Fallout 4

343 comments

  1. Medizy
    Medizy
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    >>> DECIDE MY FUTURE PROJECT <<<

    >>> <a data-ipb='nomediaparse' href='http://www.strawpoll.me/12774269'>http://www.strawpoll.me/12774269</a> <<<

    Update: You guys voted for it! And now I'm doing it! Quincy has always been a blight in the Minutemen's History, and I've always felt like it was sad that you couldn't take Quincy back from the Gunners. I mean, you can avenge them sure, but you could never turn it into a proper settlement again.

    I'm currently in the process of turning Quincy into a proper settlement, fixing up the buildings, cleaning up the clutter and making the junks there scrappable, I've even added completely new rooms within the buildings that was already in the area already, the Nav-Meshing for that area is going to be a particular nightmare but I am gonna make it work!

    So keep an eye out for when the mod is ready!
  2. Medizy
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    I have finally figured it out! A method of installation that ensures that the Scrap Everything Compatible version will work for you, this will eliminate any problems you might get of all the wall textures disappearing, barring any outside influences.

    1. Install Scrap Everything Automatron/Scrap Everything Ultimate Edition (If you haven't done so already)
    2. Go to Steam > Steamapps > Common > Fallout 4 > Data > Meshes > Precombined > DLCRobot.esm and delete the DLCRobot.esm file
    3. Install Mechanist Lair Overhaul Scrap Everything Compatible(SEC)

    Try this if you have any issues getting my mod to work with Scrap Everything.
  3. Medizy
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    If you have any screenshots of what you did with this settlement after installing my mod, please feel more than free to upload & share them! I'd definitely love to see what you guys did with the free'd up space.

    How to install updated version of the mod if you were using an older file:
    -Make sure that the previous version of the mod has been completely uninstalled
    -Check if the meshes added into your Data folder from the previous mod(Under Fallout 4 > Data > Meshes > PreCombined > DLCRobot.esm) has been deleted
    -Install the newer version of the mod through ether NMM or install manually.

    Update 1.04 features(coming soon):
    -Removed invincibility tag on friendly tesla turrets
    -Removed Workshop Border Visual Aide as they are no longer accurate, seeing as this mod increases the Workshop area to encompass the entire cell.
    -Further cleaned the lair, replaced broken texture brick/concrete walls/floors with less broken down ones.
    -Robobrain Lab's Department's floor tiles are now consistent and looks far better.
    -More polish here and there.

    Update 1.03 features:
    -Further improvements in lighting, fixed some broken lights, added more lights where it made sense
    -Added a missing steel beam in the Warehouse, apparently it wasn't there before because it was covered in rubble, now it's fixed
    -Properly fixed the tesla turrets, they won't be hostile to anything the Workshop turret aren't hostile to.
    -Someone messaged me on how Protectron's Gaze wasn't spawning in the safe, so I added an alternative way of obtaining that Legendary weapon. If the weapon isn't in the safe for you, you'll find it in the weapons workbench in the room at the back where all the workbenches are.
    -Added beer and cigar to the conference desk in the Mechanist's Bedroom to clutter up the empty desk a little, but also as a little homage to Oxhorn(If you watched his video on his build on the Mechanist's lair you'll understand why).
    -Various miscellaneous polish.

    Update 1.02 features:
    -Expanded Settler Sandbox: Now you could assign your settlers anywhere in the lair! Want to have them sleep in the holding cells? You can! Want to assign merchants to Robco Sales Center? Go at it! Want to have a couple of Minutemen guard the exits? Of course!
    -A Map marker right outside of the Mechanist's Lair's entrance/exit called The Mechanist's Courtyard that you can fast travel to, no more long elevator rides just to get some fresh air!
    -Various lighting improvements, making certain rooms look less dark and dreary.
    -Kitchen clutter for the Mechanist's Quarters.
    -Fixed an issue with the friendly tesla turrets being hostile with settler NPCs
    -Added a wall-mounted terminal to control the security gate to the elevator room
    -Fixed the security gate control for the lair exit, now the door can be properly opened and locked through the use of the terminal
    -Added a wall mounted terminal to the lair exit to control the security gate.
    -Miscellaneous minor touch ups.

    I'm also taking in requests and suggestions on how I can possibly improve this mod for the future. I'll also try to keep a counter for the amount of times the subject has been requested! So fire away!

    Update 1.01
    Some users reported CTDs with the main file, so I reverted to an earlier back up of that file and tested it out, from testing it on a New unmodded character save as well as on a modded character I can safely say that I've encountered no CTD issues whatsoever using both NMM and manual install with this particular file. If you have encountered any issues with the mod so far, please download the NEW file I've uploaded and you shouldn't get any more crashing issues relating to this mod. I think one of the problem might have been the naming convention of the mods, apparently it's super important to name the .BA2 Mesh files with *Title*+ '- Main'.

    I'm sorry if I have caused any inconvenience, and I thank you for downloading my mod and reporting any issues you may have encountered. Thank you!

    - Medizy
  4. Medizy
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    Heya, just letting you know that I'm back on the Nexus, I've been busy with real life but I'm coming back. For a while I was a bit overwhelmed, but I'm back to try to sort through issues. Thanks for your patience.
  5. netmatt1
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    Unfortunately, it did not work for me.  All floors and walls went invisible, and objects went white inside the Mechanist lair.  Had to uninstall and roll back to a prior save.  Maybe a conflict, but I am not savvy enough to troubleshoot it.  (I also used it only after beating, but let live, the mechanist, so maybe that was the issue?)
  6. hohenhaim
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    First of all, thx for making this mod. I know it was probably a lot of hard work, but why did you make all the beds inside the lair, the ones before  fighting the mechanist, unusable?!! You have made every survival run almost impossible for that boss now!!! There's always a bed in every large dungeon for a reason, and it's there for SURVIVAL MODE!! now if anyone wants to save before fighting him, we have to leave the dungeon, go to the police station and sleep there. Then go all the way back to the mechanist room so we can try again if we die.
    1. jftm1989
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      I have found a bed that is still functional, it is next to the stairs, under a shelf with containers
  7. GeniusGamerV
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    This mod is dead now. The biggest failure of Mechanist Lair lore-friendly overhaul.
    1. SanityFlippers
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      Cry about it you unskilled loser! it's a good mod,
    2. GeniusGamerV
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      Shut up, moron! You don't understand what are you talkin' about!
    3. SanityFlippers
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      I clearly do, unskilled scrub.. 90% of the mods on fallout 4 aren't lore-friendly, oh yeh.. totally five night at freddies companions, and all types mods and way way more, are totally lure friendly.. stfu
    4. GeniusGamerV
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      Don't be so sure. You have no evidence against my opinion. So, get lost!
  8. M0lz
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    You deleted a Navmesh???

    LOOT reports that it is strongly recommended not to use mods with Deleted navmeshes as they can cause crashes.

    And FO4Edit can not undelete and disable the deleted navmesh.

    I undestand you have re done the navmesh and pathing yourself, but I think you are supposed to move the navmesh you dont want using the CK so that it is a few thousand feet below the world, so that it can still be referenced by other mods and not cause crashes because its not there anymore.

    If you dont know how to do it here's a method to sort out your issue https://www.creationkit.com/index.php?title=Fixing_Navmesh_Deletion_Tutorial
    Deleting the games original content references is something modders of Bethesda games for years have known to avoid doing.

    Your mod has now given me a problem, I cant uninstall it because it will ruin my save games (all the time put into this playthrough would be lost). So fingers crossed nothing else I want to use will reference your mistake and start crashing the game. Ironically I installed your mod on a recommendation that it would stop the game crashing while in the vanilla version of the Mechanist Lair, it did, but now I have this time bomb waiting to go off. :(

    See also the Mechanists Lair Pathfinding Patch ..


    Incompatible Mods:

    - Mechanist Lair Overhaul (Lore-Friendly Restoration and Cleaning Plus Expansion): I cannot safely patch against the deleted navmesh.
    1. SanityFlippers
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      you have no idea what that even means.. ignore the error and learn 2 mod
  9. DavidsFallout4Mods
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    Solved all sorts of problems for me in mechanist lair but an FYI the Scrap Everything compat requires an .esp that is no longer included in Scrap Everything.
  10. Bytor65
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    Endorsed, because this also fixed Mechanist Lair  Crash to Desktop for me.  

    It was literally unplayable and I have very few Mods.  I could barely make it past the first door before it crashed. 

    Installed this and played the entire lair to resolution without another crash.

    Big Thanks for fixing what was apparently a very buggy location. Maybe just too much trash for the game engine to reliably handle, and your clean up fixed it.
  11. stan23434
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    Solved the CTD for me as well and I run about 100 mods including Horizon 1.9. Heartily Endorsed.
  12. fastidious
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    Installing this mod seems to resolve a CTD I was encountering while playing the GOG version of the game. Tried all sorts of things to try to find the issue (Buffout 4, Baka ScrapHeap, FO4Edit QuickClean, etc.) but nothing was working. Stumbled across this mod during my search for a fix and voila! no more crashing.
  13. miscdude
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    I got to the mechanists lair and it was all glitched out, the walls and everything flickering like crazy. I was super bummed about having to go through and figure out which of 210 plugins it could be breaking it because I'm familiar with that and have done it before but its super lame. I found this while googling stuff about the robco location and thought "If they overhauled the entire area, maybe it will overwrite the problem I'm having" as a total hail-mary... And it just worked. It was my first time through automaton so I can't really compare the two experiences but definitely felt like everything was placed and organized in ways that made sense and looked nice, and being able to use this super cool robot factory as a settlement while I start cranking out my army of robots is amazing. I never felt like I was being arbitrarily cut off from areas in classic bethesda level design fashion, and its a cool area to build in. I know its 6 years later but thanks, saved my playthrough and added great stuff.
  14. Baileywizerd
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    Hi was just wondering if there was any chance of this amazing mod being ported to Xbox?