Hi! Because I have so many mods for both Fallout 4 and Skyrim, I unfortunately cannot answer every comment and message, or troubleshoot every issue. I hope you understand. Lots of other people are helpful and do respond to posts made, so please feel free to post a question or issue here, as others may have the solution. Thank you for your patience and understanding!
I'm still around all the time and try to answer as many questions as I can.
Q: When I open the door nothing happens. A: This means the scripts aren't firing for some reason, and is almost always attributed to a failed NMM install, or an outdated/cracked version of the game. Make sure you're running the latest version from Steam. This mod will not work on a cracked version of the game.
If you have an updated version from Steam and are using NMM, try a manual install and see what happens. Make sure to scrap and re-craft any leftover doors.
Q: When I leave, I get an eternal loading screen, WHY IS THAT, HMM? A: For some reason when leaving these basements it doesn't trigger a normal loading screen, just the 'black' one. Loading into a settlement cold can take a long time if it's big. When normally fast traveling to a settlement with the Pip-Boy I think the game knows it's going to be a settlement and handles it differently. When fast traveling via the teleport doors, it seems to take longer. tl;dr patience, grasshopper. Try letting it go for a while and let me know if you experience this still.
Q: Can I send settlers into the basements? A: No, the way interior workshops work, this isn't possible. At least, not the way this is structured. Water, and food for settlers can't be planted so the whole thing just doesn't work.
Q: Can I send companions to wait in these basements? A: Not currently, no. These basements were designed like Home Plate, which does not allow that either. Maybe in the future.
Q: Why am I unable to build exterior workshop objects in the basements? A: These workshops are configured exactly like Homeplate, which only allows you to build interior furniture and decorations. This was also done to prevent you from adding more basements inside basements and causing teleport problems.
If you want to have full build functionality, you can open the console, click on the Workshop (the toolbox in this case), then type "addkeyword 5A0C8". Be sure to save first, so you can revert if it screws something up!
Q: This mod broke XYZ unrelated mod! A: I've had a few people who, because they installed this last, assumed it was the culprit for an issue they were experiencing that was completely unrelated to what this mod does. For example, lights. The game's settlement lights are very finicky in the base game (turn off randomly), and simply quitting/reloading your game alone can make them work sometimes (I even have another mod that fixes the workshop lightbulb! )
In situations like this, uninstalling and loading your save and seeing something work doesn't mean that it was the mod you uninstalled doing it, especially if that mod doesn't remotely touch anything to do with what you're experiencing. Sometimes just reloading the game, or removing one extra mod from your load order is what is fixing it. I had a problem in Skyrim that I SWORE was being caused by a mod, because it stopped when I removed it... but the problem came back when I added another mod in its place. The game was just "at the brim" and started acting weird.
For example, if suddenly your sky is a different color, that has nothing to do with this. This mod touches absolutely zero vanilla records whatsoever, so if you experience something strange like that, it's 100% something happening on your side. Modding can be a strange beast! For the last 2 years I never had any reports like this, its only been until recently when people install 400 mods at a time that problems like this pop-up. This is not an outright dismissal of your issue, I'll still try and help, but please be patient and understanding.
Q: What are the cell IDs to use with the COC command?
I've heard a couple stray reports of this over the years but could never track it down. It's really rare and when it happens for someone it happens a lot, so it seems to be a combo of things/other mods/engine weirdness. All the mod does is move the player back to the Settlement using the simple "player.moveto()" command the game uses everywhere, so nothing tricky there.
It seems like there's potentially a settlement object that doesn't like to load in this way. Can also happen with very large settlements.
Basically it's engine-related and rare, so not much I can do about it unfortunately :/
Couple things you could try tho:
- Use it on a newer save without large settlements (if you have large settlements, anyway) - Try to disable your other settlement mods on a test save and see if that addresses any of it
I just popped in here to say THANK YOU, because these plug and play bunkers/cellars are just useful for a newbie like me who sometimes feels overwhelmed with all these settlement mods, and wants to just find a cozy safe corner in a vanilla settlement to take rest and do some smithing or crafting without worrying about the weather, settlers, etc. for a while.
Long delay but thanks for the comment, glad you like it! That's what inspired me to make this so I'm glad others feel the same way. Sometimes you just need a quiet little place.
Okay, just one question...why doesn't this have millions of downloads already?? lol
I'm in love with this mod...you are an incredibly talented modder and your mods are phenomenal ^^ Thanks for your work, I look forward to your future projects/updates! :)
This mod should fulfill my "I want a secret bunker to screw around with in my designated low-profile house somewhere" tendencies when playing FO4. Thanks.
Hello, Thx for your mod ! I have a request for you or someone who knows : can you specify cell id for each basement ( may be useful with COC command). Thx in any case.
GReat thx ! My plan, still in the design stage, is to use each of these locations as a museum for all the game's objects and collections. I've already done a few tests, and they seem to be a good place to store static objects without subjecting them to the physics of combat or anything else. Finally, these places have a soul and deserve to be maintained ;) Again thx !
Are there any specific incompatible mods with this one? When I try to enter a basement I put down, my game just crashes. Seeing as people are happy with it, I reckon there's an issue with my other mods, but I couldn't find any discussion of mods that interfere with this one.
1932 comments
I'm still around all the time and try to answer as many questions as I can.
Q: When I open the door nothing happens.
A: This means the scripts aren't firing for some reason, and is almost always attributed to a failed NMM install, or an outdated/cracked version of the game. Make sure you're running the latest version from Steam. This mod will not work on a cracked version of the game.
If you have an updated version from Steam and are using NMM, try a manual install and see what happens. Make sure to scrap and re-craft any leftover doors.
Q: When I leave, I get an eternal loading screen, WHY IS THAT, HMM?
A: For some reason when leaving these basements it doesn't trigger a normal loading screen, just the 'black' one. Loading into a settlement cold can take a long time if it's big. When normally fast traveling to a settlement with the Pip-Boy I think the game knows it's going to be a settlement and handles it differently. When fast traveling via the teleport doors, it seems to take longer. tl;dr patience, grasshopper. Try letting it go for a while and let me know if you experience this still.
Q: Can I send settlers into the basements?
A: No, the way interior workshops work, this isn't possible. At least, not the way this is structured. Water, and food for settlers can't be planted so the whole thing just doesn't work.
Q: Can I send companions to wait in these basements?
A: Not currently, no. These basements were designed like Home Plate, which does not allow that either. Maybe in the future.
Q: Why am I unable to build exterior workshop objects in the basements?
A: These workshops are configured exactly like Homeplate, which only allows you to build interior furniture and decorations. This was also done to prevent you from adding more basements inside basements and causing teleport problems.
If you want to have full build functionality, you can open the console, click on the Workshop (the toolbox in this case), then type "addkeyword 5A0C8". Be sure to save first, so you can revert if it screws something up!
Q: This mod broke XYZ unrelated mod!
A: I've had a few people who, because they installed this last, assumed it was the culprit for an issue they were experiencing that was completely unrelated to what this mod does. For example, lights. The game's settlement lights are very finicky in the base game (turn off randomly), and simply quitting/reloading your game alone can make them work sometimes (I even have another mod that fixes the workshop lightbulb! )
In situations like this, uninstalling and loading your save and seeing something work doesn't mean that it was the mod you uninstalled doing it, especially if that mod doesn't remotely touch anything to do with what you're experiencing. Sometimes just reloading the game, or removing one extra mod from your load order is what is fixing it. I had a problem in Skyrim that I SWORE was being caused by a mod, because it stopped when I removed it... but the problem came back when I added another mod in its place. The game was just "at the brim" and started acting weird.
For example, if suddenly your sky is a different color, that has nothing to do with this. This mod touches absolutely zero vanilla records whatsoever, so if you experience something strange like that, it's 100% something happening on your side. Modding can be a strange beast! For the last 2 years I never had any reports like this, its only been until recently when people install 400 mods at a time that problems like this pop-up. This is not an outright dismissal of your issue, I'll still try and help, but please be patient and understanding.
Q: What are the cell IDs to use with the COC command?
BLCraftableBasement01 "Root Cellar" [CELL:01020000]
BLCraftableBasement02 "Basement Bunker" [CELL:0103FA33]
BLCraftableBasement03 "Fallout Shelter" [CELL:0115B546]
BLCraftableBasement04 "Emergency Shelter" [CELL:0103C606]
BLCraftableBasement05 "Military Bunker Epsilon" [CELL:011DE7E3]
BLCraftableBasement06 "Backyard Bomb Shelter" [CELL:0104A3A6]
BLCraftableBasement07 "Storage Warehouse" [CELL:010F989A]
BLCraftableBasement08 "Interrogation Cave" [CELL:01001E5A]
BLCraftableBasement09 "Cellar Workshop" [CELL:0116FC4A]
BLCraftableBasement10 "Sewer Garage" [CELL:010317D0]
This seems great and each bunker is really cool, I just can't use them!
It seems like there's potentially a settlement object that doesn't like to load in this way. Can also happen with very large settlements.
Basically it's engine-related and rare, so not much I can do about it unfortunately :/
Couple things you could try tho:
- Use it on a newer save without large settlements (if you have large settlements, anyway)
- Try to disable your other settlement mods on a test save and see if that addresses any of it
I'm in love with this mod...you are an incredibly talented modder and your mods are phenomenal ^^ Thanks for your work, I look forward to your future projects/updates! :)
Thx for your mod !
I have a request for you or someone who knows : can you specify cell id for each basement ( may be useful with COC command).
Thx in any case.
BLCraftableBasement02 "Basement Bunker" [CELL:0103FA33]
BLCraftableBasement03 "Fallout Shelter" [CELL:0115B546]
BLCraftableBasement04 "Emergency Shelter" [CELL:0103C606]
BLCraftableBasement05 "Military Bunker Epsilon" [CELL:011DE7E3]
BLCraftableBasement06 "Backyard Bomb Shelter" [CELL:0104A3A6]
BLCraftableBasement07 "Storage Warehouse" [CELL:010F989A]
BLCraftableBasement08 "Interrogation Cave" [CELL:01001E5A]
BLCraftableBasement09 "Cellar Workshop" [CELL:0116FC4A]
BLCraftableBasement10 "Sewer Garage" [CELL:010317D0]
My plan, still in the design stage, is to use each of these locations as a museum for all the game's objects and collections. I've already done a few tests, and they seem to be a good place to store static objects without subjecting them to the physics of combat or anything else.
Finally, these places have a soul and deserve to be maintained ;)
Again thx !