11 comments

  1. NeuroticPixels
    NeuroticPixels
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    • 135 kudos
    May need some cleaning?
    I ran a QuickClean through FO4Edit and these were the results:
    Spoiler:  
    Show

    [00:07] Start: Applying Filter
    [00:09] Done: Applying Filter, [Pass 1] Processed Records: 1202, [Pass 2] Processed Records: 1193, Remaining unfiltered nodes: 1193, Elapsed Time: 00:01
    Undeleting: [REFR:001D29F8] (places DecoMainA1x1WinDBayTop01 [STAT:00154B7D] in GRUP Cell Temporary Children of ParsonsStateExt07 [CELL:0000D9A8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,20) in Precombined\0000D9A8_0A82376A_OC.nif)
    Undeleting: [REFR:001D29F6] (places DecoMainA1x1WinDBayTop01 [STAT:00154B7D] in GRUP Cell Temporary Children of ParsonsStateExt07 [CELL:0000D9A8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,20) in Precombined\0000D9A8_0A82376A_OC.nif)
    Undeleting: [REFR:001D29E8] (places DecoMainA1x1WinDBayTop01 [STAT:00154B7D] in GRUP Cell Temporary Children of ParsonsStateExt07 [CELL:0000D9A8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,20) in Precombined\0000D9A8_3831AAC9_OC.nif)
    Undeleting: [REFR:001D29E9] (places DecoMainA1x1WinDBayTop01 [STAT:00154B7D] in GRUP Cell Temporary Children of ParsonsStateExt07 [CELL:0000D9A8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,20) in Precombined\0000D9A8_3831AAC9_OC.nif)
    [Undeleting and Disabling References done] Processed Records: 1192, Undeleted Records: 4, Elapsed Time: 00:00
    Removing: [NAVM:002469A7] (in GRUP Cell Temporary Children of ParsonsStateExt05 [CELL:0000D9C7] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,19))
    Removing: [REFR:001D29F7] (places DecoMainA1x1WinDBayMid01Full01 [STAT:00154C0A] in GRUP Cell Temporary Children of ParsonsStateExt07 [CELL:0000D9A8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,20) in Precombined\0000D9A8_0A82376A_OC.nif)
    Removing: [REFR:001D29E3] (places DecoMainA1x1Wall01Full01 [STAT:000FCE4D] in GRUP Cell Temporary Children of ParsonsStateExt07 [CELL:0000D9A8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,20) in Precombined\0000D9A8_0A82376A_OC.nif)
    Removing: [NAVM:001DE538] (in GRUP Cell Temporary Children of ParsonsStateExt04 [CELL:0000D989] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,21))
    Removing: [NAVM:002469A4] (in GRUP Cell Temporary Children of ParsonsStateExt04 [CELL:0000D989] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,21))
    Removing: [NAVM:002469A5] (in GRUP Cell Temporary Children of ParsonsStateExt04 [CELL:0000D989] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,21))
    Removing: [REFR:001D7427] (places FancyBureauDoor01 "Bureau Door" [DOOR:0009F427] in GRUP Cell Temporary Children of ParsonsStateExt04 [CELL:0000D989] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,21))
    Removing: [REFR:001D7426] (places Prewar_Fancy_Bureau01 "Bureau" [CONT:0009F42A] in GRUP Cell Temporary Children of ParsonsStateExt04 [CELL:0000D989] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,21))
    Removing: [REFR:0010CF42] (places DecoMainA1x1Wall01Vent01 [STAT:00050C07] in GRUP Cell Temporary Children of ParsonsStateExt04 [CELL:0000D989] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 13,21) in Precombined\0000D989_3E2F3B7D_OC.nif)
    Removing: [REFR:000AEB97] (places AmbushFeralGhoulUnderTable [FURN:000A0F53] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]) at -21,15)
    Removing: BldDecoMdRoomWall01 [SCOL:000D46F1]
    Removing: GRUP Top "SCOL"
    Removing: aaaMarkers "Marker Cell" [CELL:00058955]
    Removing: GRUP Interior Cell Sub-Block 3
    Removing: GRUP Interior Cell Block 7
    [Removing "Identical to Master" records done] Processed Records: 1192, Removed Records: 15, Elapsed Time: 00:00
    [00:00] Saving: bunkerpool.esp.save.2019_03_16_14_46_50
    [00:00] Done saving.
    [00:00] Start: Applying Filter
    [00:01] Done: Applying Filter, [Pass 1] Processed Records: 1188, [Pass 2] Processed Records: 1180, Remaining unfiltered nodes: 1180, Elapsed Time: 00:01
    [Undeleting and Disabling References done] Processed Records: 1179, Undeleted Records: 0, Elapsed Time: 00:00
    Removing: [CELL:0000E400] (in Commonwealth "Commonwealth" [WRLD:0000003C] at 0,0)
    Removing: GRUP Exterior Cell Sub-Block 0, 0
    [Removing "Identical to Master" records done] Processed Records: 1179, Removed Records: 2, Elapsed Time: 00:00
    [00:00] Saving: bunkerpool.esp.save.2019_03_16_14_46_52
    [00:00] Done saving.
    [00:00] Start: Applying Filter
    [00:00] Done: Applying Filter, [Pass 1] Processed Records: 1186, [Pass 2] Processed Records: 1178, Remaining unfiltered nodes: 1178, Elapsed Time: 00:00
    [Undeleting and Disabling References done] Processed Records: 1177, Undeleted Records: 0, Elapsed Time: 00:00
    [Removing "Identical to Master" records done] Processed Records: 1177, Removed Records: 0, Elapsed Time: 00:00

    LOOT Masterlist Entries

    - name: 'bunkerpool.esp'
    dirty:
    - <<: *quickClean
    crc: 0x7CB29726
    util: '[FO4Edit v4.0.1](https://www.nexusmods.com/fallout4/mods/2737)'
    itm: 15
    udr: 4
    dirty:
    - <<: *quickClean
    crc: 0x7BC6AB31
    util: '[FO4Edit v4.0.1](https://www.nexusmods.com/fallout4/mods/2737)'
    itm: 2
    clean:
    - crc: 0x901EF950
    util: 'FO4Edit v4.0.1'
    [00:00] Quick Clean mode finished.
    1. NeuroticPixels
      NeuroticPixels
      • premium
      • 135 kudos
      On another note... I can't even begin to tell you how freaking adorable and awesome this mod is.
      I converted it to an ESL using the CK ( https://www.nexusmods.com/fallout4/mods/35777 ) to save a plugin slot and it works wonderfully.
      I'm impressed. Thank you for this. Endorsed!
    2. clydemcelroy1
      clydemcelroy1
      • supporter
      • 6 kudos
      Just curious as to why you prefer that method to just using FO4Edit. It'll tell me if there is an [FE next to the mod. If there is, I double click in the right hand pane, check the esl box, save and close. In the time I can open the CK, I'm already done in XEdit.

      So, I really am wondering why some prefer to do it in the CK. There may very well be a good reason I'm not aware of.
    3. NeuroticPixels
      NeuroticPixels
      • premium
      • 135 kudos
      It may not have given me the "[FE" and thus, the only way to do it was through the CK. I definitely prefer to do it through FO4Edit. Super easy and quick. But I don't recall why I did it through the CK.
  2. clydemcelroy1
    clydemcelroy1
    • supporter
    • 6 kudos
    Awww, no. I've just learned that parsons was keeping the very criminally insane people underneath the asylum. It looks as if they've been experimenting on them as well. Shame. Going to have to see it for myself.
  3. midiaura1
    midiaura1
    • premium
    • 3 kudos
    I got all excited thinking I was going to fill this pool with water and have a new
    pool home. Well, after I removed the stuff out of the pool, I discovered the pool
    had no collision with my water planes and it all fell flat. *whimper...*

    However, the mod was really great! Awesome work! I checked out your other mods
    and it appears you are hard at work putting out some nice stuff.

    Thank you for your time spent giving quality to the community.
    So... enjoy your first kudo and I hope you have many more to come!

    Endorsed.
    1. spacetimebender
      spacetimebender
      • premium
      • 125 kudos
      See, now I want to make an actual pool in one of my settlement mods. I'll be sure to let you know when I've done it. I'm so glad you're enjoying the mod! I just got started a couple weeks ago so it's good to know I'm doing something right. Thank you so much!
    2. wombleman1971
      wombleman1971
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      • 13 kudos
      I know this is an old comment but it is easy to use standard (small) foundation floors around the edge of the pool to create the collision points.

      Cheers
  4. Naholowaa
    Naholowaa
    • member
    • 25 kudos
    Great MOD! I love the interior and what you did with it. I'm glad I did the Cabot house quest early as I can enjoy this without having to do anything. I can't wait to see what MOD's you create next. I'm using this as my female companion home as its so comfy looking and just wanted them to have someplace great. Thank you for this great MOD.

    Hey again. Thank you for posting my pictures of your great MOD! As you can see I managed to make it into a rather comfy companion home and a fully functional pool. I love this MOD and my female companions love it as well. I also love that there is no happiness level so it doesn't make me worry that they are unhappy (which I seriously doubt) as this is the best companion home I have ever encountered. Do you have plans on upgrading the hidden room tunnel as I don't know what to do with it. Thank you again for this awesome MOD and as I said before I can't wait to see your next MOD.
  5. Pinksluvva121
    Pinksluvva121
    • supporter
    • 1 kudos
    Awesome idea lol I actually knew the inspiration for the mod before reading the description (I tend to look at the pictures first). Well done and thank you for the up.
    1. spacetimebender
      spacetimebender
      • premium
      • 125 kudos
      I'm glad I captured the feeling of the original thing! After the main room, it sort of became its own entity. Good to know it held up.