Tested. Place is too big for my likings, but looks interesting. I encountered huge fps loss, as always in modded interiors. I think there is too many dynamic light sources, that fallout 4 engine can't handle. My specs are i5 2500K and gf960. I had 15-20 frames.
I don't believe I did add any automatic food/water. I could do something like I did with the West Everett Estates mod for the bunkers there, the bunkers themselves supply 20 food / water so that one wouldn't have to worry about adding anything for it. If this is something people feel is needed for the house its a simple addition.
There is a trick you can do for water, Place down a planter, try to position it for placing water pumps where you want them (the hand pumps) then place a couple hand pumps on the planter. after you've got it all lined up and where you want them, store the planter, don't scrap it. this will leave the water pumps at their current location. simple way to get 3-9 water that can be almost against a wall and out of the way. You can place up to two of the other pumps that require to be placed on ground on the planters as well, its a little more tricky getting them placed on them then the hand pumps but gives you more water, again after you've got them placed where you want them, don't scrap the planter, store it, and the pumps will remain in position.
far as food, one would have to use a planter to grow food how it sits right now. Not sure if there are any mods for automatic food.
But, yeah if this is something that people feel they need for the house I can add a little device for 20 food / water into it
Added a new version of the Hawthorne Estate, It fixes the problem where some people weren't getting the map marker on their map, it also corrects a small problem on the interior cell where a settler / companion could end up being trapped behind a wall.
As always, if you experience any problems, please let me know, if your willing we can most likely track down the problem / find a conflict with another mod and find a fix for the issue.
Would like to thank those users who have been helpful in tracking down issues they were having, no matter how much someone tests something, someone else may run across a issue that the others weren't experiencing do to different mods being installed.
Hey there! Just started getting an issue. The dreaded eternal load screen. Not in your house, but about every 6th cell change it happens. When I disable your mod the problem goes away. Here's my theory. . .Is there something in the house that is scripted that shouldn't be "scavenged"? For example, the cat? the generator in the basement? the picture hiding the safe? When I get in the house, I literally scavenge everything except the pool table and bathroom fixtures. Everything else goes. Am I causing something by doing this? Any idea?
And one other amazing mystery I have a question about. Your attic is in a different cell and yet you can scrap stuff up there too, but there is no workbench. How did you do that?
1) the workshop activator script - this makes the workshop accessible after the quest is complete when the user triggers it, then deletes itself. 2) the main breaker script - it handles the toggling of the main power to shut off the house power when the user activates it. 3) the room light switches - they shut off power to the individual rooms when the switch is activated by the player. 4) the tunnel activator script - can only be activated by the player - and is disabled.
The attic is just a illusion of a different cell, you can open the console, and use tcl to move strait up into it. Its because of using the hatches that it needed to be done this way (wouldn't of mattered if it were the metal hatches).
Its possible that your experiencing a conflict / problem introduced by a mod. I played for 8 hours yesterday with the mod installed, pushing through the main quest to the point of destroying the institute, without any load screen freezing. would you be willing to state what mods your using so that I can look at them and see if one is possibly conflicting with the mod so I can attempt to find a resolution for it?
Thank you so much for your thorough reply. You are such a good guy. I'll send you my mod list via private message. Please don't spend a lot of time on this.
I've uploaded a optional file ( Hawthorne Estate - TestEsp ) that should resolve the map marker issue some people are having, but would like to get feed back from others before making a update to the main file.
Would you be willing to test it and see if it resolves the map marker issue for you? Tested on a new game and existing game, and it showed, and showed the settlement bits for me (but the other does as well).
I build and test in vanilla fallout with only the DLC, no player mods except the one I'm working on at the time, So there is always the possibility of a incompatibility with another mod.
If you are willing to test and see if it fixes it for you, any feedback would be greatly appreciated , you should see a house like marker outline pop up on your minimap as you approach it, the marker itself won't add until your on the porch of the house.
It looks great, I'm just confused as I am not receiving a map marker for this? I know it by default is an unmarked location, but was the mod supposed to add a marker?
I appreciate you looking into it, for a bit more details I've already ran all around the house and went inside, I think I did indeed visit it before though so that could be an issue. Even if you add an optional file that's just a new map marker outside the house, maybe? Like, just for the people who have already been in. I'd do it myself if I knew how lol
I've uploaded a optional file ( Hawthorne Estate - TestEsp ) that should resolve the map marker issue some people are having, but would like to get feed back from others before making a update to the main file.
Would you be willing to test it and see if it resolves the map marker issue for you? Tested on a new game and existing game, and it showed, and showed the settlement bits for me (but the other does as well).
I build and test in vanilla fallout with only the DLC, no player mods except the one I'm working on at the time, So there is always the possibility of a incompatibility with another mod.
If you are willing to test and see if it fixes it for you, any feedback would be greatly appreciated , you should see a house like marker outline pop up on your minimap as you approach it, the marker itself won't add until your on the porch of the house.
Just went through the house. You did a great job on it. But for some reason, my FPS dropped dramatically when in the house. Doesn't make sense due to it being just an interior in it's own cell, but it was a big drop. Any reason for it? Able to optimize it somehow?
not sure why you experienced a fps drop, it is just a simple interior cell. If you'd be willing to try doing a few things on your machine in the house and let me know the results it might help me track down the cause.
Simplest way to keep it from saving when testing while in the cell is to pull up your pipboy and exit to the main menu, this blocks the exit save.
Most the lights inside are basic lights, but there are a few shadow casters, could you try removing the light fixtures from the cell and let me know if that improves the FPS for you any? The shadow casters are the only thing I can think of in there that might cause a fps drop. this includes the standing lamps, desk lamps, wall lamps, and chandelier.
Open the console and type in workshopbudget and press enter, this will scrap all the scrappable items in the house, let me know if your FPS improves after that.
The whole cell doesn't use precombined meshes, so that can cause some fps slow down but you shouldn't see anything major over that.
Thanks for your suggestions. The lights were the problem. The minute I got rid of them, my FPS went back to what it usually is. Thanks for that suggestion. Really do like this house a lot. You did a great job with it. Endorsed!
I'm guessing its probably the shadow casters then, there are a few in the basement (obvious ones) and the lounge room the fancy lights on the side walls, as well as the fancy light in the kitchen, I don't think I put any upstairs. I was trying to give a erie light feel to the whole house. Sorry it caused fps issues for you did you note any significant increase in specific areas when removing lights?
The whole house went back to normal FPS once the lights were removed. So all is good. No worries. When I get back to the house to "redecorate" I'll upload screen shots. What I look for in houses is a place big enough to house my "collections" like comic books (another mod) and power armor. I also like to decorate the places to fit my preferences. Your house is the perfect size with plenty of space to make it a livable house combined with great rooms for displays. I love this house, and I can't believe more haven't endorsed it. It's a great place.
Something I'll defenitely have a look at in my next playthrough. Though I've never heard about or came across this estate (that I can remember) in over 8000hrs of play...
heh, don't feel bad, I didn't know about it either, Someone had to tell me about it. in its default state its just one small room with a collapsed stairway, and is why I thought rebuilding the house rather then just using the little tiny room would be a better option for a player home.
Hey there! This looks like a great mod. Thank you for doing this. However, did I miss something? I'm well within my playthrough, and completed "The Big Dig" a few weeks ago. But maybe it's because of how my quest ended, but Bobbi just kind of leaves after the quest and I never saw her again. There was nothing about her going back to this house. It is a possible quest end scenario? Just curious. BTW, awesome way to hide the safe!
yeah the quest has various endings that result in bobbi leaving the commonwealth, heading to the hawthorne estate and then leaving or 1 possible ending I found where she will remain there.
So depending on the choices you make, i.e. if you kill bobbie, she may not appear at the house at all.
Its just like her loot containers, sometimes at the end of everything that happens they will remain, or be disabled, (loot containers / turrets) so I had to make that stuff so you could scrap it as well.
34 comments
Place is too big for my likings, but looks interesting.
I encountered huge fps loss, as always in modded interiors.
I think there is too many dynamic light sources, that fallout 4 engine can't handle.
My specs are i5 2500K and gf960. I had 15-20 frames.
Thanks for any reply!
There is a trick you can do for water, Place down a planter, try to position it for placing water pumps where you want them (the hand pumps) then place a couple hand pumps on the planter. after you've got it all lined up and where you want them, store the planter, don't scrap it. this will leave the water pumps at their current location. simple way to get 3-9 water that can be almost against a wall and out of the way. You can place up to two of the other pumps that require to be placed on ground on the planters as well, its a little more tricky getting them placed on them then the hand pumps but gives you more water, again after you've got them placed where you want them, don't scrap the planter, store it, and the pumps will remain in position.
far as food, one would have to use a planter to grow food how it sits right now. Not sure if there are any mods for automatic food.
But, yeah if this is something that people feel they need for the house I can add a little device for 20 food / water into it
As always, if you experience any problems, please let me know, if your willing we can most likely track down the problem / find a conflict with another mod and find a fix for the issue.
Would like to thank those users who have been helpful in tracking down issues they were having, no matter how much someone tests something, someone else may run across a issue that the others weren't experiencing do to different mods being installed.
And one other amazing mystery I have a question about. Your attic is in a different cell and yet you can scrap stuff up there too, but there is no workbench. How did you do that?
1) the workshop activator script - this makes the workshop accessible after the quest is complete when the user triggers it, then deletes itself.
2) the main breaker script - it handles the toggling of the main power to shut off the house power when the user activates it.
3) the room light switches - they shut off power to the individual rooms when the switch is activated by the player.
4) the tunnel activator script - can only be activated by the player - and is disabled.
The attic is just a illusion of a different cell, you can open the console, and use tcl to move strait up into it. Its because of using the hatches that it needed to be done this way (wouldn't of mattered if it were the metal hatches).
Its possible that your experiencing a conflict / problem introduced by a mod. I played for 8 hours yesterday with the mod installed, pushing through the main quest to the point of destroying the institute, without any load screen freezing. would you be willing to state what mods your using so that I can look at them and see if one is possibly conflicting with the mod so I can attempt to find a resolution for it?
Would you be willing to test it and see if it resolves the map marker issue for you? Tested on a new game and existing game, and it showed, and showed the settlement bits for me (but the other does as well).
I build and test in vanilla fallout with only the DLC, no player mods except the one I'm working on at the time, So there is always the possibility of a incompatibility with another mod.
If you are willing to test and see if it fixes it for you, any feedback would be greatly appreciated
Would you be willing to test it and see if it resolves the map marker issue for you? Tested on a new game and existing game, and it showed, and showed the settlement bits for me (but the other does as well).
I build and test in vanilla fallout with only the DLC, no player mods except the one I'm working on at the time, So there is always the possibility of a incompatibility with another mod.
If you are willing to test and see if it fixes it for you, any feedback would be greatly appreciated
Simplest way to keep it from saving when testing while in the cell is to pull up your pipboy and exit to the main menu, this blocks the exit save.
Most the lights inside are basic lights, but there are a few shadow casters, could you try removing the light fixtures from the cell and let me know if that improves the FPS for you any? The shadow casters are the only thing I can think of in there that might cause a fps drop. this includes the standing lamps, desk lamps, wall lamps, and chandelier.
Open the console and type in workshopbudget and press enter, this will scrap all the scrappable items in the house, let me know if your FPS improves after that.
The whole cell doesn't use precombined meshes, so that can cause some fps slow down but you shouldn't see anything major over that.
Endorsed
So depending on the choices you make, i.e. if you kill bobbie, she may not appear at the house at all.
Its just like her loot containers, sometimes at the end of everything that happens they will remain, or be disabled, (loot containers / turrets) so I had to make that stuff so you could scrap it as well.