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!
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.
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!
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.
Does anyone know if installing this mod before starting automatron dlc causes the questline to never activate. I’m way passed lvl 15 and I’ve never gotten the caravan distress signal or the mechanical menace quest.
So, even placing this mod at the bottom of the load order, I am still getting horrible FPS. I was getting 5 FPS and after installing the mod, and with this mod, I dropped down to 3 FPS. Crazy thing is, I have never had problems with the lair until this play-through. Any thoughts?
im sorry to have ot ask such a blatantly ignorant question here, but im new to modding FO4 (just got the GOTY edition on GOG for christmas) and the Mechanist Lair drives me to tears after experienceing my first CTD and that regularily at the end of the first long ramp where the security skeleton holds guard -.- after searching a bit i decided that modding most likely will be my best chance to get this solved, but here i stand, having mod files i dont know where to put as i have 0 clue and only instructions i can find are for Steam or ppl that know how to mod FO4 manually -.-
so pls, if anyone can tell me where to put the files (non Scrap everything version) id be super thankfull *^^*
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)
Going through Windows File Explorer to the Data folder shows no folder for Meshes, only Scripts and Videos.
When looking at my Data folder through MO2 there is a 'meshes' folder but it only contains Actos, Effects, PL14nv, Props, SetDressing and Weapons.folders. There is a RobotDLC.esm file in the Data folder but I'm not sure if this strictly the precombined data or the entirety of the Automatron DLC or anything else unrelated to what needs to be deleted for that matter.
I do have Scrap Everything and if it matters I haven't reached the Mechanists Lair yet.
I ran into a similar issue here that many have with the NextGen game release. Decided to run through the steps I found here: https://www.nexusmods.com/fallout4/articles/4299.
After patching, this mod run really well on my current setup. I would recommend to anyone running into issues to follow the tutorial above, complete the previs/precombine patch and get it up and running properly. I will not upload my version unless approved by Medizy, but the tutorial is easy to follow and fixed the FPS and previs/precombine issues I was having with this mod.
Dear BlueCadet, Could I please get a copy of your rebuilt mod? I'm trying to play mechanist lair and the low framerate is ridiculous. I'm running the NG download with the quick n' easy v.1.10.163 rollback mod. The rest of my game runs fine, 60 FPS everywhere. I'm not using any PRP mods except for the Boston FPS Fix AIO. I'm also using the Vivid and Valius texture packs, but no scrapping mods. It's really crazy how mechanist lair just borks my game to like 10 FPS... I've tried a couple of the other mods on nexus, but nothing seems to work. I just get the invisible walls and floors, and my graphics settings are already at the lowest draw distances. I'm running an RTX4060. Cheers friend. Thanks, -dq-
This mod causing too many issues for me on NG. Seeing invisbile walls and floors. Huge fps drops. This is even after putting it at the bottom of load order. Uninstalled it and everything works fine now.
352 comments
>>> <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!
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.
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
so pls, if anyone can tell me where to put the files (non Scrap everything version) id be super thankfull *^^*
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)
Going through Windows File Explorer to the Data folder shows no folder for Meshes, only Scripts and Videos.
When looking at my Data folder through MO2 there is a 'meshes' folder but it only contains Actos, Effects, PL14nv, Props, SetDressing and Weapons.folders. There is a RobotDLC.esm file in the Data folder but I'm not sure if this strictly the precombined data or the entirety of the Automatron DLC or anything else unrelated to what needs to be deleted for that matter.
I do have Scrap Everything and if it matters I haven't reached the Mechanists Lair yet.
After patching, this mod run really well on my current setup. I would recommend to anyone running into issues to follow the tutorial above, complete the previs/precombine patch and get it up and running properly. I will not upload my version unless approved by Medizy, but the tutorial is easy to follow and fixed the FPS and previs/precombine issues I was having with this mod.
Could I please get a copy of your rebuilt mod? I'm trying to play mechanist lair and the low framerate is ridiculous. I'm running the NG download with the quick n' easy v.1.10.163 rollback mod. The rest of my game runs fine, 60 FPS everywhere. I'm not using any PRP mods except for the Boston FPS Fix AIO. I'm also using the Vivid and Valius texture packs, but no scrapping mods. It's really crazy how mechanist lair just borks my game to like 10 FPS... I've tried a couple of the other mods on nexus, but nothing seems to work. I just get the invisible walls and floors, and my graphics settings are already at the lowest draw distances. I'm running an RTX4060. Cheers friend. Thanks, -dq-