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  1. fadingsignal
    fadingsignal
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    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, or it would literally take up my entire day. 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. Also, with regard to bugs, if out of 200k downloads you are the only person experiencing a specific issue, please understand that it may not be related to the mod. This stuff can be tricky! Thank you for your patience and understanding!
  2. fadingsignal
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    VERSION 1.3 IS HERE! What does this include?

    • You can now build basement doors inside interiors like Home Plate or other player homes with workshops!
    • You can now enter and exit the basements when over-encumbered (currently up to 5000lbs)
    • Power Armor marker should not show in the wrong place on the map
    • Basements have been fully cleaned and re-navmeshed by hand
    • Scripts have been cleaned up and refined
    • Ready to be shipped to Bethesda.net for PC/XBOX (stay tuned)

    PLEASE NOTE, THIS VERSION REQUIRES A CLEAN SAVE OR A NEW GAME!

    If you are mid-game using v1.2.1 and are not ready to do a clean save (which will revert the basements to the initial state), you don't have to update right away. This is not an emergency update or anything. Play through your game, and come back when you're ready!

    If you are upgrading mid-game, please see this article on the update process required.

    The next incremental update will have map markers, and a quest to keep track of where the 10 basements are located.

    F.A.Q.

    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A: This means the scripts aren't firing for some reason, and is almost always attributed to a failed NMM install, or an outdated/cracked version of the game.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: 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.
  3. Phoenix46
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    I didn't see it in the description, or in the sticky, so I'll ask.

    Which version of the workbench does this mod use? Is it the full blown one you use in the exterior settlements, like Sanctuary Hills, County Crossing, Abernathy Farm, etc, or is it the interior type you get in say Home Plate, or the Boston Airport?
    1. WolfsTrinity
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      You must not have read them very well as it's stated in both. They're interior settlements like Home Plate and therefore limited.

      The exception is that a basement's workshop containers does link to whichever settlement it's placed in but doesn't carry over provisioner linking from it - I've gotten the impression from this and other mods that the provisioner system is a goddamned mess that's very difficult to work with.
  4. MatthewAve
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    I really want to give this Mod a shot but Says it requires a Clean Save. Can I implement this Mod to my Load Order in my current playthrough without a Clean Save as I've not used any version of this Mod in the past, and therefore wouldn't negatively affect my game? Thanks
    1. fadingsignal
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      It only requires a clean save if you're upgrading from the initial launch version. This can be installed at any time.
    2. MatthewAve
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      Thanks mate!
  5. Edwardoblob
    Edwardoblob
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    Love this mod, but today, I entered my basements to find random walls and ceilings missing as well as items that I manually placed had vanished. is there a fix?
    1. RickyTheOx
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      Its not this mod doing.
      Try to put this mod lower in Ur LO, cuse U probably have another mod doing something.
  6. bigyeetman
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    Hello, I really like this mod and I think it's really cool you can build basements anywhere you want, but I'm having one small problem.

    I'm trying to spiffy up the basement bunker and I knew SnappyHouskit had the perfect walls/floors I needed for what I was doing. However, when I go to SnappyHousekit I only have 3 tabs available, none of them containing what I need. All of the tabs are there when I am outside of the basements.

    Does anyone know of a fix for this?
  7. mfvicli
    mfvicli
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    Great mod. This is my setup. Wish there was more space, I can only fit 6 power armor stands. The mod is awesome more because I use Cheat Terminal to set a custom teleport location and can go there from anywhere. Thus making it as useful as the Cheat Room from SSE. Thank you for this!
  8. poodieneutron
    poodieneutron
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    This is such a great mod. I loved it so much I made a patch adding another set of basements and placed a permanent secret base over near fort strong only using xedit by replacing one of the traffic pylons with a copy of the hatch to "base espsilon". I only mod for myself for fun, and your mod has been a real education for me. If you want the patch to play with or publish yourself you are welcome to it. I've only tested it in one play through. but nothing's crashed yet.

    Anyway, thanks for this great mod!
  9. MLWestbrook
    MLWestbrook
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    I commented before but while I do love the mod but the entrance hatches suck, the do not mimic the hatches (On some) that you find on the inside of the cell. I would love to see this neglected area worked on so the exterior hatch matches whats seen on the inside and perhaps even if the hatch is the same to add more flourish to different ones such as the military bunker hatch for example.

    Thanks
  10. Psywizard
    Psywizard
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    I love this mod...but I'm having a problem with items showing up in the SKE tab, specifically the 'Cannabis Commonwealth' items. That was the purpose of installing/using this mod...to build a clandestine grow-op that would help to finance my takeover of the commonwealth!

    If anyone knows how to fix this (I've already use both of the menu fixer mods) I would appreciate the help.
  11. Skyburner11
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    This mod doesn't work in its current state. You can build the entrance but it doesn't let you enter. It makes the cha-chunk sound and nothing happens.
    This is a fresh unmodded save and this is the only mod enabled.
    1. modus666
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      not sure what to tell you. i recently started a new playthrough, heavily modded, and didnt encounter any issues with entering the cell once i crafted the entrance. worked fine for me :/
    2. RickyTheOx
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      Im used this from release day and never had problem with it.
      I played for over 8000hrs.
      So its working, the problem is at Ur end.
  12. modus666
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    cant say much else other than this mod has a permanent place in my game. being able to get away from my sim-settlement packed cities for some quiet crafting is great. the cellar workshop is PERFECT for setting up crafting stations and a little storage/sleeping room.
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