Fallout 4

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Klewachu

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33 comments

  1. Agilator
    Agilator
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    Great idea for a mod.
    I've managed to scrap all the junk with "scrap everything" and the command console. But I'm having problems with the materials still looking invisible even with the latest version of the mod.
    Any solution?
    Best regards and thanks.

    I definitely think this mod could be incompatible with "scrap everything", if it is active, it shows the objects with invisibility. In my case by disabling "scrap everything", it works perfectly.
    Can you make a patch or another solution?
    Thanks
  2. H3xx
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    To the Rocket Cave, Dogmeat!
    1. sthephannovf
      sthephannovf
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      Pull the lever, Dogmeat!!!!!
      *Blows up Institute*
      WRONG LEVER!!!!!!
  3. mpjbay
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    I can't seen to "clear" the enemies. Any ideas? I killed a bunch of mole rats.
  4. deleted23218999
    deleted23218999
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    Is it possible to add all the crap like barrels and s#*! to the scrapable list?
  5. levitator36
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    I was just thinking, how awesome would it be if you could build a dank little den in the mole rat cave? Perfect for a sneaky thief sorta character, thematically. Manny the Mole Rat, yeah.

    And so I figure someone has already had the brilliant idea, and the Google tells me lo and behold, you are right. Downloading immediately!
  6. sallen9121
    sallen9121
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    Im having a problem with this mod. When I first play this mod and try it out and after I killed all the mole rats from the den. After that the workshop from RR wont let me open up the menu. But what I did noticed as I installed the mod using the mod manager it saying that it's missing one of the master files for it. DLCRobot.esm "Missing" Do I need that in order to make the mod to work? Such as the Automatron DLC? If yes then you may want to update your description of your mod saying what files is required in order to us this mod.
    1. sallen9121
      sallen9121
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      Yeap, the Automatron DLC is required in order to use this mod.
  7. Mazdek
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    Neat, I'm going to take a look! How hard would it be to allow it to be on the recieving end of a trade route, or even just share the Red Rocket's workshop link to the trade network? For us lazy people who don't like hauling crap everywhere. (Main reason I've never done anything with the Home Plate though I'm sure there are mods for that already, just been too lazy to search.)
    1. Klewachu
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      Yeah we haven't been able to get the mole rat workshop to "see" items stored in build mode in Red Rocket, but it should see synced inventory if Red Rocket is syncing with other settlements. Are there items in you RR workshop that aren't in your Mole Den workshop (other than built items you stored from build mode)?

      We want to improve that behavior in the future so everything will be 100% synced.
    2. Klewachu
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      Ok good news, in version 1.2 the workshop will now have access to all the inventory from supply routes that go to Red Rocket! It's not an actual supply route on the map or anything but you should have all your scrap available in the Mole Rat Den
    3. Mazdek
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      Awesome! I saw that you also did the root cellar under Sanctuary. I probably won't get that for this playthrough, I am using it as a crypt* right now. If you are looking to do another, that house in Nahant near Libertalia... uhh, Croup Manor, has a basement that could use some cleaning and integration into the settlement.

      * I felt bad once I realized that I was using human remains to build things with, so I started separating out skeletal parts from my junk list. Then I had the morbid idea to drop the entire collection (as single units) into a room to see what it looks like.
    4. Mazdek
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      Out of curiousity I went to a settler and checked to see if I could move them to the Mole Rat Den. It was not listed, but there were 2 Red Rockets listed. Assigning someone to either of them put them at RR, and once there the other RR was not listed on the Move list. But, "Mole Rat Den" is listed on the Pip-Boy's Data -> Workshops menu.I tried this because inside the Den when in build mode, the Brain Fungus is listed as providing food, so I wanted to see if I could assign someone to farm it. Now I'll try to break things by building a radio tower in there (if it will even build... its pretty tall) and see if I can attract anyone.
    5. Mazdek
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      The tower would build but is so tall that the power connector was in the dirt above, so I setscaled it to .6 and powered it up, spawned a chair, and waited an hour. Nothing happened, and it didn't crash the game or anything, but I'm sure the errors logs were having a fit so I reverted to the save I made beforehand so as to not frak my game. It'd be neat if we could assign people there, but I suppose that would require you making it either a standalone settlement or somehow officially part of Red Rocket and I don't have a clue how complicated that would be. So it will just be a little trophy cave or something.
    6. Klewachu
      Klewachu
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      I like your Root Cellar crypt idea! We are considering adding these areas to the actual settlement list so they can have settlers and companions sent there, but we haven't looked at how complex it will be yet.

      However, it's odd that it shows up on the workshop menu and a second red rocket location shows up too. We might be able to fix it since it's not a "real" settlement, I think it might be due to how we've linked it to the supply line chain. I'll take a look when I can.

      Glad you're enjoying it!
    7. Mazdek
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      I just realized something while I was building up RR for a "build defenses at this outpost" quest, the entrance to the Den is -inside- what would be the borders of the RR building area if they were square, but that corner is specifically cut out. Would modifying that border help make linking it to RR easier?
    8. Klewachu
      Klewachu
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      Unfortunately no, due to the cells being separate. We have tentatively solved the duplicate Red Rocket Truck Stop listing in the send/provisioner menu, but it's been at the cost of some other functionality. Still plugging away at fixes!
    9. Mazdek
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      The duplicate RR entry appears to be harmless, I wouldn't "fix" it if it breaks other things.
  8. Ionutro
    Ionutro
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    I updated to 1.2 and everything I had scrapped came back and is now unscrapable. At least I can build stuff now, though. xD
    1. Klewachu
      Klewachu
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      Sorry about that! After much research we've discovered that the very same setting which allowed more items to be scrapped was responsible for the invisible building glitch. So unfortunately we can't fix it, BUT we did discover that the items that could be scrapped in 1.1 were actually scrappable without mods. So that means hopefully in the future your scrapper mod of choice will add the junk to be scrappable (most are working on indexing all items everywhere for this reason).

      Until then I'd just stick with disabling stuff with the console :/
    2. Ionutro
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      I tried that but the console won't even detect the items. Once I disable all the fog to be able to select the barrels/crate/thing, it acts as if there's nothing in the space where said item is. Doesn't even tell me the object has no refid, it just acts as if it doesn't exist at all.
    3. Klewachu
      Klewachu
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      Hm ok, that's good to know. There's another minor issue that I'm taking a look at this week so I'll try to see what I find on this problem.
  9. WaffleLoyalist
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    I didn't even know there was a mole rat den under there!
    1. Mazdek
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      Spoiler alert! There's an entry on the computer in the Red Rocket office that refers to it, I think they were using it to dispose of hazardous waste cheaply (and illegally.)
  10. Ionutro
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    Did a quick review of both this and the root cellar over on youtube:

    https://www.youtube.com/watch?v=Hau2ILL7_t8
    1. Klewachu
      Klewachu
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      Wow, awesome, thank you!