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If I may add my opinion....Should make the warehouse...you know, A warehouse....Warehouses are BIG storage areas, Most commonly like large buildings with Very large open rooms like take an aircraft hanger as an example, Those places are large enough to hold a plane, however the warehouse you have, Is like an apartment, cramped spaces and not a whole lot of room for improvement...my advice if you're going to make a Warehouse player home....Actually look up warehouse designs seeing as how warehouses are massively spacious buildings, usually just consisting of 4 walls, not a whole lot of Little rooms on each floor and a tiny basement...
Not ALL warehouses are as you describe. There were many inner-city warehouses that were very close to the one designed. If you were to come to my hometown I could even show you several. They're even from the 40's and 50's where the game gets a lot of it's aesthetic from.
in the Emergency Shelter it appears the fusebox just past the kitchen says it can be activated but nothing happens... is this supposed to work like in "basement living"? coz it's not working. i just wanted to let you know. oh and the masterbedroom ( one with the safe) seems to have a double matress bed that can't be scrapped... wanted to put a better one in but oh well. i like it though. need to check out the rest now. updates will come if i have anymore issues.
edit: fusebox in riverloft seems to have same problem..
i have a similar problem (i think). no power in cambridge apartment. the fusebox has no green light on it, unlike the working one in concord. no matter how many times i connect it to a power source, nothing happens.
1) the ceiling above the entrance in the concord house flickers, not sure if its just me or not. 2) how long before the ghouls despawn? any other way i can remove them?
Great job ! I have a general question about the Nahant submarine. I'm trying to make it look good again so I removed the rusty consoles on the main bridge to replace them with fresher ones. But actually, they WERE clean : there seems to be some kind of "rust texture projector" inside that makes everything look that way. Does anyone know how to turn that off ? I use Scrap Everything and I can't pinpoint the source. Also, is there a way to get rid of the leaks from the ceiling ? (as the sub is surfaced ). I used the "markfordelete" console command to erase the pool, but couldn't get rid of the dripping water. Thanks
Really love this mod and all its new homes. I uploaded some pics of the Lexington Warehouse. That said, is it possible to add roof access to that location? I use War of the Commonwealth and getting in and out can be tricky but leaving is always a bit tricky. Roof access would be awesome. Thanks for the mod, the warehouse is such a awesome location and the perfect size.
My only problem is that the Lexington Warehouse has no water source nearby, and that I can't put any food resource objects, like water pumps or the planters from wasteland workshop, inside of it. I am using this in survival mode if you couldn't tell.
You should be able to do all the things you can as in Home Plate. This is not a mod to take the full workshop to interiors, it's not a full settlement, it just does what it says: add player homes.
I believe Machinggunpeebs was "seconding" your comment. I added a picture to the location but it was night and I have a lot of atmospheric mods installed so I apologize for how dark it is. Hopefully you can still see where the Raider base is at. Oh and the author has to approve my image so you should be able to see it when they do that.
So far the houses i visited were great..the only issue so far was that some of the destroyed houses in Sanctuary re-appeared (i had them cleared with a scrap mod) and cannot be scrapped anymore..same counts for the vines ,leafs and items that were originaly inside them. No idea how that is possible and dunno if anyone else had the same issue...dunno if i ll use this mod due to that (cause it prob conflicts with sth else added).Aside the re-appearance tis a well made mod for sure (ps: the buildings cant be disabled via console either )
I noticed this as well. Spring Cleaning stops working on every other house in Sanctuary (half the houses have all my mods on them, such as spring cleaning, paint that house and patch job and pre-war roofs) and the others are unaffected by mods, and spring cleaning does not work to clean them up or delete them.
There is an incompatibility between this mod and spring cleaning. I noticed the same type of conflict before with the rebuilt houses (like Rebuilt Taffington Boathouse, which was a shame, because I loved that one). I have also noticed movable workshops cause the same problem in a radius around the workshop in sanctuary.
I am not putting this here because I expect the mod author to fix it, I am just affirming Hiraqo's observation. I have no idea myself how to fix it, as I am not a modder.
I will try to fix this Lynna and Hiraqo. This mod is made with the CK Beta and I placed some testing objects in Sanctuary, but removed these later. My expectation is that the CK loads the vanilla Sanctuary cell and saves it like such because you make changes. If you have mods like these lower in your load order than mods that override these cells (like Spring Cleaning), then you will see this bug. So here's what you can do:
- Clean the mod with FO4Edit and remove ALL references to the "Sanctuary Ext" cell. You should be able to remove it under the category Worldspace. Just find the right block and right-click > remove when you see "Sanctuary Ext" and/or "Sanctuary Ext 02" etc. I will clean this mod as soon as I come back from holiday, 'cause I uploaded just minutes before leaving. I will clean the mod myself when I come back on Sunday, so you can also wait for me to do it. - Place this mod right under the .esm files in your load order. It would seem very unlikely that other mods will mess with this one, so just place it as high up your load order as possible.
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I realize this might have been a change implemented since your comment, but even so answering it for anyone else curious about it.
edit: fusebox in riverloft seems to have same problem..
1) the ceiling above the entrance in the concord house flickers, not sure if its just me or not.
2) how long before the ghouls despawn? any other way i can remove them?
thanks!
I have a general question about the Nahant submarine. I'm trying to make it look good again so I removed the rusty consoles on the main bridge to replace them with fresher ones. But actually, they WERE clean : there seems to be some kind of "rust texture projector" inside that makes everything look that way. Does anyone know how to turn that off ?
I use Scrap Everything and I can't pinpoint the source.
Also, is there a way to get rid of the leaks from the ceiling ? (as the sub is surfaced
Thanks
EDIT: Nevermind, found it haha (Cheers).
(ps: the buildings cant be disabled via console either )
There is an incompatibility between this mod and spring cleaning. I noticed the same type of conflict before with the rebuilt houses (like Rebuilt Taffington Boathouse, which was a shame, because I loved that one). I have also noticed movable workshops cause the same problem in a radius around the workshop in sanctuary.
I am not putting this here because I expect the mod author to fix it, I am just affirming Hiraqo's observation. I have no idea myself how to fix it, as I am not a modder.
- Clean the mod with FO4Edit and remove ALL references to the "Sanctuary Ext" cell. You should be able to remove it under the category Worldspace. Just find the right block and right-click > remove when you see "Sanctuary Ext" and/or "Sanctuary Ext 02" etc. I will clean this mod as soon as I come back from holiday, 'cause I uploaded just minutes before leaving. I will clean the mod myself when I come back on Sunday, so you can also wait for me to do it.
- Place this mod right under the .esm files in your load order. It would seem very unlikely that other mods will mess with this one, so just place it as high up your load order as possible.
(ps : hope you had a good relaxing time during your holidays