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  1. jackapoint
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    Hi everyone :)

    Version 2.5 is UP!!

    XBOX and PS4 versions also available in Bethesda.net

    More info about the mod can be found in the article section

    Log updates can be found in the Docs section

    Take a look at the images section for sneak peaks

    Enjoy the mod. Enjoy the game ;)

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    VERSION 2.5

    - Fixed text in the Reactor Chamber terminal (Vault-Tec Facility) not showing the "Subsystems" entry

    - Added missing Sandbox area for the molerats in the Vault-Tec Facility
    --> This should prevent the molerats teleporting to nearby areas

    - Tweaked delay spawn for the molerats in the Vault-Tec Facility
    --> Now they will spawn in a sequence (consecutive) rather than all at once
    ____________________________________________________________________________________________________________________
    For those who are experiencing crashes or ctd's:

    These little tweaks do not change anything regarding the way the mod works, so I highly doubt these new fixes (by themselves) solve the crash issue.

    However, there is a difference.

    Previous version (2.4) was uploaded directly from the FO4Edit save while this one (2.5) is uploaded from the Creation Kit save. Usually the workflow should go from CK (creates the mod) to FO4Edit (Cleaning and editing) and back to CK (Finalize the mod). This last step is not really needed but (maybe?) should help to make the mod more stable (this is just a though, a guess, since I don't really know)

    This is a longshot, but hopefully the crash issue is solved this time (fingers crossed)
    NOTE: I haven't experienced any crash or ctd in my test.
  2. conundrum
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    Thanks for the wonderful mod! I have played this game since it's initial release, and I never ran across King Cola's Tower in dozens of plays. Never had a reason to look for it. It took a while to find, but good job. It's a neat little area. This mod finally makes choosing the "good" side in Nuka World mean something. Bethesda's dead end to the kill the raiders quest line was really disappointing, and this mod really goes a long way to fixing that.

    Is there any chance of adding the bodies of all the new NPCs, new monsters, named and unnamed raiders, etc. to the scrap list? It takes a long time to use the console to get rid of them.

    I would also like to see someone and scrap recipes to all the clothing and armor from this DLC, but that is just a comment and not a request. I know your mod has nothing to do with that.
    1. jackapoint
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      Is there any chance of adding the bodies of all the new NPCs, new monsters, named and unnamed raiders, etc. to the scrap list? It takes a long time to use the console to get rid of them.

      No updates, sorry.

      I would also like to see someone and scrap recipes to all the clothing and armor from this DLC, but that is just a comment and not a request. I know your mod has nothing to do with that.

      Try posting a request in the forums, since that could be a complete new mod.
    2. Ohpus
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      I recall one scrapping mod let me scrap clothes for cloth and leather. It make loot all on a raider worthwhile. However, I have not seen it in the currently updated scrapping mods.
  3. Ohpus
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    Since we're talking about the vault....

    Just played it and those mirelurks were way too spongy. It turned an interesting encounter into one where my companions unloaded half their ammo and I followed them around with a 50 cal sniper rifle at point blank range chipping off small pieces of their health. (Think of that Gun perk cover with the hunter and the rabbit.) Even the nukalurks at the bottling plant were less of a grind.

    Roaches were fine. Molerats were fine, though I noticed many of the molerats did not drop loot (ie you could not highlight their inventories or click on their bodies to move them around.

    I wonder if bloodworms would have been a better choice since NW as a whole seems to have replaced them for what would be molerats throughout. Companions even complain about molerats when fighting bloodworms. I think it was due to the geography and was a Tremors easter egg.

    Once I could get the workshop running I could not scrap most of the bodies with Scrap Everything, which I have seen elsewhere, but it was odd. I was able to scrap a couple, so I assume it's related to whatever issue I had not being able to loot them.
  4. danono
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    Anyone know how to exit the vault after the mole rats attack? once they are killed off I can not fast travel, exit or even save a game. Can't find a conflict so I walled off the empty section. Anyone who has had this problem found a solution?
    1. jackapoint
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      XD Use the elevator to get back :P
    2. jeeeeem
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      Solution here: https://www.reddit.com/r/FalloutMods/comments/9td0py/fo4_save_freeze_or_game_freeze_after_fighting/
    3. jackapoint
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      Oooops, sorry :(
      Thanks to jeeeeem.
      I misunderstood the problem. Not pretending to be a jerk making a joke.
  5. PhilTCasual
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    Anyone know how I can use the workshop at the hubologists camp if those nutcases have all been already killed?

    I'm doing a full raider play through and I was not about to help those lunatics.
     
    Edit/ So I found how to do it. Open the console, select the workbench and type:

    SetPapyrusVar OwnedByPlayer 1
    1. jackapoint
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      It is not possible without the console. You have to help them to move to the junkyard (at least).
  6. WeAreStevo
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    So I just got to NW and I completed the Hubologist quest, and then returned to the Hubologist camp to make a base. I built a settlement, added everything, and then when I put a recruitment beacon nothing happened. I can spawn settlers using console commands, but they don't do anything. When I assign them, the item says unassigned and they just run over to it. Is there something I'm missing? The Hubologist camp is also not listed as an official settlement in my menu...
    1. WeAreStevo
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      Alright, found a work around. Not sure if this fixed it or what caused it to stop but I loaded an older save prior to getting to NW, and when I finished the hubologist mission the workbench works properly now. I also put this to the bottom of my load order, and I did a merge patch with all 3 plugins that cleaned up some conflicts, so that may have also helped. So far no issues to report
    2. jackapoint
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      Sometimes the engine can't recognize so many settlements. What you have done was the right thing :P
  7. ozmods
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    this mod crashes me to desktop, where should this be in the mod order..
    thanks
    1. jackapoint
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      Take a look to the description and the articles. The lower, the better.
  8. NoobYorkCity
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    People 0
    Food 0
    Water 50
    Power 100
    Defense 16
    Beds 0
    Happiness .... 20????

    Shouldn't it be 50%? And should I be concerned at all? I can't really use Settlement Management Software to troubleshoot workshops it doesn't recognize, so just curious.
    1. jackapoint
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      A problem with the engine. So many settlements. Sometimes it happens. Sorry.
  9. NoobYorkCity
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    I just ran into a merchant named Linda Miller. Is she supposed to be Lucas' sister? Wife?
    RefID: xx0020d2
    1. jackapoint
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      Just a coincidence. Since I haven't created any particular lore for the character... if you want her to be Lucas sister.... she is :P
  10. rexjanuarius
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    I have a question: When you start "home sweet home" and you take as Raider Outpost that Mod settlements in Nuka World, Will them be attacked by Minutemen Settlers or not? I would Like to remain in Nuka World with Raiders, but at the same time i want to avoid Minutemen Militia attacks to my outposts!
    1. jackapoint
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      Same answer as a previous one. Eventually, yes, you will be attacked by the militia.
  11. Bunke1
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    Can you please add a Power fusebox in the Fizztop Grille patio like the one downstairs?
    1. jackapoint
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      Sorry, no updates for now. There is a mod that allow to create fusebox generators.
      Fusebox Generator
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