Fallout 4

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Popay55

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popay55

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54 comments

  1. TheePuckishRogue
    TheePuckishRogue
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    Love this mod!!! I cant send companions though! Is this a glitch or error on my end? or intentional? I wanted the tunnels to be like a club house for my companions but when I dismiss them there they just immediately walk out! 
  2. neutrophil
    neutrophil
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    Using this mod in combination with Restored Castle, without any problems.

    My one suggestion would be to link the workshop to The Castle workshop. Assigning a supply line causes the pack brahmin to do some... strange things.
    1. moonman3km69
      moonman3km69
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      When I try to assign a supply line no items are shared at all.
    2. Drivinghard
      Drivinghard
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      I wish this Tunnel settlemenet at LEAST had a map marker too .. this will cause you to load your castle on the way INTO this interior cell dragging what along with you? but speaking of supply lines and Map Markers... the following mod  gives you buildable Molecular Relay Teleporters and ALSO SUPPLY LINES .. Settlement Teleporters

      while you will not get a Map Marker on your PipBoy .. on the Menus of destinations of these machines in all of your other locations The Tunnels SHOULD show up as a destination :) I will try to find a ceiling TALL enough this afternoon and test it out, barring the one above, the one below will give you Stargate style transporter rings that work too but they don'y give you spply lines they do so show up as destinations on other locations units but of course not on your pipboy .. Ring Transporters - Settlement Fast Travel
  3. JohnnyDragon5
    JohnnyDragon5
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    If anyone can figure out if there's a way to make eli's aio faction housing and this work, definitely let us know.
    1. Facio1000
      Facio1000
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      They go great together. This post will refer to the following images: https://imgur.com/a/2qkY1X7

      You just need to load Eli after this one so that you can scrap or console disable the wall that blocks the entrance to the General's Quarters and then create a patch between the two mods that forwards the "XLRL - Location Reference" field from this mod to override Eli's version. I also forwarded the "DATA - Flags" & "XESP - Enable Parent" fields but I don't think those are absolutely necessary. I didn't touch anything else to keep it simple, and it's all working well together. 

      To do this, you need to open both files in Fo4Edit, then right click and select Apply Filter to Show Conflicts. Then look for the relevant areas where Eli overrides this mod and right click the record then select Copy as Override Into" a new esp that you name/create, and make sure you select an ESL flagged ESP in the window that pops. See this image for the relevant records that will need to be modified. Also, make sure you set this mod and Eli's mod as masters to the new patch. Should take about 10 minutes for you to have both mods working together; then enable your new file in your mod manager and you're good to go. I also loaded both of these after 'OLD Guns', just to be safe.
  4. sdgf233w4bwedf
    sdgf233w4bwedf
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    Thanks very much for this mod. Ive built a really nice private castle tunnels hang out for me and my companions. As others have mentioned, its not the best setup for like a productive settlement, vendors behave a bit weirdly, food production comes and goes, and vanilla supply lines are a tad wonky. Its really perfect if you want a place to send your companions to so they can hangout between missions.

    Im running SS2 so that might be affecting production things. Im also using IDEK supply lines, and those seem totaly rock solid between this settlment and the regular castle, ive had zero issues with logistics locker access or building material supply in around 100 hours of play and decorating.
  5. Gameshark1444
    Gameshark1444
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    Will this mod break the Old Guns quest? I saw that you mention to load this after completing Taking Independence. From the description, it sounds like it should work fine but I wanted to double check because Castle Tunnel Restoration breaks both Old Guns and Taking Independence if this mod is loaded before you complete both quests. Basically, do I need to complete Taking Independence and then load this, and follow up by completing Old Guns?
  6. moonman3km69
    moonman3km69
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    I assigned a supply line to the castle but the workshop isn't sharing any materials. I even waited 12 hours and nothing happened.
  7. annababa
    annababa
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    Hi! Maybe I already send this post but I totally lost is so if I post it doubled than sorry. ^^"
    I absolutely fell in love with your mod but I have a small issue with it. I installed it with Modorganizer 2 and half of it works properly. When I enter the tunnels I find a clean version but the floor is glitching. I use The Castle Fully Restored Inside Out mod and the Fraction Housing Overhaul mod. Could it be some kind of incompatibility? Thank you!
    1. popay55
      popay55
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      That is most likely load order issue.
      You need to place my mod above all other mods that touches Castle area.

      Also, make sure you're not near any of the Castle cells or in basement when you load up the game with the mod.
      That goes for all locations and all settlement-location mods.
    2. jasjones21
      jasjones21
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      delete hi res dcl
  8. ns006m
    ns006m
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    After installation all settlers in the castle, group by the radio shack and stay there. This mod has somehow broken the pathing in the main castle. On entering the tunnels, i'm getting floating bricks, missing textures and other glitches.. I have Minuteman Cache installed so i disabled it to see if that was the problem. It made no difference. I'm having to delete the mod as its the only way to fix the pathing issue.
    1. EntombExhume11
      EntombExhume11
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      It's not this mod that's causing your issue. I use this mod with Hozsa's Castle mod, Build High, almost every SMM or script-injected settlement crafting mod, and I have 35 people living at the Castle (not the tunnel settlement) and I have 0 issues. I currently have 9 people living in the tunnels. Merchants, scavengers, and people assigned to food production all work like they are supposed to. The only thing I have not tested is using this mod prior to unlocking The Castle (I already completed Old Guns), but I assume that this mod still works.

      EDIT: The plaque above the terminal that scraps Sarge also works fine.

      Shoutout to Popay55. This mod works perfectly and will have a permanent place in load order for minuteman playthroughs. :)
    2. jasjones21
      jasjones21
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      delete hi res dcl
  9. Methanome
    Methanome
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    Cool mod, how did you managed to wire the generators to use its power? I can't connect the 2 fusion generators with anything using wires.
  10. CommanderShepard153
    CommanderShepard153
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    How well does this play with Elianora’s Faction Housing Overhaul? One of them mods the tunnels to make a General’s Quarters