Fallout 4

File information

Last updated

Original upload

Created by

Sanchez

Uploaded by

ilpinfas

Virus scan

Safe to use

About this mod

Playable duplicate of that mansion.

Requirements
Permissions and credits
Need the DLC Nuka World
Hello everyone, I am happy to share with you a new mod.

Grandchester Mansion 2


New file V3.2; Update Data.
Spoiler:  
Show
New Version Grandchester Mansión V3.2
I surrender, I can not run the outdoor workshop for everyone, the users of the initial versions of the mod, will need to start a new game, (v2.3 and V2.4) in order to have settlers, even so I recommend upgrading, in this update there are many improvements over their old versions, both inside and outside.
The changes are many, new exterior lighting, I have added many new elements, some surprise and a couple of guard ants outside.
Important arrangements, I have removed the colonists, the second edge of the workshop area, I have arranged a huge slit of the ground in its back and other smaller ones.

I do not think to update this mod anymore and in a few days I will eliminate the older versions, an upgraded V2.3 is a great mod but the V3.2 at 100% is a luxury.
I will not make the mistake of adding a second workshop in an update, my apologies again.
a greeting

Clean with FO4Edit.

Overwrite the old file to update.




New file V3.1 and V3.1Go; Update Data.
Spoiler:  
Show
New Version Grandchester Mansión V3.1

The parking´s house is not of the mod.



You need to start a new game to have both workshops.



There are 4 settlers who only have the mission to send you one (mission), can be deleted with disable after sending it.
I do not delete them because they will serve the users of V3 and those of this V3.1 to get the settlement.

Regarding the 2.4 this version adds;
-Other outdoor workshop, with complete crafting and endowed with some requirements, energy, water, security ...
-Reformed the main access and added a new shed with terrace.
-Added more details.


Inside;
- Redesigned part of the attic and I updated its navMeshes that was of origin.
-I added a second copy of the Rifle Grandchester and made them not scrapping.
- Added a pair of supports for the Power Armor.
- Fixed some defects, like the slit of the entrance to the right.
-I've put an inhabitant in the basement, do not shoot him.
-I've reoriented the outputs and inputs. (The entrance door and the quick trip to the workshop.)
-Added a few secret safes.

Clean with FO4Edit.


I added as an optional file a V3.1Go version, it is the same as this but it also includes indoor animal safety, a King Gorilla..

Overwrite the old file to update.


Old version V2.4; File data.
Spoiler:  
Show
When you create a mod with the Creation Kit, mysteriously your mod affects a much larger area, write your area and all around it, a little house in the middle of a cell, the 8 cells around it are marked, this may suppose A problem when there are other places livable or close scenes and in reality these cells have not been affected, the solution is to eliminate all that extra information, observe all that this mod affects and actually only occupies two cells.

10 cells surround those 2 and I have just touched the side that joins them with the 2 main, by hand, clear.
Eye to the data, when copying something of any zone marks that area and mods like the Spring Cleaning will stop working.
The solution is simple, remove that extra information with FO4Edit.

This is not true, those 6 NavMeshes if they can and should be deleted, I can appropriate a cell and automatically all the adjoining are yours, okay, but the next?
I usually thin my mods in this way and it's the right thing to do, I have many mods in this area and it suits me, in this case and given its hubcap I had skipped this step, people then test the mod, see the phrase and discard it, when Is actually rejecting something much cleaner than the classic mod, do not be afraid that's how this works, but you do not need to download this version if you do not have mods nearby.
This mod now affects 10 fewer cells.
To install it overwrites the file, it will not affect you.
a greeting.


Hello everybody.

A colleague of Nexus recommended me to create a duplicate of that location, because here it is.

It is a complete settlement, interior, without requirements and with some pre-installation done.



It is in the west of the map, it has its own visible mark from the beginning.



There are 4 movable switches, a long-range power connector, water, an antenna, complete crafting, point of return to the workshop and fast trip from the inside, decontamination point, non-respawn zone, a special DLC weapon, the classic of my mods.

Except a couple of pictures and some design armchair, if you use the mod Spring Cleaning you can leave it empty of furniture, there is real support of floor throughout the area, so that later you can use the space to your whim.


This is the only place where you should not put anything.


With a finished NavMeshes everything works better.


I do not want to put captures of the interior, this is the tone of the mod, very dark, it's up to you to give it light.


The interior consists of 5 heights, this is the attic and the work area.


I have had to invent some part, but it has been solid and easy to defend.


I've cleaned it of references with F04Edit.
You need the Nuka World DLC and nothing else. Is a single file, copy the data to install, delete it to uninstall or use NMM.

This mod is dedicated to who gave me the idea, Lord Indycurt.

Regards