Expanded Settlements by NovaCoru
Water Enhanced by Jmane2009 (4K version used)
The Institute Pip-boy by Aeyos

Created with FO4edit, NifSkope, paint.NET, FOMOD Creation Tool

The post Settlement Objects Expansion Pack appeared first on Fallout 4 mods.

Toilet Water (You can drink)

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Description (English)

You can drink toilet water!

Q.Why?
A.A simple reason. It was possible in Fallout 3/NV. But it’s impossible in Fallout 4.

Q.Is radioactivity included?
A.Yes! A toilet including that exists in the version 1.1.
The old version doesn’t include that. I’m sorry.

Q.Why is there little radiation?
A.It’s because it’s small in the convalescent quantity. When you drink many times, you take much radiation.
Do you wish that your cause of death becomes “abundant absorption of toilet water”? I don’t like that.

Q. Have you drunk water of a toilet?
A.No.I never have that.

You can make 4 kinds of toilet.
(1)Broken toilet not including radiation.
3 water.
Restore Health 15.
Below is the requires materials. 5 Ceramic and 2 Plastic.

(2)Urinal not including radiation.
2 water.
Restore Health 15.
Below is the requires materials. 4 Ceramic and 2 Plastic.

(3)Broken toilet including radiation.
3 water.
15 Restore Health and 3 Radiation Damage.
Below is the requires materials. 5 Ceramic, 2 Plastic, and 1 Nuclear Material.

(4)Urinal including radiation.
2 water.
Restore Health 15 and 3 Radiation Damage.
Below is the requires materials. 4 Ceramic, 2 Plastic, and 1 Nuclear Material.

Installation
(1) Please Download with manager. (NMM)
or
(1) Please download a file.
(2) Please copy a file in your data folder. (/Fallout 4/Data)
(3) Activate file, please.

Sorry, My English not so good. I used machine translation.

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Description (Japanese)

設置した便器の水が飲めるようになります。

4種類の便器を作ることができます。
(1)放射能を含まない壊れた便器。
・水3。
・体力回復15。
・必要な材料は以下の通りです。セラミック5、プラスチック2。

(2)放射能を含まない小便器。
・水2。
・体力回復15。
・必要な材料は以下の通りです。セラミック4、プラスチック2。

(3)放射能を含む壊れた便器。
・水3。
・体力回復15、RAD3。
・必要な材料は以下の通りです。セラミック5、プラスチック2、核物質1。

(4)放射能を含む小便器。
・水2。
・体力回復15、RAD3。
・必要な材料は以下の通りです。セラミック5、プラスチック2、核物質1。

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Created with FO4Edit.

The post Toilet Water (You can drink) appeared first on Fallout 4 mods.

Labeled Containers

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INFORMATION
This mod adds a selection of containers that will separate and organize the items you’ve been collecting into appropriate categories. Some containers have new textures, some are static objects that I’ve made into containers. My intention was to make the containers visually indicate what they contain, for instance, the “Armor – Leather” container looks like a leather box and the “Weapons – Laser” follows similar design aesthetics of the Laser Weapons.

The Water Cooler is an example of something that worked, this mod adds the water cooler, makes it a container for “Water”, and retextures it so that it retains the post-war appearance without the broken water jug, which wouldn’t make sense. The “Nuka-Cola” machine is an example of a container I hope to improve. I tried to update the nif with new items, adding the bottles of Nuka-Cola inside the door, but nothing I did worked in-game. Once I figure out how to do this, I plan to update these containers.

Some examples of new containers:

Alcohol
Apparel – Commonwealth
Apparel – Faction
Apparel – Prewar
Armor – Combat
Armor – Metal
Armor – Raider
Armor – Synth
Food – Pre-War
Nuka-Cola
Modifications
Holotapes
Water
Weapons – Rifles

This is just a small selection of the thirty-ish containers in this mod as of v1.0. On that note, I hope my solution is preferred by many of you as well and I welcome feedback and comments on what you would like to see in the future, container types, etc.

COMPATIBILITY
This mod was made to require Settlement Keywords, as I felt that should be the standard, and I also felt like separating my containers from the others. To that end, these new containers will be in the “Large Containers” category, not the “Containers”. This new category was unused in my game and the other category was really bloated by other mods…

INSTALLATION
I recommend downloading through NMM, this is a single esp file, and NMM will make the installation simple. If you download mods manually, place the esp file in the “Data” folder of the Fallout 4 directory.

FUTURE GOALS
-Make static items animated like containers
-New skins
-New nif files for custom containers
-Expand selection

The post Labeled Containers appeared first on Fallout 4 mods.

Immersive Fast Travel

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Pretty simple mod. You can now build teleporters, motorcycles and vertibirds at settlements which allow you to fast travel to other settlements you own. And you can optionally disable the vanilla fast travel system.

Motorcycle
Located under Resource -> Miscellaneous
Can be built at any settlement other than Home Plate and Spectacle Island.
Consumes fuel to travel based off distance. (craft fuel at the Chem station)
Can travel to any settlement you own other than Prydwen, Institute or Spectacle Island
Time passes as though you fast traveled

Vertibird
Located under Resource -> Miscellaneous
Can be built once the Prydwen arrives
Can be built at any settlement other than Home Plate
Consumes half as much fuel as the motorcycle to travel. (craft fuel at the Chem station)
Can travel to any settlement you own other than the Institute
Time passes as though you fast traveled

Teleporter
Located under Resource -> Miscellaneous
Can be built once you visit the institute
Can be built at any settlement
Does not consume any fuel to travel but must be powered (10 power)
Can travel to any settlement you own other than the Prydwen
Changes the fast travel arrival point so you appear in the teleporter
No time passes when teleporting
Huge Thanks to Absorbed for re-texturing the teleporter!!

Teleporter Instructions
Build a teleporter.
Attach a conduit to the teleporter
Wire the conduit to at least 10 power
Open the teleporter
Get inside
Close the teleporter
Select a destination

Profit

Disable Vanilla Fast Travel
To disable the vanilla fast travel system, install the DisableVanillaFastTravel plugin.
NOTE: this does not disable using vertibird signal grenades to fast travel.

Re-enable Vanilla Fast Travel
disable the DisableVanillaFastTravel plugin
load your game
open the console
type dumpinputenablelayers
find the layer number of the DisableFastTravel input layer
type resetinputenablelayer 0
save your game
NOTE: I used the number 0 in the reset command but you need to use whatever the layer number of the DisableFastTravel input layer is

Optional Versions
ReqsWorker
You must assign a worker to each device in order to use it.

NoQuestReqs
You can build the vertibird without having been to the prydwen.
You can build the teleporter without having been to the institute.

NoQuestReqsNoFuel
You can build the vertibird without having been to the prydwen.
You can build the teleporter without having been to the institute.
Vertibirds and Motorcycles dont require fuel to use.

VegetableOil
Lets you make oil from corn and gourds at any cooking station (Oil is used to make fuel)

The post Immersive Fast Travel appeared first on Fallout 4 mods.

Settlement expansion all in one V6

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Basically i took my old expansions and put them into a all in one esp. I have since added a few new expansions as per requests on my other mods.

V6 adds:
The Slog
County Crossing
Grey Garden
Abernathy farm
Oberland Station
Greentop Nursary

V5 Major update:
First off i want to give credit to Rdunlap for showing me how to unlock settlements for the purpose of scrapping items that said i did the editing and if there’s a problem it was my doing not his. V5 will work with scrap everything perfectly and should work with spring cleaning with no issues. settlements are unlocked for scrapping (you still have to do the quests to use the settlement though) and the file has no ITMs in it. i will be collaborating with Rdunlap tomorrow to make sure everything works with with this version flawlessly, since hes the genius behind this version

You do not need bUseCombinedObjects=0 to make this work when scrapping item inside the original borders but if you want to scrap in the new borders that i made you will need this. you can always add bUseCombinedObjects=0 and go and scrap everything you want outside the original borders then go and remove it from your Fallout.ini file to save the FPS

For people experiencing LOD bug:
some people are getting the LOD bug in settlements it happens when you scrapped things you shouldnt or sometime because of the bigger settlement size. we will not be able to fix the LOD thing until GECK comes out in about a month. you can use tpc while in a settlement that has things doing that and it will quit NOTE: do not leave it on since it can make the game slower in large areas like downtown. tpc again will turn preculling back on.

Install instructions:

Add bUseCombinedObjects=0 to your fallout.ini under [general] for best results scrapping items outside the original borders.
Remove all old versions of my work if you have them installed and just use this esp.
Install with NMM Or put into your data folder located in SteamLibrary\SteamApps\common\Fallout 4\Data
Put what ever scrap mod you use (spring cleaning/scrap everything) after this in your load order

I would recommend you use scrap everything located Here

This mod was made to go with Rdunlaps rebuilds. heres a link: rebuilt houses please endorse if you use his mods and like them
He will be adding a rebuilt coastal cottage soon

Required for cell reset
Since people are experiencing the cell reset bug here are workarounds for that 1) buildable power armor frames 2) Cell reset workaround patch

I want to thank Klaxon21 for this video it should help with peoples confusion regarding this mods use and required files.

I currently have expanded:

Coastal cottage
Sanctuary hills
Spectical island
The castle
Croup manor
Jamaica plains
Nordhagen beach
Covenant
Bunker hill
Finch farm
Warwick homestead
Boston airport
Kingsport lighthouse
Relay tower
Ten pines
Starlight drive in
Sunshine tidings co op
Fens raider camp
Egret tours marina
Taffington bathhouse
Redrocket
Murkwater

Here is some of my other work:
Covenant expansion
Croup manor expansion
Jamaica plains expansion
M2216 retexture
Shade assault IV retexture

The post Settlement expansion all in one V6 appeared first on Fallout 4 mods.


TenPines expanded

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First attempt to create a mod, since in my opinion, TenPines is way to small, considered where it is located and that there is no reason for it being that small.

Pictures are just there to give an expression on how far you can build, not showing the real “borders”, especially on the hill side, since the trees made it hard to place the shack foundations.

Attention:

After a few more tests and some reports of users, in most cases, it should be possible to use this .esp without suffering any resets or overrides.

Myself, I had to get rid of one of those “fixes”, that were causing more problems, then helping or in other words: In a new play through, it was and still is possible to use this .esp AND “spring cleaning” with NO issues.

Some of the fallen trees and bushes can’t be removed, since they are not on the scrap list, so if you want to get rid of them, you might want to give one of the other “scrap mods” a try – I am going to stick with “spring cleaning” in any case and way.

If you are witnessing any problems, send me a message – if possible, not just “this doesn’t work” and instead with the mods you are using besides this one.

The post TenPines expanded appeared first on Fallout 4 mods.

Where Did I Put That…

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INFORMATION
This mod adds labels which can be placed vertically on any surface (walls, containers, etc.) as an organizational tool. There’s just so much to collect out there and it can be difficult to remember which box holds what in your settlement. My previous mod Labeled Containers was one solution to the problem, and here is another option if you would like something streamlined, no-fuss, and simple. It’s like a sticky note!

This is an updated list of the labels. The labels will often have a more ordered name in the workshop menu, for example the workshop menu will have a “Label: Apparel – Military” but the actual label will say “Military Apparel”.

Weapons
Ballistic Weapons
Bladed Weapons
Blunt Weapons
Energy Weapons
Fist Weapons
Gamma Weapons
Heavy Weapons
Laser Weapons
Melee Weapons
Plasma Weapons
Legendary Weapons
Unique Weapons
Explosives
Grenades
Mines
Pistols
Rifles
Shotguns

Armor
Apparel
Combat Armor
Leather Armor
Metal Armor
Raider Armor
Synth Armor
Legendary Armor
Unique Armor
Power Armor
Raider Power Armor
T-45
T-51
T-60
x-01
Dog Apparel
Pre-War Apparel
Military Apparel
Super Mutant Apparel
Vault-Tec Apparel
Wasteland Apparel
Bandanas
Eyewear
Footwear
Gloves
Headgear
Jackets
Pants
Shirts
Undergarments
Accessories

Alcohol
Chems
Crops
Drinks
Food
Pre-War Food
Wasteland Food
Water

Misc
Clutter
Decor
Documents
For Settlers
For Provisioners
For Companions
Holotapes
Paperwork
Unsorted
Stuff
To Sell
To Save

Junk
Not junk

Mods

The vanilla collision on the things like metal boxes and footlockers aren’t great, sometimes it’s difficult getting the game to recognize the side of that container as a vertical surface. Through all my testing, there doesn’t seem much I can do about it, I do have some suggestions to help you out though. Precise Object Moving and Rotating by Ad3d0 uses AutoHotkey to tie “modpos” commands to your numpad, it makes nudging objects around very easy. Place Everywhere by TheLich is something everyone should check out, it takes all the worry out of settlement building. No more fussing over where the object’s outline will decide to be green for no apparent reason.

COMPATIBILITY
This mod requires no other mods and should be under your “Signs” category, or the “Small Signs” Category when using Settlement Keywords. There will be no issues conflicting with other mods.

CHANGELOG
V1.2
-New labels added
V1.1
-Added 12 new labels, including “Junk” and “To Sell”
-Reorganized workshop menu titles with a “Label:” prefix which will group everything together.
V1.0
-Separated textures into 1k and 2k textures.

REVIEWS!
It’s surreal seeing this mod rise in popularity, get to the Hot Files and all the feedback, thanks so much to everyone for their support on my first real mod.

INSTALLATION
I recommend downloading through NMM, this is a single esp file, and NMM will make the installation simple. If you download mods manually, place the esp file in the “Data” folder of the Fallout 4 directory.

FUTURE GOALS
-Take requests on new labels anyone would like to see added to this mod
-Add prefix to files in workshop menu
-Release psd file as a template

The post Where Did I Put That… appeared first on Fallout 4 mods.

Vault Central

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Vault Central is where you’ll find the items you needed but never knew you did.

Items added
Vault direction signs
Vault hall signs(snap to wall top)
Vault room signs(snap to wall top)
Large billboard posters
Large metal billboard with snapping points for posters
Large picture frames (snap to walls)

Where are the items found
Decorations>Wall Decorations>Paintings for posters
Decorations>Wall Decorations>Signs for vault signs
Decorations>Wall Decorations>Miscellaneous for supports

Install
With a mod manager or manually.

Issues
Currently, vault signs have no icon in workshop menu. Can’t pinpoint the reason, but I’ll try to fix it.

Plans and suggestions
Add vault themed walls.
Add vault themed furniture
Fix bugs

For suggestions, you can leave a comment with your idea. If possible, I’ll do it.

Permissions – ask me before you do anything regarding my mod (such as reuploads, translations etc).

Leave your feedback and ideas. Please be polite even if you criticise my work. It took quite a while to gather all these files and put them together.
All items fit with the environment, more or less. Large picture frames snap to walls, but preferably to use smooth walls or they’ll clip through irregularities.
Vault signs will snap to the top of the walls, and there might be weird snapping. Use ladders to reach snap points for large posters.

Check out my other mods
Vanilla Extensions
Tutorials
top

The post Vault Central appeared first on Fallout 4 mods.

FO4 CRIBS – Red Rocket Player Homebase

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FO4 CRIBS – Red Rocket Player Homebase

Please excuse any inconvenience which might occur when faced with heavy grammar errors and misspelling from my part.

What is it?
It´s the idea of sharing the result of countless hours building a modest homebase in FO4 from which i plan to explore the
Wasteland and its coming DLC. I´ve built the whole structure with “vanilla” parts which i placed mostly with the help of
the ingame console, meaning most objects are exactly set in position and angle.Throughout the use of the ingame console
i was also able to place some objects into other building elements, upgrading them visually in the process.
(check the images)

The house itself is on top of the Red Rocket building and has four floors with an accessable roof. It provides beds for all
ingame companions as well as alot of room for storing and displaying your loot.

Floor 0 (inside the gas station)
nothing

Floor 1
entrance / living area / kitchen / dinner table / magazine displays / etc.

Floor 2
crafting area / power armor rigs / pool billard room (oversized so it can be changed if DLC brings new building stuff)

Floor 3
5 x companion rooms each 2 beds / gender rest rooms / chill area / balcony

Floor 4
master bedroom / jacuzzi junk tub bathing area / roof access

Floor 5 (roof)
main electricity / wind generators / siren / settlement beacon

Note – The lightbox Vault Boy on both sides of the building is possible thoughout the use of the mod “Unpowered Lightboxes”.
I would have prefered to go without mods, but the amount of lightboxes would mean an ridiculous need of generators. You
can either go with the mod i use, or you use another mod which increases the power output of wind generators, or you simply
scrap the lightboxes.

How do i install it?
You can either continue to play with the savegame i´ve uploaded or you use the mod “Cell Ripper” to transfer the settlement
to a savegame of your choice.

A) I´ll continue to play with your savegame:

Download my savegame and copy it to your Fallout 4 savegame folder, also download the mod “Unpowered Lightboxes” and
install it via NMM or use a solution from the note above to get the many lightboxes powered.

B) I want to transfer your building to another savegame:

First of all, clear the Red Rocket Station in the savegame you want to manipulate of all companions and loot before you try
to transfer cell content! Download my savegame and the tool “Cell Ripper”. Start the tool, localize my savegame, localize
your savegame of choice, set the settlement you want to transfer to “Red Rocket Truck Stop”, then hit transfer and a new
savegame will be produced.

Anything else?
As soon as Batusda patches the static features on objects ill decorate the house, until then u might give “OCD” a chance.

Many thanks to:
xatmos – for creating and sharing his tool “Cell Ripper”
ShaRose – for creating and sharing his mod “Unpowered Lightboxes”

The post FO4 CRIBS – Red Rocket Player Homebase appeared first on Fallout 4 mods.

Where Did I Put That…– Spanish – 1.2

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Traducción del mod de OctaviusSentibar. [Link a la pagina del mod original] Añade carteles a nuestro menu de construcción que podemos colocar en nuestros contenedores para luego saber lo que hay dentro de ellos.
Hay estas categorias hasta ahora:
Accesorios
Bebidas Alcohólicas
Accesorios – Supermutante
Accesorios – Perro
Accesorios – Bandanas
Accesorios – Ojos
Accesorios – Cabeza
Objetos de Apariencia / Atuendos (1.2)
Objetos de Apariencia – de Antes de la Guerra / Atuendos – Antes de la Guerra (1.2)
Objetos de Apariencia – Militar / Atuendos – Militar (1.2)
Objetos de Apariencia – Vault-Tec / Atuendos – Vault-Tec (1.2)
Objetos de Apariencia – Yermo / Atuendos – Yermo (1.2)
Armadura
Armadura – Combate
Armadura – Cuero
Armadura – Metal
Armadura – Saqueador
Armadura – Synth
Cartel en Blanco / Nota en Blanco (1.2)
Medicina y Drogas (No hay traduccion literal para “Chems” en español)
Cultivos (original: “Crops” si se les ocurre una mejor traducción diganme)
Decoración
Comida
Comida – de Antes de la Guerra
Comida – Yermo
Para Compañeros
Para Provicionadores
Para Colonos
Chatarra
Modificadores / Módulos (1.2)
No Chatarra
Servoarmadura
Servoarmadura – Saqueador
Servoarmadura – T-45
Servoarmadura – T-51
Servoarmadura – T-60
Servoarmadura – X-01
Cosas (original: “Stuff” si se les ocurre una mejor traducción diganme)
Para Guardar
Para Vender
Armas
Armas – Ballisticas
Armas – con Filo
Armas – de Golpe
Armas – Energía
Armas – Explosivos
Armas – de Puños (si se les ocurre una mejor traducción diganme)
Armas – Gamma
Armas – Granadas
Armas – Grandes (la traducción de “Heavy” seria “Pesadas” pero el cabezón se llama en español “Cabezón de Armas Grandes” no de armas pesadas)
Armas – Laser
Armas – Cuerpo a Cuerpo
Armas – Minas
Armas – Pistolas
Armas – Plasma
Armas – Rifles
Armas – Escopetas
Nuevos en la version 1.2:
Cambiada la palabra “Cartel” antes de cada categoria en el menu de construcción por “Nota” (por ej. Nota – Varios)
Varios
Sin Ordenar
Desorden (de enserio no se me ocurria nada mejor para “Clutter”)
Papeles (“Paperwork” podria poner “Libros, Revistas y Notas” diganme si queiren eso)
Documentos
Holocintas
Bebidas
Agua
Armadura Legendaria
Armadura Única
Armas Legendarias
Armas Únicas
Ropa – Zapatos
Ropa – Guantes
Ropa – Interior
Ropa – Pantalones
Ropa – Camisas
Ropa – Sobretodos

The post Where Did I Put That… – Spanish – 1.2 appeared first on Fallout 4 mods.

Clean Settlement Greenhouses

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Restore Graygarden and Greentop Nursery to new condition, along with some effects like planters, flower pots, and garden hoses. Also replaces Tato plants and a couple of light fixtures. This mod replaces vanilla greenhouse meshes with modified versions of ad3d0’s Snap’n Build – Greenhouse meshes, and so allows snapping of doors into the doorframes etc.

My other mods:
Clean Settlement Beds
Clean Settlement Shacks
Clean Settlement Snap’n Build – Greenhouse
Clean Settlement Homemaker Greenhouses

The post Clean Settlement Greenhouses appeared first on Fallout 4 mods.

Red Rocket Pond Settlement

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This is based on the “Red Rocket Rock 2.0” from Chaosscz, so if you like this file then please go see his mod and give him some kudos.

After seeing his Red Rocket Settlement on the nexus, i was inspired by it and i tried to use it in my own game using the “Cell Ripper” mod but after
working on it, i realized that there were too many things that needed to be removed or tweak for my liking. So, i basically created a new settlement from scratch to better suit my purpose.

So, here it is, The Red Rocket Pond Settlement!

This is my first contribution to the nexus… so, they’re probably some things i won’t do right the first time, so if there is something
wrong, please let me know. Specially if i forget things about credits or permissions… i’ll do my best but nobody’s perfect.

The Companions/Settlers house and the inside of the Red Rocket are not fully furnished and there is a good reason on my part for doing that.
I left some things for you to do. Decorate as you see fit, well that’s the fun part, isn’t it?

Anyway the bones of the place are there, so go put more meat on it! (that’s if your rig can take it!)

This save game is a lvl 1 female protagonist about to leave the vault.
You can also use the “cell Ripper” mod and add it to your own game. (Please backup your save game …. just in case!)

The Vault and VIP section can be accessed by using the Red Keycard provided on the table inside the Red Rocket

INSTALLATION

Required mods:

Settlement Keywords (SK) – v0.8
Armor and Weapon Keywords Community Resource (AWKCR) – v1.71
Homemaker – Expanded Settlements V. 1.33
Options: Bunker and Greenhouse Disabler
Streetllights Use Passive Power
Unlocked Institute Objects – SK
Snap’n Build V 1.5 +
Options: The Capsule (color of your choice)
The Bunker
Industrial Set (color of your choice)
Greenhouse
Homemaker – Expanded Settlement
Snap’n Build – v1.5 – SK ported version
Alternate Settlements – v1.1 + Alternate Settlements – v1.2
Business Settlements 1.8 (Standalone) – Business Settlements 1.8 +Business Settlements 1.8 (Standalone) Settlement Keyword Patch
Better Stores V 1.1
Auto Doors V 2.4b*
Options: English (unless you speak Russian)
Homemaker + Snap’n Build
OCDecorator V 1.05
Options: Framework – OCDecorator
1.05Beta OCDuplicator
( Do not overwrite ‘Settlement Keywords’ select “No to Mod”)
Eli’s Craftable Flower Pots*
Generator – Fusebox V 1.4
Craftable Animated Water Wells – v1.0
Longer Power Lines V1.1 (Infinite Option)
Colored Workshop Lights V 1.6
Just Curtains – Friffy_Fixed Curtains V1
Craftable Animated Bridges – DD_Bridges V 2.1 (If you don’t want the Bear –> Craftable Animated Bridges retexture – without bear)
Craftable Fire Shadow Lights V 1.0
Snap’n Build – Roofs V1.2
Settlement Objects Expansion Pack V0.8dev9
Renovated Furniture V 2.5*
Scrap Everything V1.91

* you can ignore those mods, but you will miss some stuff.

load order for this all to work: (1 = Activated, 0 = Deactivated)

Fallout4.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
Homemaker.esm=1
Snap’n Build.esm=1
Homemaker – Greenhouse and Bunker Disabler SK.esp=1
Homemaker – SK Integration Patch.esp=1
Homemaker – Streetlights Use Passive Power.esp=1
Homemaker – Unlocked Institute Objects SK.esp=1
Snap and Build – Modules.esp=0 <– DEACTIVATED
Snap and Build – Patches.esp=0 <– DEACTIVATED
Snap'n Build – Roofs.esp=1
AlternateSettlements.esp=1
Business Settlements.esp=1
BusinessSettlements-SKPatch.esp=1
BetterStores-SK.esp=1
AutoDoors.esp=1
OCDecorator.esp=1
OCDispenser.esp=1
OCDuplicator.esp=1
Eli_PlantPots.esp=1
Fusebox Generator.esp=1
DD_I_Ran_Out_Of_Funny_Names.esp=1
Colored Workshop Lights.esp=1
Friffy_Fixed Curtains.esp=1
DDP_Bridge_mark1.esp=1
DD_fire_lights.esp=1
SettleObjExpandPack.esp=1
SettleObjExpandPack-AutoDoorsPatch.esp=1
SettleObjExpandPack-SKPatch.esp=1
Scrap Everything.esp=1

Recommended Mods especially for this settlement: (Warning, you need a good computer!)

Enhanced Wasteland Preset by Razed (You Really need this, just install his mod in your data folder and enjoy!)
Repaired Red Rocket – No Pump Version + Repaired Red Rocket – Red Rockets Glare fixModels and Textures
Red Rockets Glare – Station Illumination – Lighting – Sign – Outline Light Only
Starlight Drive-in And Diner – Lighting + Counter and Stool Add-on
Red Rocket in Wood by Calarand
Really Red Rocket by Elianora
Darker Nights by unforbidable
Fr4nsson's Light Tweaks by Fr4nsson
Bottles' Label Overhaul
Radio Re-Done 4K
Nuka Cola Cherry Glow by Ulithium_Dragon
Nuka Cola Glow and Re-Texture – Black Cola Glow with Red Logo
OJO BUENO NUKA-COLA MACHINE
Church wall Re texture 4k
Haul'd Out 4K – Warehouse by DUST2DEATH
Clean Settlement Shacks
Whole Flags
Kitchen appliances black re-texture – Black appliances
Hd Black.red Power Armor Station v2
Pool Table HD Variants – Red and Black – Dirty
Realistic Pool Balls HD
4k Workstations
FO4 Seasons Summer 3.0
Lush Crops v1
Rock Overhaul by K13RAN64
Delightful Ivy – HD Vine Retexture – a natural and realistic green and brown plant overhaul
Clear Water by Ciprrianos (Choose the option with no radiation to enjoy the pool!)
The Black Widow (STANDALONE – MYBed) – 4k Lovers Luxury Bed
New Landscape Grass v6.1

ISSUES: (Problems i have encountered myself)

NEONS Missing: Copy the NEON materials files manually from the “Better stores” mod to your Data directory
Quieter Settlement mod: Will cause a CTD while running near the pool table in 3rd person view (CTD is replicatable at will… so it’s the issue)

The post Red Rocket Pond Settlement appeared first on Fallout 4 mods.


Build Wide – Expanded Settlements

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Build Wide – Expanded Settlements

Wider settlements areas to build more for those small as hell settlements!

Bigger Finch farm
Bigger Covenant
Bigger Taffington (values taken from awesome Build High mod)
Bigger Greygarden
Bigger Sanctuary
Bigger County Crossing (fixed – please update to 0.6 version !)
Bigger Co-op(soon)
for now

all settlements have 50000 height limit like in Build High mod

The post Build Wide – Expanded Settlements appeared first on Fallout 4 mods.

Better Resource Descriptions

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Version 2.0 out now, after 15 minutes of hard work! This mod adds info to all Vanilla resources, including water and food.

This is a VERY small mod (<1kb so just download it!) which adds better descriptions to the resource generating items in the vanilla game. For example, the game never tells you that a Brahmin food trough, when paired with a Brahmin, will generate fertilizer at small intervals and add it to your workshop inventory. The same thing applies to the scavenging station, water purifiers, water pump and food sources. Although I guess by reading this, your need for this mod is now void if you didn't know this already. This mod isn't anything impressive or flashy, but it was a mistake in the default game that has yet to be corrected. This was made with FO4Edit. Still works with the new update (1.4) and I can't see that changing any time soon, unless a future update does something really drastic.

Know of anything else that needs updating like this in the game? let me know in a comment, I kind of enjoy going through FO4Edit and changing small details that others may find boring.

I cannot see a way this file would be incompatible with anything, unless it changes the exact same records on these objects.

Install

Install with NMM by clicking “Download with Manager.”

If updating, please completely remove old version first.

Can also be installed manually by extracting the .esp to your Data folder.

The post Better Resource Descriptions appeared first on Fallout 4 mods.

Craftable Vault Gear Door

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This mod will add 3 version of Vault Gear Door to your settlement

1. The Vault Gear Door (Door category)
– Like the one in Vault 111

2. The Vault Gear Door with railing (Door category)
– Like the above one but with the yellow railing

3. The Vault room with gear door (Metal Prefab category)
– Vault room prefab with gear door. Since i know its hard to match the door with any kind of walls, so i made a prefab and you can build things around it (Notes: it big and will cost you a lot of space of your settlement)

PLEASE READ THE KNOWN ISSUES BEFORE YOU DOWNLOAD THIS MOD

If you found any bugs or have any suggestions (criticism as well), please feel free to say it (just dont too harsh…)

SK compatible with patch.
AutoDoors compatible with patch.
***All Patches INCLUDED in installer***

—This mod is still under development and testing, may have a lot of bugs and not user-friendly at this time—

NOTES: the opening animation is played with 2X speed as to match the sound and save your time

You can find the Vault walls and floors in my other mod – Settlement Objects Expansion Pack

Install it with Nexus Mod Manager (NMM) OR
manually copy the corresponding version of ESP file (and optional SK or
Autodoors Patch esp) and Meshes Folder in Data\ and enable the esp
After installing/enabling the file, you should be able to use the items in the Workshop Menu, Enjoy your new toys!

– Navmesh and collision problem
NPC cannot walk on it. Collision is not working correctly on some area in the Prefab room version

– No closing animation
No closing animation as the only way is to manually change the value of every key frames which i dont have time. If anyone can do it or make a working closing animation, please PM me

– Sound and light
Sound may not match, im still working on it. For the lighting, you have to build it yourself.

Settlement Objects Expansion Pack
Craftable Institute Elevator
Advanced Settlement Turret Set
Advanced Portable Turret Set
Remove Turret Power Requirement
Selectable Mark I-VII Machinegun Turret
Custom Mark II-VIII Machinegun Turret
New Marking Style for Machinegun Turret
Fat Lady
Pipe Turret
Sonic Blaster
Institute EMP Rifle
Plasma Pulse Rifle
Disgusting Settlement Turret Set
Automatic Conversion for Non-automatic Weapons

The Eyes Of Beauty Fallout Edition by LogRaam aka Gabriel Mailhot
Ponytail Variations by opengts
Fallout 4 Enhanced Color Correction by ChaosWWW (F4ECC 1.2 used)
Fallout 4 Seasons Project by GameDuchess (Summer used)
Concealed Armors by Nisas
Homemaker – Expanded Settlements by NovaCoru
Water Enhanced by Jmane2009 (4K version used)
The Institute Pip-boy by Aeyos

Created with FO4edit, NifSkope, FOMOD Creation Tool

The post Craftable Vault Gear Door appeared first on Fallout 4 mods.

Vault 111 – Player Settlement

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Thanks to Tyrannicon and JR Mods for the videos

Do not install this mod until you have finished the intro and are outside into the wasteland, as it disables a lot of scripts/markers/furniture that are used after you come out of cryo-sleep. If you start a new game you should deactivate the mod until you are outside.

I started this mod a few months ago but gave up due to the stupid amount of bugs editing the Vault 111 cell caused, but after more and more practice with FO4edit, I have managed to get it working without the invisible/unplacable build mode furniture bug, and the invisible Vault elevator bug.

This mod doesn’t just give you the ability to build inside Vault 111, it also has working settlers, vendors, and supply lines (although Provisioners teleport out near the elevator). Due to this being made with FO4edit, I cannot actually make it a new settlement, so until the GECK comes out, a bat I have included (V111Workbench) will move the Murkwater workbench and border (which has been expanded), so it basically replace Murkwater with Vault 111, I find it’s worth it for a Vault settlement!

All grime/rust etc has been disabled, and most of the furniture (including the Cryopods) has been removed, giving you a lot of room to build.

The workbench can be moved to wherever you want it using the setpos/modpos/setangle/modangle commands, upon placing it, it will be at a weird angle until you move it.

For powering lights placed throughout he vault, I personally use the TCL command and place them above the ceilings, so wired and conduits are hidden, I recommend an increased power conduit range mod, I will eventually make one that can power the whole vault.

Features:

* A clean Vault 111 (No grime/rust, most furniture removed (including crypods)
* A BAT file (V111Workbench) to turn it into a settlement with working settlers/vendors/supply lines
* A usable Vault gear door
* Pre-war and cleaned up textures to make the Vault look new and repaired
* You can now sleep and wait
* The electricity coming from the broken reactor has been removed, so you can now build down there without being damaged

Installation:

1. Download the main mod and install with NMM
2. Download the BAT and install to your data folder (if running from the Data folder doesn’t work for you, place it in the main folder with the EXE.)

Plans:

* Turn it into a proper standalone settlement once the GECK is available
* Add Vault furniture into the vanilla build menus

Known Issues:

* Before you run the BAT to turn the Vault into a settlement, there will be 2 big gear doors, one of them is the usable one, and one is the static one, after you run the BAT the static one will disappear, I have tried disabling it through FO4edit, but sadly it doesn’t work and will have to wait until the GECK is out.

* If you walk around the vault before running the BAT, you may see a couple of frozen NPCs, and 1 or 2 cryopods, again, I have disabled these with FO4edit, but they do not want to disable for some unknown reason. They will disable after running the BAT.

* I randomly had a crypod and a couple of frozen NPCs enable themselves, I have included an optional BAT file (V111Dweller) that will disable and “markfordelete” these.

* While the Gear door is usable, it does fully animate while opening, but due to the lack of a closing animation, it will teleport shut)

* The Gear door is not openable via the control panel, as the GECK is required to link them together.

* As the workshop will be from Murkwater, you will have to kill the Mirelurk Queen located there, to do it quickly I recommend “coc POIBryanB01” to teleport to murkwater to kill it. – Thanks to Neklan for pointing this out.

The vault WILL have the cell reset bug, but it will not affect containers as the only ones in the vault will be player-made ones, as for power armor, like most other settlement mods, I recommend the Buildable power armor frame mod.

If you encounter any bugs please let me know and I will try my best to fix it, I do expect there to be a few as this is my first time using FO4edit


Recommended files:

* Settlement Objects Expansion Pack by ccmads
* Vault Central by Etheron (includes Vault direction signs seen in Vault 81)
* Homemaker by NovaCoru
* Better Stores by Blazeda59

Credits:

* Doobot – Helped me make furniture placable on the vault floors
* ccmads – Allowing me to use his openable/closable Vault door mesh in this mod
* Jeanlou – The original idea of moving the Murkwater workshop/border into Vault 111 to turn it into a settlement
* MegaDragz – Keeping track of IDs and being my notepad.

The post Vault 111 – Player Settlement appeared first on Fallout 4 mods.

Awake – The Rise of Apollodowns MA Interview

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Get To Know Your Mod Author EP6: Apollodown
Apollodown

Each week a different mod author becomes more than just a name on the screen you get awesome freebies from.

Also a open offer to long time Mod Authors (Provided I don’t hate or despise you which takes effort so I probably don’t) to get in contact with me and we can set up a video for ya all as well. I am open to doing more than 1 a week if we have enough interest.
Episode 1 is on the youtube page as well with Eianora
Episode 2 with Fadingsignal is also on the youtube page
Episode 3 with Someguy2000 is also up :)
Episode 4 with Cat_woman1989 is up as well.
Episode 5 with Hothtrooper44 is there for all the loves

Included Mod Description
Adds 7 paintings in the appropriate category for settlement crafting that show some artwork etc from Awake: The Rise of Mannimarco. The mod will be coming sometime before 2046
It also adds the Awake Grenade, by far the most badass powerful grenade in existence, if only you could make it blow up on time.

The post Awake – The Rise of Apollodowns MA Interview appeared first on Fallout 4 mods.

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