Fallout 4

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caeb68

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caleb68

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  1. caleb68
    caleb68
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    VERSION 2.0 ADDED

    Version 2.0 is NOT compatable with the previous build (1.1). There was still a cell reset issue that would pop up with various saves and it seemed directly related to the Cabots. Do to this I had to rebuild how everything works. Before installing 2.0, make sure you pull all your stuff from the cell, and send any settlers / companions out of the house to a new location. After that install 2.0, and head back to the cabot house.

    If the cabots are there, exit and enter the house again, and the cabots will be gone. At this point you can build to your hearts content. The Workshop is still a terminal in the closet upstairs.

    The map marker now shows # of settlers and Happiness.I fixed a few offset items that were in the house as well, and changed the texture to the downstairs door to match the new wood in the household.

    Sorry for any inconvenience that version 2.0 may cause, but this was the only way I could resolve the random cell reset issue.
  2. cubbyman1
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    so i can turn this location into a nice speakeasy or wh*%# house where i can send all my lovely ladies? lol

    anyway i recently did a playthrough where before meeting Edward degan where i assulted the forces at parsons and i didn't expect anything to come of it, but it turns out bethesda pays attention to what you do if you attack these solders by changing Edward's dialogue options when he meets you in some city and approaches you for the job lol, he's telling you that you fit the description of a person who beat the hell out of the guards of the location lol and then continues with his offering of a job, i love this game lol, there are so many options and interactions that are fresh to me that i didn't expect to exist in the game. 
  3. QaxeIsKaze
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    400 units of power? Entering build-mode, before doing anything I noticed that I had 400 units of power. I looked around for the power supply, but I couldn't find one. I figured it must be in the laboratory, so I built a terminal in the lab and connected it to one of the conduits in the room. No power. Weird. So I saved my game and decided that I'd just find it by process of elimination. I scrapped everything inside the laboratory. Nope. Still have 400 power. Then I scrapped everything, including the conduits. Still 400 power. Where is this mysterious 400 power coming from, and how do I use it?
  4. greekrage
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    I seriously hate that building...

    I was going to re-do it in another location a month ago for one of my mods when i noticed that the inside is 3 times larger than the outside.
    1. raverbane
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      That must be Lorenzo's doing... *insert evil laugh*
    2. caleb68
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      Lorenzo must be busy, to be truthfully honest, almost every location in fallout 4 is not to scale with the outer dimensions, most places the outside is 1/3rd to 1/2 smaller then the inner area.
    3. greekrage
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      well i did some hunting for new structures for my next mod and found quite a few that where the whole building (inside and out) in the internal cells .
      one is a very big church that only needs glass changed and a tiny bit of work for the front door.
      Othersaremade nice and square and only need outer walls.

      But this building is setup so badly that it would be easier just to rebuild it from scratch than try to make it usable.
    4. caleb68
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      there are some good ones for redoing that are to scale, but others, like for instance the chuches that have internal cells, the museum of witchcraft is larger internally then externally, same with the Railroads church. Fort Hagen is another good one for that, mismatched scale. Seems to be a trend though, even with the previous Fallout games internal area's and external areas never were 1x scale. I think I know which church your talking about, its a 1x scale, large, and could easily be added to to include more area below Could make for a really interesting settlement and is in a good location.

      Thought your name looked familiar greekrage, I like your boston state prison
    5. deleted54892532
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      A lot of these are probably related to how Bethesda doesn't actually design worldspaces as much as they design representations of a world. Bethesda maps are essentially like oldschool RPG games that have an Overworld, where what you see is just representative. It's a little less obvious in Fallout than in Skyrim but still painfully disappointing.
      I'd kill for a Bethesda style (and moddable) RPG with a proper to-scale world, especially the cities. (Well, and a host of other improvements such as combat that's actually good (It's hard to mess up First Person Shooting given the decades of development on it, but what I mean is clearly seen in Skyrim with the melee and sad magic system.). Melee something like a blend between Vermintide and For Honor would be amazing, with a magic system something like Lichdom Battlemage plus some of those rough looking magic simulators you see sometimes where magic can do things like deform terrain and have custom particles.)
  5. tregare321
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    Cabot House Settlement

    Looks great on the surface, and the house is too amazing to not go unused, after all the wasteland mess. However, the notes say that I should be capable of making double beds, fridges that produce food, and sinks that produce water for the settlement. But they do not appear to be options when I open the editor. Any suggestions?
    1. LeonTubrok
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      Im getting the same issue. probably as I have other mods that add to the menu and its not playing nice together
  6. deleted51117776
    deleted51117776
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    ignorable comment: its a pet peeve of mine when a bug report is closed as "fixed" when the bug report comes AFTER the last update to the mod especially when there is no comment by the author. If the bug reporter is incorrect or the author suspects its a mod conflict shouldn't the author say so? anyways this will not keep me from trying out this mod as i love cabbot as a settlement. thank you for this mod
  7. Malathyne
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    i looove the idea of this mod. using cabot house as a crash pad is perfect for my character, given the way i'm role-playing it. the mod worked perfectly at first, but suddenly, i walk in and the changes i made have been undone, and edward and wilhelmina are chilling aimlessly in the living room. and... the workshop in the closet is missing. i've tried reloading earlier saves, but once i leave my version of the house, i can't get back in once the external cell reloads

    i assume the way this mod works is by sending you to a duplicate of the house after the quest is completed. a search for 'help "cabot house" 4' seems to support that, since there's a location with the mod's load order listed. but... i don't want to have to use coc to access the modded version of the house every time i want to go there. (plus, that trick isn't working for me when i try it, anyway)

    anybody experience this issue and/or have fixes?
  8. romiedbg
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    Are attacks implemented? Ghouls/raiders/gunners?
  9. xylaz
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    I came back to see this house again. This is a great place. There is some dynamic lights and with Flacon Oil's retextures it looks fantastic!
    It is too big for me to live in, as I can get lost in it but still very nice. What I like most in this house is entrance hall, main hall and dining room.
    Would love to see a small and cozy house with quality of Cabot house someday.
  10. akalyrik
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    Would very much love a Xbox one version please.
  11. ethervagabond
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    I think it would be cool if this mod also made the Cabots and Edward Deegan unessential after you finish The Secret of Cabot House, and maybe even you have to kill them all to unlock the workshop, or do a speech check to make them leave. Like..."this is my house now assholes, get out or die."