Fallout 4

189 comments

  1. ReaperTai
    ReaperTai
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    Version 1.1 is a quickfix to fix lights and build issues.
    Version 1.2 fixes companion travel issues and makes useable in raider playthrough.
    Version 1.3 adds the vault level and a few bugfixes.
    Version 1.4 fixes a few small navmesh and spacing issues.
     
    Things that will be in future updates:
    - double check respawn settings. = as of 1.0 this should be clear.
    - check surrounding ground base cells navmesh. = as of 1.0 this should be clear.
    - change lights to non shadow lights. = changed in 1.1, will tweak more.
    - upping build limit. = changed in 1.1, will tweak if needed.
    - check why companions not going to settlement. = as of 1.2 this should work correctly now.
    - currently can not use for a raider playthrough. = as of 1.2 this should work correctly now.
    - check load door heights. = need more input. Cannot recreate falling animation reported.
    - add actual elevator instead of just a load door. = delayed to figure out how they work lol.  Just load doors at the moment to represent elevators.
    - Vault level. = Done in 1.3
     
    Possible Additions:
    - maybe add interior to above ground bunker with elevator. = Done in 1.3
    - power up transmitter antenna.
    - guard space at bunker entrance.
    - make raider compliant. = as of 1.2 this should work correctly now.
     
    Things to know:
    - You can redesign the collection room but be warned, if you delete a piece you will be exposed the the grey void until you build another piece to fill the hole. Fixed in version 1.3.  added a cavern around bunker.
    - The storage containers are technically safe at the moment (not respawning). I will be working on them soon to make them sorting and not scrapable. Make sure to check update notes before updating so you don't lose anything.
    - Companions not dismissing to bunker. Thanks to shakymac for bringing this up so we looked into it. As of version 1.1 testing, I have seen a issue if dismissing a companion directly to the bunker.  A temporary workaround is to send them to the ground base, add as companion, dismiss to bunker (or just dismiss when at ground base basically). They should use the door there. From other areas they just stood there. Looking into this, may need to move a marker or 2.  This should now work correctly in ver 1.2 as long as you get 50% happiness when first start both workbenches.
     
    Pictures please when you get built up, looking forward to what people build here.
     
    Unless any bugs show up this will be the last update until I learn to script.
  2. ReaperTai
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    Just a progress update.

    Version 1.4 is now out. Please let me know any issues and looking forward to some pics.

    Pics to show about connecting conduits. http://imgur.com/a/p47Oo
    Small youtube vid about how you can change the collection room: www.youtube.com/watch?v=1B0BOa00P5Q&feature=youtu.be

    The stairs in the main build area are just for you to get up and down and mark levels for building. You can delete them or move them for your build. (pic showing entrance wall with lights to show levels and outer corners http://imgur.com/dhbCtJ6)

    If anybody is having any problems/issues please send me a pm with pics or post here so I can try to fix. Imgur.com is a free pic sharing service that you can send me a link to so they are not in the regular pic section.
  3. ReaperTai
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    Hello folks, I am sorry I have not been able to update this recently...real life has been whooping me for a bit now (nothing wrong just very busy).

    From what I can tell there are a few things that need to be redone and I will try to get to it one of these weekends before the end of the year.
  4. Night2078
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    Would there be any possibility for a compatibility patch for Another Pine Forest (https://www.nexusmods.com/fallout4/mods/54027?tab=description)?

    Just visited the location and there are trees all over the place. Would be cool to have a patch for that, as i really like the Forest mod, but would also like to use your awesome location.?
    1. PhoenixKnight13
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      This was part of the problem I was having, any other mod that affects precombines in the area of the bunker will cause all the vanilla flora and rocks etc to re-appear and you can't even target them for disabling in console. You'll have to move this down in your load order to below the other mod, it shouldn't be an issue unless there's something special the other mod adds to the same area, it'll just overwrite some trees.
  5. PhoenixKnight13
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    My all-time favorite settlement mod, of the 1k+ mods I've tested this is still the epitome of Fallout 4 settlement building IMO (with Bunker Ravine, all of RRTV's home mods, and Underground Hideout with its Basement Add-on all being tied for a close second - you can turn the home mods into mostly-functional settlements using CAMP). The teleportation functionality makes traveling between major points of interest significantly faster (similar to the Institute teleport ability but using relay towers) while remaining immersive, the 3 levels (above-ground settlement, bunker, and vault) allow for unlimited customization options, space to grow, and the associated quests are all well-done. A mainstay of my load order for years now, this truly is an amazing piece of work.

    PS - The above-ground settlement has a NE corner attack spawn point, if you surround the corner of the outer wall (inside and out) with turrets you never have to worry about it lol.
    1. PhoenixKnight13
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      Just wanted to say that years later (first downloaded back in 2018 ) I still love this mod, it served me faithfully through a 700+ mod load order with only minor conflicts to precombines. I finally replaced it with LeahTheUnknown's HAM Radio Teleport Relays so I could avoid said precombine conflicts with this settlement and some other mods, but damn do I miss it! I can't even count the times the bunker and relay tower entrance points saved my ass, it's a fantastic system for moving around immersively (just pretend there's a hidden tunnel network every time you use a tower entrance ) and huge time-saver if you don't like wasting in-game time with fast travel.

      Cheers to a great creation, hopefully this post helps more people find it.
  6. gramus100
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    man oh man...how did I miss this for so long!
    Really fun to use - thank you! Endorsed.
    1. Drivinghard
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      I read your line too fast .. 'Really fun to use..'
      what my "MIND" read was.. 'Really fun to LOSE .. "

      which is what it's like when you are at first visit losing your way(s) in every direction inside of the Vault/Bunker..
      :)

      Definately ENDORSED!
  7. Drivinghard
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    Do the EXTERIOR settlement NPC's go exploring and wander INTO the Bunker/Vault?

    Conversely, do the INTERIOR NPC's aimlesslessy accidentally wander out the doorways to the Commonwealth locations?
  8. Drivinghard
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    PS!! Mosst important I forgot to ask...

    DoN;T all the enemies in the commonwealth ACCESS THOSE BUNKER DOORS you stuck around the commonwealth too?
  9. Drivinghard
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    WOW... just installed everything works...
    strangely, the map markers don't show up until you access all 3 workbenches...
    all of them showed 50% happiness so must be good to go...
    the FastTravel doorways in Bunker will be useful for expeditions,,,
    BUT WISH THERE WERE MORE LOCATIONS  to go to :)

    ps: that TRADER in the cabin just outside the main gate dosn't seem quite happy her view is blocked... but i started giving her free stuff so see what happens... :)

    How do you get POWER throughout the place? ie., lights, the Power Armor workstations... especially :)
  10. Ragnarr1313
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    I love this mod! It is my go to base for every play thru. I love how you left the upper part of the base, so that it can be built up. I would love to see more mods from you. :)
    1. ReaperTai
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      thank you. at present I am playing other games but may come back and do something else someday.
  11. PhantomAssassin0
    PhantomAssassin0
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    An RTBunker basement access door spawning near me all throughout the commonwealth in random locations, is that suppose to happen?
    1. ReaperTai
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      they are supposed to spawn near all the relay towers and in a couple common areas like the castle, any other areas is a bug.
  12. BreqVendaai
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    hi , short question , will this mod work fine with america rising?
    1. ReaperTai
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      No idea, have not looked at america rising but as long as it doesn't use the same areas it should be fine.
  13. IgnacyOrder
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    That mod is always such a must to have for me and its sad to see it so unappriciated D: