UPDATE: SEPTEMBER 13TH 2021 It's been about 4.5 years since I last played Fallout 4, but now that I'm giving the game another go I decided to fix up any lingering issues with the mod and bring it up to a slightly higher standard. If you have any issues - particularly with pathing on the structure parts, I'm pretty new to nav-meshing - let me know. I might release another update or two before I'm done with this.
I don't know if anyone else mentioned this, but it would be great if the faux ground (grass, dirt, mulch) behaved the same as garden plots/planters. I can't seem to place any plant items on them that require dirt.
I have this and Scientifically Plantable Trees, and would love a proper community tree in the center of the atrium, with farmables surrounding it.
Why does the picture show that the Institute Seeding Bay produces 24 food for one settler and 5 power, but in game it only produces 4 food for a settler and no power option? Is it a mod conflict or did you change it and forget to remove the pictures?
What exactly is the Overseer backup? Sounds like it would be cool to collect holotapes with other vault experiment logs to add to it. Perfect for Enclave / Vault-Tec staff RP. Like the entry on the Cryolator for example, and then you learn bow to build the case.
Just a note, if you place the round ceiling light on, you know, the ceiling the light from it doesn't reach the floor. The light radius appears to be about half of what it should be to supply usable light. Eyeballing it FO4Edit, maybe bump the radius from 256 to 384?
Edit: I should clarify. You have the radius set to the height of a standard wooden wall. Vault ceilings, especially in the entry areas of 88 and 111 where the round lights match the ones already installed, are about 50% higher than that. So increasing the radius of these lights by 50 or 100% would greatly increase their usefulness.
Edit Edit: After a bit of experimentation upping the radius to 512 works perfectly for the higher vault ceilings. Maybe there should be two version, one at 256 and one at 512?
Planters that do not require an assigned worker do not produce food. I've placed two corn and two carrot planters, should produce a total of 16 food (4 each) and I've got nothing. A glowleaf planter, with an assigned (robot) worker, produces 4 food as expected.
For anybody who is interested, I posted an SMM patch that creates a standalone menu for Vault-Friendly Resources and also removes the edits to the vanilla menus.
hey i just tested this out and after a little bit i realised this is not compatible with the OCDecorator mod it takes up the same spot in the settlement menu and both mods "fight over" the spot depending on the spot in your load order may i suggest either changing the spot or making a SKE patch
I have your solution! Open up FO4Edit and open both the plugins of this mod and OCDecorator. Once it finishes loading, goto the main menu plugin of this mod and click to expand formlist. First option you should see is something like 00106DA2 click that, aka the spot the mod should appear in the main menu. It will list the OCDecorator and this mod in red. The last item in the OCDecorator, click and drag to the main menu mod, and let it make OCDecorator as a master. Save and exit. When next you load your save the menu will appear immediately after OCDecorator's
Dunno if this said anyone already but your wireless version of the various prototyp machines, make the quest impossible, as you no longer are able to wire the machines to a computer - if you want them to be wireless, they still should keep the option to be wired or you need to uninstall/etc the mod when making the the quest.... minor problem i know, but's annoying...
i didn't think this would be an issue, as i don't think i changed the prototype/base versions. if it is, i'll fix that in the next release of the addon. but the addon is optional, and you can remove it if you don't want it, or just disable it until you're finished with the quests
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It's been about 4.5 years since I last played Fallout 4, but now that I'm giving the game another go I decided to fix up any lingering issues with the mod and bring it up to a slightly higher standard.
If you have any issues - particularly with pathing on the structure parts, I'm pretty new to nav-meshing - let me know. I might release another update or two before I'm done with this.
I have this and Scientifically Plantable Trees, and would love a proper community tree in the center of the atrium, with farmables surrounding it.
Sounds like it would be cool to collect holotapes with other vault experiment logs to add to it.
Perfect for Enclave / Vault-Tec staff RP.
Like the entry on the Cryolator for example, and then you learn bow to build the case.
Edit: I should clarify. You have the radius set to the height of a standard wooden wall. Vault ceilings, especially in the entry areas of 88 and 111 where the round lights match the ones already installed, are about 50% higher than that. So increasing the radius of these lights by 50 or 100% would greatly increase their usefulness.
Edit Edit: After a bit of experimentation upping the radius to 512 works perfectly for the higher vault ceilings. Maybe there should be two version, one at 256 and one at 512?
SMM Patches by Vanguard (Declutter your workshop menus)
Thanks