Fallout 4
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Flanagak - Hellwolf95

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hellwolf95

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  1. hellwolf95
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    this mod won't be receiving any updates anymore. so anyone that wants to try copying it can feel free to look at the code and mod as a whole. I personally have no interest in modding fallout and tbh have lost interest in fallout as a whole. on top of that, I think flanagak has done the same when it comes to modding fallout 4.

    on a side note the creation kit also hates my pc as it will not let my open fallout 4 or skyrim without crashing or black screening so i can not even edit this if i wanted to.


    so keep in mind you can make any edits you want to this or even copy the mod as a whole as it was truly meant to be a community resource mod.
  2. hellwolf95
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    If you have any request please add it to the bugs or notice doors that link to what may seem weird places (settlement doors linking to non-settlement fast travel areas) add that to the bugs as well. please keep in mind if a request or bug is posted in the description it will be seen as spam and deleted.

    PS do not remove all floors it might end in a case of falling forever with its only know cure of reloading. also, do not forget if you create something awesome don't hesitate to share it on here the more pictures the better. just keep it clean.
  3. Nightbefall
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    Just wondering is there any way to customize names of the door?
  4. Mylesabub
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    This mod is great. I know you've stopped development but I was wondering if there was any way to keep it dark inside the settlement for better interior style lighting? Thanks.
    1. hellwolf95
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      im think xedit should let you modify them (though it lighting should be based on ingame time)
    2. XxAarchangeLxX
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      I looked into this. You need xEdit (download it, rename xEdit.exe to FO4Edit.exe so it will load Fallout 4 specifically) or use the zEdit variant of the program (I like it better, feels easier to use, faster, but its not as in depth). So I recommend zEdit over xEdit for casual use. I'll be calling it zEdit moving forward, but remember that you can just use xEdit/FO4Edit.

      You'd need this mod's .esp file in the Fallout 4 Data folder. It'll already be there if the mod is installed, which I recommend. Before using zEdit, load the game, make a hard save (to go back to, so you can use resources for testing, and go back to this save later), then place the load-door (or multiple doors) you want to use. Remember or write down the door numbers. I use 49, 50 and 51 alot, for example (metal floor hatches). I'll use specifically Room 51 for this example.

      Make another new save so you don't need to re-make the doors. Now load zEdit. Right-click and click "highlight all", then "Uncheck selected". (xEdit, just right-click and select "Uncheck all") Find and only check FalloutSettelmentsExpanded.esp. That's the only one that needs to be active, though master files like Fallout4.esm will auto-check, just leave it alone. it's a requirement, always check the one you want to edit and allow the requirements to auto-check.

      You can then click the + next to FalloutSettelmentsExpanded.esp to expand it. Next, expand the "Cell" area (the Interior "Cells" used in Fallout and all Bethesda games), then you'll see a list of "Block" entries that are numbered, these have numbered "Sub Block" entries. Unfortunately I have no idea how to pinpoint the specific area, so you'll need to expand each Block and Sub-Block to find the room numbers. For example, for Room 51, the Editor ID is FSERoom0051, and the Name is FSE_Room51. If interested, it is in Block 3, Sub-Block 5. So find your doors, and I'd write down each door's Block and Sub-Block as well.

      Once you find the door, double-click it. A bunch of data will be on the right. Look for the entry DATA - Flags. It'll be close to the top, usually the 4th line if the top line (Record Header) is collapsed. Click into this DATA - Flags section and you'll get a selection of things you can check off. The line Use Sky Lighting seems to be what causes these interiors to be very bright. Uncheck that box. Now the room will be darker.

      Don't
      uncheck Show Sky, this will remove the skybox and creates a weird blur/void in the outside area of the room. Not a bad thing, but personally it really hurts my eyes and my brain. I'd also uncheck Can't Travel From Here if you want to enable fast-travel from the location. Could mess with the Has Water or Player Followers Can't Travel Here ones if you want, I didn't. I don't recommend messing with the other values.
  5. Wolfar15
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    So I know this isn't being updated anymore. I'm just wondering if anyone knows how to make it so the doors transport you through quicker? i.e. make it so that you get transported to the new cell before the door has time to fully open and show what's behind it.
  6. shardinhand
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    thanks for all youv done m8! i think this is just the mod iv been hoping for <3 tc magic man
  7. Jeffyguy123
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    This mod adds 69 placable load doors
    Nice
    1. hellwolf95
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  8. jamstraz
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    I know this isn't being updated but its driving me crazy the one door I want use to replace a door from a mod spits me out sideways.  Its a sliding door and oddly it thinks the egress is the door edge so I get spat out into limbo or between walls.  I don't know if its the nature using the other's mods doors which work fine on their own, or something in this mod that makes it do that.  Oh well.
    1. Cameron71
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      It's been a few yeasr since I've opened the creation kit but as I remember you manually point which way the player looks when they exit a door. In which case you should be able to fix this fairly easily.

      If I get a chance to use this mod, which I doubt I will since my PC died, I will probably patch it.

    2. hellwolf95
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      feel free to do what ever you want with it ill even give you permission to add the patch here so it can be in one place or just make it as part of the actually esp (instead of a separate esp file)
    3. jamstraz
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      Everydoor I have used I end up facing the door or it spits me in sideways.  All I am doing is changing the nif the door uses.
  9. LucidLady
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    Aw man, something about this mod is borking up my vanilla settlements.
    What is the right load order for this mod? Should it be high or low in the load order? Should it come before or after SOE? Workshop Rearranged? SMM?
    My problem is that I can't claim any settlement. I get the message that I must clear all enemies first - even if there are no more enemies. And even when I use a console command to force claim the settlement - I can't assign any settlers to anything.
    I'm trying this on a brand new character, not mid-playthrough.
    1. RickyTheOx
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      It shouldent matter.
      I have it after my ESL mods, kinda, but before my building mods with no problems.
      U can check my LO on my user side if U wanna

      Did U try "killall" ?
    2. LucidLady
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      Actually, it's beginning to look like I only can't clear Red Rocket and Sanctuary. I've gone to all the settlements that don't have pre-existing Settlers living there, and i'm able to clear them out and claim them like normal.

      Using the KillAll or KAH console commands doesn't have any effect at Sanctuary and Red Rocket. It works out well at the other settlements i'm visiting.
    3. hellwolf95
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      yeah its possible its just incompatability with some mod or likely something stupid done with the settlements added that is borking that but no one wants to continue this so my suggestion is to ignore this mod
  10. Romuluz
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    That's awesome. A while back i thought "wouldn't it be cool to have a mod like Basement Living only with regular Doors"... and here it is. Well i finally found it :)

    One Question... In the Change Log the following is stated

    "Removed 7 of the 10 doors in each section. Only keeping 3 doors of each type.
    ??This was done so that we no longer exceed the total settlement array size of 128."

    Does that mean one can have "only" 128 Settlements in a Game? Does that count locations in in which one has a Workbench like some Playerhome Mods?

    Kind Regards
    Rom
    1. hellwolf95
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      yes that means you cant have more then 128 settlements. this includes all areas that you can build in with settlement mode. from my experience this never caused any ctds but some of the settlements just wouldnt work at all when it came to opening the workshop.
    2. Romuluz
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      Thank you
  11. ChinBobble
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    let me say straight up - damn love this mod. its beautiful that we can make our own places and have npcs who will actually stay there and not spawn a mile away each cell reload ;) perfect compliment to sim settlements to! let ss do the outside and let you do the inside. thank you for the concept and delivery.


    i did have the CTD issue tho... tried multiple things and finally notcied the CTD occured when simsettlements was done loading its local settlement data. so all i can advise if you are CTD when adding this to an existing game is go to some quiet out of the way place where there is no workshop and preferably no spawns let all your mods load and do their thing. that should fix the CTD issue. sholuld being the operative word tho... your mileage may vary

    1. Amgen9
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      To take it farthur, I even got the ctd no where near settlements and with no sim settlements structures built. Uninstalling sim settlements cleared the issue completely. Not sure why theres an issue between the 2 but its there.
    2. hellwolf95
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      yeah sim settlements is known to have issues with this at times then again it's also likely due to something missing in the settlements that sim settlements needs. although you can still play with it tbh id say don't worry about this mod as it's not getting any more updates. even though it really needs to have some things fixed.
  12. Fredthe4th
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    Does anyone know of a mod that sorts the list of settlements you own in the menu where you order settlers to their new home? I would like to know if there is a mod that does that as the settlements from this mod are always out of order and if I start by using only a few settlements at first then go play the game and comeback to make new settlements from here the new settlements from this mod are not together with the old ones.