Fallout 4

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BandwidthBob

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Bandwidthbob

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  1. Bandwidthbob
    Bandwidthbob
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    Update 1.10 is out. Please see changes for full details.

    1.10
    - Fixed faction settings on back office pre-war medkit.
    - Fixed not being able to build on the floor. Replaced all floor tiles* with new keywords.
    - Fixed flickering texture on floor under trap in warehouse.
    - Fixed flickering texture on floor near chained door in back office.
    - Finalised navmesh, so companions should now enter immediately with you.
    - Added picture frame to scrap anything that Scrap Everything can't in the Vault Tec front office.
    - Added cinder block to scrap all light sources in the Vault Tec front office.
    - Linked radiation to radioactive barrels, so radiation should disappear when barrels are scrapped.
    - Added a few more Raider traps.
    - Removed non-immersive messages from front office terminal.
    - Removed hatch in Vault Tec office (until possible expansion).

    * Floor tiles only. Utility Halls and Stairs not done yet.

    Thanks to the following for helping out with resolving various issues: chucksteel, BlahBlahDEEBlahBlah and Synpathy.
  2. AlanPosta
    AlanPosta
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    Where the hell is the keycard to open that damn door, I searched all the bodies and no one has it on them.
    1. Apfelfreund
      Apfelfreund
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      bit left from the door - felt stupid when I saw it
    2. NitkoHarte
      NitkoHarte
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      • 2 kudos
      Can I join the club? SMDH. Hidden in plain sight.
  3. cbaker19
    cbaker19
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    Nice addition to the game. I can't find that keycard though. I see you said it is on a table by a door, but I gave up. Fortunately you can still clear the raiders without it. Thanks for the details.
    1. Apfelfreund
      Apfelfreund
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      it's directly left on a "console"
    2. NitkoHarte
      NitkoHarte
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      • 2 kudos
      yup
  4. 420ReptarJH
    420ReptarJH
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    Not sure why, but I'm having conflict issues with BTI. I've got it's esp set to load after this mods, there is still a few buildings that BTI opens that this one is causing issues with. Did I do something wrong? lol Disabling this mod does fix the conflicting issues.
    1. streetyson
      streetyson
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      • 107 kudos
      See my comment answer in the bugs section under CTD - I think I got this paying nice with BTI and several other mods touching Concord.
  5. armydoll
    armydoll
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    love this mod. perfect for early quest and make so much sense they have an office there.
  6. Apfelfreund
    Apfelfreund
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    Nice little mod - goes "deeper" as one might thing. Really enjoyed it
    (I bet some people skip the "second" part and way more miss the "third part" to open the double door)
    There are ghints that the author might even had some bigger pans
  7. mepradayounada
    mepradayounada
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    awesome little detailed location, very nice. thank you, and it‘s a shame you never made more. 
  8. djchunt
    djchunt
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    Only just discovered this. Deceptively good mod. I didn’t expect the basement to be as large as it was. Good firefight with the npc’s as well.



    Endorsed. 
  9. BrasilHunter
    BrasilHunter
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    • 1 kudos
    hei mate its a really nice location to explore nothing more nothing less but i really apreciate it, was a lot of fun. thx for it. i hope you do more in the future
  10. JanusKyon
    JanusKyon
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    Hi. This is a very, very good job. The location looks absolutely great! I hope you will do some other mods in the future!
  11. therealqft
    therealqft
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    Great Mod, i absolutely recomend it.
    The only thing i would propably change, is how bright the lamps in the entrance areas are. They are a bit to hard.