-- update 1.2: finally fixes the broken Dogmeat recruitment dialog. Big thanks to BoneTongue for telling me about the ridiculously easy way to do the fix!
-- update 1.1: blocks the two side doors and the garage door to prevent the companions and NPCs from trying to use them and walking into the windows
-- update 1.1a: same as above, I accidentally uploaded uncleaned version of the file before and this update fixes my error, apologies for the mess
-- For obvious reasons, the mod looks best with custom walls and floor textures - all screenshots I provided use my Red Rocket in Wood mod for this.
-- The ceiling can not be retextured, but I did my best to remove all the mold and filth from it, so there's only the flaky paint left.
-- The mod removes ALL the scrap from the area, so if you're going there fresh out of the vault, you will run out of mats to build in there. Fair warning.
-- The cell reset bug has not been fixed with the release of the CK, so there's nothing I can do about it. It isn't much of a problem for my mod, however, because the bug only affects vanilla containers and my mod removes them all. Player-placed containers are safe, and for power armors you should use Buildable Power Armor Frames, which has been an excellent workaround for quite some time now.
-- You can fix the no sprinting bug by adding: fPlayerDisableSprintingLoadingCellDistance=0 to the [Gameplay] section of your Fallout4.ini.
I've loved these windows ever since I first encountered them in the game. Didn't know someone made them available in the workshop, but I'm glad they did - it's an awesome set to have in a settlement. :)
Hey man, thank you so much for making my most favorite home venue in Fallout 4 even more awesome!
A problem though, I still have some thrash lying around on the floor. I installed the Wood texture flooring like what you recommended to no avail, there's still thrash
Do you have any suggestions as to why it's happening?
EDIT: By the way, is it possible to make an optional file whereby the side doors and garage door are still accessible, based on what I see in a picture in the Description tab?
The only reason for trash still being there can be that some other mod edits the same cell. Try moving my mod as far down your load list as possible and see if that fixes the problem.
As for side doors... yep, definitely doable, but sadly time is not something I have these days, so I can't make any promises, sorry about that.
One thing I've noticed is that whenever I place a floor piece or a carpet right outside the main door, so that it touches or near touches the threshold, the navmesh gets completely screwed and no one will enter or exit the building for some reason. Not saying it's the case with your game, but just something worth knowing, I think.
Oh, good to know! Will have to try that when I have some time. Never worked with FO4 Edit other than cleaning a file but it's worth a try. Thanks for the hint!
Would the Main Menu Rocket mod that adds a small garage on the backside of the area possibly work with this mod? Was trying to use Ethreons Red Rocket prefab to do the same thing but I can't quite get the placement as well as it is on the Main Menu Rocket.
I'd say give it a go, just not on your main save. I didn't add anything on the backside of the building, on the contrary, I removed all of the crap that was originally there, so... technically the two mods should work just fine. Try placing the Main Menu mod before and after mine in your load order and see how it goes. :)
Just do remember to install my mod AFTER you get Dogmeat, or you'll have to wait to get him as a companion until Nick calls for him in the mission to find Kellogg.
They seem to mesh. The hedge wall clips thru the back of the garage but can just be scrapped out. I was able to recruit Dogmeat and then enable your mod and it seems to work fine. Or are you saying that once the part comes where Nick calls for Dogmeat that it will cause issues again if your mod was installed before hand?
What I meant was that if you happened to install my mod BEFORE getting the dog, then the next chance to recruit him would be with Nick. If you already have Dogmeat with you, then all is well, no worries.
I dont have that lovely grass on the inside as you do It looks like you flatten out the terrain too, which is not in the mod ? Lastly even tho im using 3 mods to make my commonwealth green the hedge around is as dead as it can get :/
Still endorsing as it does make red rocket stylish and extra cudos for removing all that crap from under the roof so its nice and clean space
I must have some mods that are countering this because my Red Rocket looks nothing like that in the pictures! The building itself looks a bit like yours but everything else; not even close! ;( I will have to see which mods are causing the mishap! Looks great though from the pictures.
Are you using a scrap everything mod? I am pretty sure you are using a mod that edits settlement cells, either expanders, other clean ups, or even a mod like 4 seasons will do it. Place this mod lower in your load order, and you'll likely see everything come in.
38 comments
-- update 1.2: finally fixes the broken Dogmeat recruitment dialog. Big thanks to BoneTongue for telling me about the ridiculously easy way to do the fix!
-- update 1.1: blocks the two side doors and the garage door to prevent the companions and NPCs from trying to use them and walking into the windows
-- update 1.1a: same as above, I accidentally uploaded uncleaned version of the file before and this update fixes my error, apologies for the mess
-- For obvious reasons, the mod looks best with custom walls and floor textures - all screenshots I provided use my Red Rocket in Wood mod for this.
-- The ceiling can not be retextured, but I did my best to remove all the mold and filth from it, so there's only the flaky paint left.
-- The mod removes ALL the scrap from the area, so if you're going there fresh out of the vault, you will run out of mats to build in there. Fair warning.
-- The cell reset bug has not been fixed with the release of the CK, so there's nothing I can do about it. It isn't much of a problem for my mod, however, because the bug only affects vanilla containers and my mod removes them all. Player-placed containers are safe, and for power armors you should use Buildable Power Armor Frames, which has been an excellent workaround for quite some time now.
-- You can fix the no sprinting bug by adding: fPlayerDisableSprintingLoadingCellDistance=0 to the [Gameplay] section of your Fallout4.ini.
A problem though, I still have some thrash lying around on the floor. I installed the Wood texture flooring like what you recommended to no avail, there's still thrash
Do you have any suggestions as to why it's happening?
EDIT: By the way, is it possible to make an optional file whereby the side doors and garage door are still accessible, based on what I see in a picture in the Description tab?
As for side doors... yep, definitely doable, but sadly time is not something I have these days, so I can't make any promises, sorry about that.
If not, go to TESV edit and find your "edits"
You can literally delete the edit you made to dogmeat's trigger as if it was never messed with
Just do remember to install my mod AFTER you get Dogmeat, or you'll have to wait to get him as a companion until Nick calls for him in the mission to find Kellogg.
I dont have that lovely grass on the inside as you do
It looks like you flatten out the terrain too, which is not in the mod ?
Lastly even tho im using 3 mods to make my commonwealth green the hedge around is as dead as it can get :/
Still endorsing as it does make red rocket stylish and extra cudos for removing all that crap from under the roof so its nice and clean space
I have not touched the terrain at all, I only removed all the debris, grass clumps, fallen branches and trash piles.
Hedges aren't all that green, actually, it's the vines that grow on them that have a lively green texture from Boston Ivy mod.
Last but not least, I'm fairly sure I had New Landscape Grass by Ciprriano installed while taking the screenshots.