Fallout 4

47 comments

  1. chymista
    chymista
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    Hi, I have setup the workbench version. Can I save it now like with transfer settlement?
  2. moskit66
    moskit66
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    Is bug with dogmeat fixed ? - old version of mod rename dogmeat to french name
  3. Dragonflight
    Dragonflight
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    An issue I noticed today with the workshop-editable version of the mod. It bugged Codsworth on a new playthrough. I tried multiple restarts, and disabled stuff all over the place, and the only mod that caused it was the workshop version of the Harmony vault. When you first meet Codsworth, he just hovers there and ignores the player.
  4. rawkus1977
    rawkus1977
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    Very cool mod mate.

    A few small issues though, I'm using the 'Workbench' version, and even after the update companions will not move around the living area...even before I've built in there.
    Also, I use 'fallout4_move' for precise positioning of items and it doesn't seem to matter where I am in the main living area, wherever I click I get the I.D. (14012503)[EP].

    The two (small) issues may be related?

    Either way, endorsed because it's a very cool mod

    (Didn't want to put this in the 'bug' section just yet(might be an isolated case), but please do so if you think that's where it should be)
    1. wlebb
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      Yes it was my first mod, there are some bugs and issues :/

      I have updated static and workbench version and I have modified navmesh.

      Thank you for your feedback
    2. rawkus1977
      rawkus1977
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      Thanks for the update man

      Honestly even with the previous issues...this still rated as one of the best player homes for me, so cool, and a sweet locale.
      I did however use the conquest mod to make the above ground area build-able, needed me some sweet defenses for a zombie mod I run

      Keep up the great work mate.
  5. Whitebaron119
    Whitebaron119
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    For some reason this mod makes the information about my settlements (number of settlers, happiness, etc...) disappear on the map. I have also only found two doors (lake entrance and armory).
  6. AlisterX
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    Awesome, except inside the iris door, there's some kind of light that blinds me and turns my screen black when I look to the center of the room on the floor. I randomly click and disabled something.. it seemed to fix it for the most part.. dunno, might want to take a look at that.
    1. ReaperTai
      ReaperTai
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      Sounds like the void. It is what surrounds all interior cells. To see it usually means you have a opening to the outside somehwere.
    2. wlebb
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      it's not the void but a problem with Institute rooms and objects. Institute is very enlightened and all rooms have a high color index mapping.
      I have set a minimum value but the glass reflections can't be changed. This is why the light becomes darker
    3. AlisterX
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      Its just so overwhelming my screen instantly goes completely black while looking into the room. Is it a bloom issue maybe? :O
  7. Fewzz
    Fewzz
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    Now this is nice, great work!

    My only complaint is the exterior, id prefer a more hidden location, a hidden hatch etc and i dont like the location.
    Is it possible to make it that we can place a entrance to this vault anywhere we like, some other vaults have this ability, ie i could drop the hatch into Sanctuary.
  8. ReaperTai
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    Looks nice, will have to check it out.
    1. wlebb
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      you're too kind ....
  9. Basil44
    Basil44
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    can't use Workbench:
    "You need to clear the enemies from the location"
    I do not observe enemies
    1. wlebb
      wlebb
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      I had that problem before..it's a game bug
      I'll try to find a solution...maybe a workbench for interior only but this option limits the home customisation
    2. Basil44
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      maybe add some rad-cockroach or a ghoul, and tied to the Workbench?
    3. wlebb
      wlebb
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      I don't think...workbenches are tied to the Settlements and by keywords, not enemies :/
      In the workbench script i removed "allowattack" but it's not sufficient...

      Workbench has "workbenchtypexterior" keyword. All enemies outside the bunker must be killed... or I could change the workbench type but as I already said, this option limits customisation

      I have updated workbench version...I changed some keywords and I added some options in the script
    4. kingofthesword
      kingofthesword
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      if you still get the problem maybe try the killall command while in the vault
    5. ReaperTai
      ReaperTai
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      It has to do with the workbench script and faction settings and trigger boxes. When set correctly it will not show that message. Will have to look again later for the right ones (at work at the moment).
  10. FredoKnight
    FredoKnight
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    Very nice first mod and probably one of the best visually appealing and functional vault homes out right now. One thing I would definitely suggest though is making the workbench storage shared so all the crafting materials are ready at each station. Also a small bug I found, maybe it's my own game, but when I used the weapon rack in the workshop room my rifle got stuck in the wall and I had to reload an old save to get it back. And this is just a little personal preference but it would be really neat if activating the flag over the bed made it change to the different faction flags. I get the lore that the vault was made in collaboration with CIT which later became the Institute but it still feels like the home is very neutral until the player decides who they want to side with. Just an idea I wanted to throw your way.