Fallout 4

File information

Last updated

Original upload

Created by

RogueMatriarch

Uploaded by

RogueMatriarch

Virus scan

Safe to use

17 comments

  1. Aderod
    Aderod
    • member
    • 0 kudos
    I cannot explore this location due to very low fps inside. It's a pity because Fort Hagen hangar with satellite array would be perfect for a hidden base for MC. Maybe someday mod will be updated.
  2. dominick1118
    dominick1118
    • member
    • 0 kudos
    I keep trying to claim the workbench, but it says "you must clear all enemies from this location". I've definitely killed all the enemies, and used kah and killall in pretty much every room just to be sure. Am I missing something?
  3. AlisterX
    AlisterX
    • premium
    • 3 kudos
    I couldn't get past 1 fps while inside.. maybe because it was an already started game?
    1. MadGAD
      MadGAD
      • member
      • 1 kudos
      I found what's happened here. Open console, tap tcl and wander around - you will be able to do so.
      There is a bug here: somehow author puts a bunch of trashpiles, large piece of wal, apc and somebokses somewhere near the doctor cabinet in this large hangar (high enough, just under the roof of location) in this place. Inside them author puts some skeletions which constantly bouncing and game tries to calculate it's physics and lags as hell. In tcl mode they are not calculate physics so you travel there and disable them or scrap. Then turn back to location enter and go out of tlc mode.
      Anyway, this place is not a viable settlement as an author forget to add something to workbench scripts.
    2. Nite4awk
      Nite4awk
      • premium
      • 3 kudos
      The skeletons issue isn't just limited to this mod or this location by the way... this seems to be an issue that occurs with several different mods. MOST people experience this game breaking skeleton bug in cell 0,0 right under Greentech Genetics in a giant blob of random mod materials that gets placed there when modders half ass it, and then blame these issues on the creative engine. Now, it appears THIS mod also has this issue.

      What I wish... is that someone would make a mod that removes all physics from the skeletons in the game... because that would legitimately FIX THIS ISSUE on a universal scale. An example of what kind of mod i'm talking about, proving it's possible, is the mod "Forever Standing Mannequins" https://www.nexusmods.com/fallout4/mods/17630 ...which basically just disable physics for that model throughout the game.

      So frustrating!!!
  4. MrEggs0925
    MrEggs0925
    • premium
    • 105 kudos
    This mod looks interesting but I have one question,

    Does the workbench function as a complete settlement with the ability to assign/recruit settlers, build supply lines, etc....

    Or is it just for making a player home style thing similar to that of Home Plate?
    1. ToadR
      ToadR
      • supporter
      • 7 kudos
      Also interested in this answer
    2. RogueMatriarch
      RogueMatriarch
      • member
      • 30 kudos
      While I added the workshop feature to make the place usable as a player home, it should also be functional as a complete settlement as well, though I haven't done extensive testing regarding that due to none of my characters being designed with such in mind nor myself favoring doing such things.

      That said, I don't see why it wouldn't work as a complete settlement.
    3. MrEggs0925
      MrEggs0925
      • premium
      • 105 kudos
      That great to hear as I've always wanted to turn this location into a proper settlement or at least a player home.

      I will probably do some testing to see if everything works properly.

    4. SrgntPsycho
      SrgntPsycho
      • member
      • 0 kudos
      I cannot send settler nor fix supply lines.. everthing else works fine
  5. Wastlanddragonborn3
    Wastlanddragonborn3
    • member
    • 1 kudos
    looks great was actually something that bothered me in the game, speaking of such if you decide to do another mod like this the gunners need a lot of work, especially Gunners Plaza, anyway just a suggestion glad someone got around to fixing this
    1. wpvc
      wpvc
      • member
      • 0 kudos
      Recently a mod for Gunners Plaza was posted, although it is only the exterior for now:
      https://www.nexusmods.com/fallout4/mods/30985
  6. hanageboubounosuke
    hanageboubounosuke
    • member
    • 7 kudos
    "you'd think that they'd take the time to clean it up"

    No, who would expect post-apocalyptic drug-addled psychopaths to be neat and tidy? And why would someone believe that is a reasonable assumption to make, given all the evidence presented in these games that contradict it?

    1. RogueMatriarch
      RogueMatriarch
      • member
      • 30 kudos
      The Rust Devils, through their robotic creations and organization, have proven themselves to be an exception when it comes to raiders. They create armor and weapons for their robots, with a number requiring advanced knowledge of science and machinery to actually create, and their chem usage doesn't seem anywhere near normal levels compared to other raider groups. That make sense given that you'd need a relatively clear head to not get yourself killed while working on literal death machines and handling dangerous equipment such a blowtorches, welders, and whatnot.

      Also, in my personal opinion, most people wouldn't want skeletons, no matter how old they are, just laying about in plain view. There's several in the Array itself with one right next to a trash container, which would make more sense to actually throw the skeleton in instead of just leaving it there. Not hard to believe that they'd toss any they'd come across into the nearest trash receptacle.
    2. Wastlanddragonborn3
      Wastlanddragonborn3
      • member
      • 1 kudos
      Rust devils are a bunch of engineers not drug addicts
    3. legofreak96
      legofreak96
      • member
      • 1 kudos
      I agree. The Rust Devils are engineers that're both deadly and VERY efficient in how they deploy and utilize robots. For one, they were able to craft a new form of armor that rivaled the more conventional metal/raider armor that other, lesser raiders use. They also managed to reprogram a variety of robots for combat, even the mostly harmless Mister Handy robot which was turned into an armored war machine. Meanwhile, their Protectrons, Assaultrons, and even Sentrybots are even more deadly than their normal counterparts.

      They may even have other bases besides the Satellite Array, maybe in some factories where they can get the base parts for the robots they use. Their ability to add all the spikes and skulls on their robots would also factor in as a form of psychological warfare. After all, would you want to see a huge-ass spike and skull-covered robot with seemingly rusted metal plates? You think the thing will fall apart as soon as you shoot it, only to realize its more durable and deadly than the baseline model.

      In short, these aren't your typical raiders. They go beyond the Pack or Disciples and even the Operators in Nuka-World. These are smart, cold-blooded killers who mass produce robots and their modifications on a scale that's only rivaled by the Mechanist. It's likely that even if they do use chems, its in a similar vein as the mods they use on their robots. A way to emulate their creations and make themselves more deadly. Their robot armor may even stem from this as well, that is wanting to be more like their machines rather than being human.

      What's also interesting about their hideout is the way it looks and the scenery. The braziers and torches are made from spare robot parts arranged around workstations like alters. In the room where you find Jezebel, the way Ahab is positioned along with other torches and destroyed robots is somewhat like a temple. Or even a church. It's almost like the Adeptus Mechanicus in Warhammer 40K, wanting to blur the line between machine and flesh and believing that the organic form is frail and weak. This may even be why they use robot parts for armor.

      EDIT: Sorry about rambling. I just meant to say that I like your idea as having the Rust Devils as being more than simple raiders with a different name and troops.
  7. LABTECH
    LABTECH
    • member
    • 180 kudos
    The nearby town it seems had been hit at least once judging by the damage to some of the building's - though that may be collateral damage from the nearby glowing sea impact's but perhaps fort Hagan should have been connected by a subterranean tunnel to the array but to add that would require adding a third interior cell and connecting it with door's to the other two, a collapsed tunnel that you could clear and restore would be a good touch, (could simply add a door in each of the two interior cell's and skip this third cell entirely but that would be too much of a cheat with no explanation as to why Kellog and the Rust Devil's left one another alone when they were obviously a threat to one another but then again the Rust devil's are supposedly knew to the commonwealth so they have probably only recently arrived at the array and have not had any contact with Kellog (and of course unless you have automaton they don't even exist in the game so are a DLC addition).

    Look's good so I will add an endorsement shortly but this is one of those mod's I would like to see expanded in a logical way, that third cell could contain a stalker style vehicles bunker full of dormant tank's, silent static Military siege robot's, assaultron's and equipment waiting to be re-activated, waiting for the day that will now never come and should have come century's ago after the bomb's had the C&C not collapsed or had the enclave moved faster and recovered more quickly, all those dormant robot's would also explain why the Rust Devil's had come in the first place.

    I actually think that though it is likely to never happen the main military bases in the game should of had there own rail network like the DUMBS are supposed to have connecting them, those real world DUMB's that are supposed to exist are supposedly like underground city's as well as military facility's with all the requirement's that prolonged subterranean living would require, recreation and exercise, supply depot's as well as potential hydroponic facility's and manufacturing facility's and even residential and shopping facility's, think like scaled up US aircraft carriers but deep underground and far, far larger that can grow there own food in an emergency.

    I would Love to see an Enclave inspired DUMB base, think a vault but far superior to the vault tech submarine tube station style facility's with artificially lighted underground green spaces, flat panel or projector's creating the illusion of sun, cloud and moon on there ceiling's, huge hydroponic and water purification facilitys, Yamantau (Russian DUMB http://www.viewzone.com/yamantau.html ) style tapping of underground rivers for hydroelectric production assisted by nuclear reactors to back one another up, massive arms' depot's, compartmentalized construction so that even if upper level's are destroyed or one half of the base is destroyed the remaining facility will remain completely operational, in fact exactly what the Enclave should always have had in the game because despite this example of a Russian DUMB there are apparently many in the US that are said to be far larger and have connection's to one another via high speed underground tube shuttle's.