Fallout 4

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rdunlap

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  1. lapdragon
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    Hey Guys,

    Robert is finally back into the modding world after having had some fairly serious medical issues come up.

    He is going to review all of the bug reports on the assorted Rebuilt pages, and start addressing them.

    We will keep you posted!

    ~ Lapdragon
  2. rdunlap
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    This is a Lore Friendly restoration of Murkwater Construction Site. You can use this mod before or after you take the Settlement with the same result. This mod uses the new approach, so that it won't matter if you have scrapped things before installing the mod the house will still be Rebuilt.

    At Murkwater Construction Site we went a slightly different direction. Instead of a construction site we decided it was obviously the site of a swamp fishing and berry farming settlement. This one is SUPER lore friendly even though it goes slightly different from Bethesda's vision. There was apparently some construction work going on with the equipment you can find around but the primary occupation was farming/fishing.

    You guys are going to LOVE this one. NOTE: this is two new ones today and Egret is due to post tomorrow if i can finish the navmeshing this evening. When these 3 have been up for a few days then I will be doing a new version of Combined to add them in and include some navmesh tweaks i was coached on.

    Robert
  3. streetyson
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    This old mod works but has some issues, maybe partly solvable in FO4edit by cleaning 6 ITMs seemingly(?) related to precombines(?) - not sure. But it can also be a tad difficult to build (or even scrap some items) in a few spots inside the rebuilt structures (luckily it comes somewhat ready-furnished anyway). And a little to the west it opens up a rent in the ground. You can actually just about see a bit of the rent in preview pic 6 - if you look beyond the roof of the boat shed you'll see 4 dead trees, look behind the stumpiest of them (the right-most of the 4). It's no biggee, just an eyesore really - the location is in the corner of the build area so you could put something in front to cover it up like a bit of fence/wall. Otherwise, even with these issues it's still better than some Murkwater mods. Note there's also the possible window issue as per comment below by peppercatelephone (8 April 2023) - I could only find the gandalf folder to remove from this particular mod, not the other stuff mentioned. Cheers. [edit - ah, that other stuff pepper mentions is in a subfolder in the gandalf folder].
  4. Awrethien
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    I noticed a little bit ago that all of the greenhouses that I had built had their windows missing. I was able to track it down to a folder being created by this mod when the clean windows option is selected. The folder location is Textures\architecture\Warehouse\GREENHOUSE Was this intended or an accident? All it does is make the windows completely transparent. Its not part of the Gandalfs window cleaning mod and I don't see any green houses at Murkwater. At least not before I started building lol.
    1. rdunlap
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      I am finishing up on a complete change of how we handle windows that fixes this problem. Almost done with it. Look for the "Real Glass" update soon.

      Robert
    2. peppercatelephone
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      Yeah it seems to make them invisible. I deleted the Gandalf folder & the greenhouse folder. Also if all the windows in game are like, all white, delete ResWindowSheet_d.DDS, WindowsRes01_d.DDS, WindowsRes02_d.DDS, & TESTBResWindowSheet_d.DDS.. but you can keep all the _n's and _s's & the one textured window left. Should make things look normal again.
  5. Scrambleman17
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    Does this get rid of the Queen Repsawn?
    1. Sugram
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      usually when u build it gets rid of that but maybe it UFO patch but i have been w8 long time in my survival playtrough to queen to res and nothing, i like hunting exotic beasts, awry time they res i go hunting well time to time i go out just to see if the exotic ones are back or not, in FO4 survival i am juts a hunting nerd lol
    2. Sugram
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      i tested it 5min and it seem to have no bugs
  6. Timmiii
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    All the exterior walls of the first floor of the house are missing. Any ideas? I have your combined mod active but this location is not in it.
    1. rdunlap
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      Possibly. Let me check refID's
    2. Damixon
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      I'm experiencing the same thing. Lower level floor and walls are missing, and I think it's because I removed parts of the original house with Spring Cleaning before this mod was applied. Is there any workaround or way to revert parts of old house I scrapped?

      I'll take the opportunity to thank the authors for their hard work on rebuilt settlement mods, they looks amazing.

      - Damixon
    3. echris56
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      I'm also having this problem. I also have Spring Cleaning, but I installed this before visiting the site.

      EDIT: I just did a quick experiment. This problem, for me at least, only happens with the No Window Repairs version. When I reinstalled it with the Repaired Windows option selected the walls appeared.
  7. tigerfrenzy
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    Wow! I gotta admit, this are some impressive work in rebuilding seemingly useless settlements especially coastal cottage and taffington boathouse. Have you ever considered rebuilding sanctuary? Would be great for those new game alterholics that don't want to rebuild sanctuary...again.
    1. lapdragon
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      I am working on a mod that "fixes" sanctuary, but doesn't actually rebuild it - it lets you patch the holes in the roofs and walls, and straightens out the busted shelving in the front entryways.
  8. TheGadget1945
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    Great mod as always. I gutted the house and redecorated it throughout and then banished Deacon to it when he got on my nerves. The only oddity is there is a pallet floating in the sky about a hundred feet above the shed.
  9. putiby
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    The skeleton in the water out back tattled like crazy and I cant move it scrap it, besides that I have a floating wall outside of the build area above the garage, weird. http://puu.sh/s7IvH.jpg

    Its a good mod none the less. :-)
  10. Megarelix
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    I never liked Murkwater. Two barely recognizable husks of buildings razed almost to the ground, in a middle of forested wetlands. One of the least inviting areas in the game, putting aside the Glowing Sea, of course.

    The reconstruction aimed to make the place livable, sort of, and as such it succeeded. The first building restored is the house, of which just the lower part of walls was still standing in the original. Now it has two floors, with a large live-in kitchen downstairs and a bedroom upstairs. The latter also has a real bathroom, without any human (or worse) remains in the toilet bowl and with a roll of the oh-so-immersive toilet paper for your enjoyment. The building is really tiny; I decided to scrap the kitchen (some appliances are not scrappable with normal means) to convert it into a bunk house -- in addition to two shack structures I already added at the site. Maybe I should have spared the interior, after all, it gave me room for just seven extra beds.

    There are a few sunk-in ceiling lights working in this building; many players will want to add their own wiring anyway.

    The second rebuilt structure is a long warehouse; the settlement's workshop was located in its ruined part and now it is indoors. The warehouse opens on the water and houses a boat. The water is abundant with tarberries which you are free to harvest.

    One of my added shacks turned to be too close to the warehouse; I had to disassemble a part of it to allow for the warehouse door to open. Oh, well, this had to happen one day.

    It turned out that with this mod in place Murkwater can become a small, thriving community of 18 or so settlers; I was also able to add a general store and a bar. The settlers tend to swim in the water at the far end of the warehouse (I bet navmeshes were set up with that in mind), so I may as well consider giving them some swimming attire.

    The quality of the reconstruction is what we have learned to expect from this team. No surprises. In one area between both buildings NPCs tend to sink up to their ankles in the ground, but possibly this was inherited from the original, and the effect is quite minor.

    Adding all this up: nothing ground-breaking, but another well-designed and masterfully implemented enhancement to the game's settlement system. It makes Murkwater a place easier to enjoy.
    1. robboten
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      Thank you again for the kind words!

      Will look into the scrapping issues of the kitchen! Strange about the sinking, haven't seen that. Will investigate that too.
    2. Megarelix
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      @robboten: these things are so minor, they may not deserve your time and effort. Still, thank you for willingness to look.

      (1) The stubborn appliance is gas stove (all others are combined into one). Still, the disable/markfordelete combo handles it ok from the console.

      (2) I checked the sinking effect again: it is _not_ your (navmesh) problem: it happens only when NPCs sit on a bench or some other piece of furniture; therefore the interaction of geometry with animation is the culprit. Now, if Bethesda had only problems like this one :) I apologize for not investigating this earlier.

      Now, off-subject: I can't wait to see what you guys are going to do to Hangman's Alley...

  11. krwada
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    OK ... I am now tracking you as an Author. I have seen all of your work. However; unfortunately, I have mainly used Spring Cleaning and a bunch of crappy vanilla stuff to get the settlements how I want it.

    Your stuff is way better.

    I am waiting for the inevitable ... You know ... when you and your team finally get most or all of these rebuilds done and release them as a combined plugin.

    I really hope you will do this in the future.
    1. rdunlap
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      There is already a combined version and i add to it as we get these done.
      http://www.nexusmods.com/fallout4/mods/9285/?

      Robert
    2. krwada
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      I did not know that you did this.

      Thank you very much!
    3. slowone
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      Welcome to the fan club :0) I did exactly the same as yourself, spring cleaning etc, etc, but rdunlap and friends are so good, clever, quick to help... Im so glad to now see 'mudcrack' sorted. thank you for all your work. If you stalk his mods, I've used them all, the turret one is simple and elegant.
  12. rdunlap
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    Everyone that got 1.0 version should grab V 1.1. the only difference is that I left out a folder in the installation and you will end up with a missing texture for the doors. Sorry about that guys.

    Robert
    1. Centerman
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      Thanks I needed the update. The home is Fantastic. Now I have a reason to visit Murkwater and not be depressed.
      Edit: Still have purple doors with v 1.1
    2. rdunlap
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      Misplaced texture.

      I am going to update the installer to 1.11 and upload it. but for any who are having the issue and dont want to download again just move the texture file "Textures/SetDressing/PaintedWoodDoorHouseK_d.DDS" to the "Doors" folder that is in the same folder as the Texture. so the final result should be "Textures/SetDressing/Doors/PaintedWoodDoorHouseK_d.DDS" and that will fix it.

      Robert
    3. rdunlap
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      megarelix found what i was missing. Not only was the texture file misplaced but the materials file was as well. 1.12 is up with the fix.

      On a side note for the curious... anyone who already had a version of snappyhoussekit installed did not see a purple door. Robboten used that door and its resources from snappy.

      Robert
    4. hoibbes
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      Perfect, purple doors are a thing of the past. Props to megarelix for figuring out what was going wrong. I actually have Snappyhousekit in my mods but its turned off, scrolling through all the walls to find the basic one I was looking for was getting annoying. Thanks again rdunlap for all the great work. Can't wait to see what the future holds (and be upset when my 6 hours of reworking Hangman's Alley get eclipsed by whatever you design).