update: The two emergency construction lights now turn off after lockdown. Location by the workbench and reactor room. The lights can be scraped. This also adds two more pre-combined mesh overrides for a total of 17.
If you don't want those changes, version 1.2 will still be up in optional. version 1.01 has less light sources, it should run better on older systems
Note: When placing items in workshop mode, the floor in the vault door area might not act like a floor for those items. It's because of pre-combined mesh overrides.
For the older files either use place anywhere (place everywhere) mod. Or exit the vault, disable the mod, start game back up and go in to the vault and place your item. Then exit the vault again and re-enable the mod.
Version 1.7 Rebuilt pre-combined meshes. This is to help performance and correct issues with trying to place workshop items in the vault entrance area.
hey, I'm having an issue where nothing appears to change when the mod is running. I do have a base there already I don't know if that affects anything but I would like to know. resetting to a save that doesn't have it isn't and option. any help Is appreciated.
Really useful and attractive mod, but after installation (only lighting option, NMM) for some reason almost all junk from the workshop just disapeared :-( And all my turrets on the entrance and crops inside the vault became broken and one of them even resized and suddenly got NPC point with hoe... And power indication became red, but turning an object that uses power off and on helped with that. I was not in Vault 88 during installation and not use any mods that change this cell, just cleared some trash with Scrap Everything earlier and added some standard turrets on the entrance.
The heavy turrets at the vault entrance are attacking me and my settlers. Any idea what went wrong? They were working fine but seemed to go crazy after I failed to defend an attack. I cannot repair or remove them since they are outside the build area. Need to fix...
They must have been attacked by accident or a "friendly" npc damaging them. Turn them off on the computer you used to lift the initial lockdown. Or, Fast travel away and wait about four or so days should reset them as well.
Hi. I chose the "Just the lights" version, since I only want the lights near the entrance. However, in workshop/build mode I still have a dozen or so different construction lights. Did I misunderstand where it said that the construction lights were optional?
Hello MrTroubleMaker - This is a very fine mod, sir - I really enjoy using it. I have a question, recently i found the mod "vault 88 essentials" and i would like to ask, if you heared anything about compatibility between the two mods or bugs (or redundant features). Thank you :)
I haven't used it myself, but from reading the description it should be compatible. It appears to just be just editing settlement object, not the cell.
Does this mod by any chance, alter or group the very end pieces which open to the space where you meet Barslow? No matter what I do I can't get npcs to walk over from those pieces to the floors beyond. There's this one unique piece which can only be moved with Place Everywhere and if moved, it snaps below its original position. If it is removed not a single piece can snap to the left over exntension...
I'm not sure If I were able to describe the pieces I'm talking about but I would really appreciate some help on this.
?I appologize for the size of the picture, I don't know how to place them smaller.
But these are the two pieces I'm talking about. The highlighted one is the very end. If I move it it snaps below from its original position so npc can't walk from it to the ramped one at the back. If I remove it nothing attaches to the ramp. If I don't touch anything and just snap floors to the highlighted piece, Npc's can't exit to the floors. This is driving me crazy somebody please help.
My mod shouldn't be doing that. No nave mesh editing or vault block (snap) pieces was edited. You might have another mod that altered those pieces or messed around with the nave mesh.
Use FO4 edit and look at your plugins and you will see what was done, this will help track down the issue that you might be able to fix in fo4 edit.
That piece isn't supposed to move. Are you using Place Everywhere and enabling moving object that normally cant be moved? that will definitely break it.
Yes I tried moving it with place everywhere because it was already broken. I do have a save prior to moving it. I understand that your mod didn't change that piece but there's an unattached fluorescent light inside of it... And there are multiple wired conduits underground, coming from the generator and attached to the bottom of that piece. The ones attached to the generator and the piece are called "Starter Power Connector" and the others are regular "Power Conduit"s Did you perhaps set those up? The reason I'm asking is because, when I remove those conduits and the unattached light, NPCs can walk beyond that piece... Well at least for a brief moment they were able to, but then they turned into idiots again. I was wondering if they were any essential objects in order for some stuff or quests to be able to work? See the attached picture please.
When I look at fo4edit. In "Cell>>Bock 9>> Sub-Block 8" the overwrite order goes like this; Unofficial Fallout 4 Patch.esp >> ArmorKeywords.esm (?!?) >> MoreAGOMBz.esp >> MTM-Vault88-RLRST.esp >> Scrap Everything - Ultimate Edition and there are quite a bit of changes in every step but your mod overwrites most of them. Only Scrap Everything overwrites you and I believe SE has to be at the very end of the load order... Should I be loading your mod AFTER Scrap Everything?
None of the other forms (Activator, Constructable Object, FormID List, Light, Static Collection etc...) have any conflict with any other mod. Yours is the only one that adds/changes those forms/inputs.
Nope I didn't edit (or add) the conduits, you can see that in FO4 edit. You have multiple mods editing the same location. Do not use Scrap Everything because you have that functionality in Place Everywhere without cell edits. I have no idea why ArmorKeywords is editing that cell, I dropped using it long ago because its editing way more things than it should. I have no idea what MoreAGOMBz is and what it does.
try loading my mod last, remove scrap everything (or edit out its cell ref)
Thank you so much for your suggestions. I tried disabling SE and loading your mod last, but still have the issue. By the way Place Everywhere does not exactly have the same functionality. Enabling extra object selecting doesn't come near the amounts of selectable and scrapable stuff compared to Scrap Everything. I'm confirming this as I have SE disabled right now. With Place Everywhere I can still select most of the stuff but not everything as was able to with SE.
Is it possible to change the scripts in a way that dosn't restore the rocks and dirt (that you can scrap with scrap everything) inside that vault? With the mods those rocks pieces can't be scarpped at all. It would be the best thing for me if they could be removable :c
I really love this mod, but I'm wondering if it's possible to have a version with all the features sans the workshop lights added? I just don't use them and they clutter up the workshop menu, but otherwise it's 10/10.
136 comments
update:
The two emergency construction lights now turn off after lockdown. Location by the workbench and reactor room. The lights can be scraped. This also adds two more pre-combined mesh overrides for a total of 17.
If you don't want those changes, version 1.2 will still be up in optional.
version 1.01 has less light sources, it should run better on older systems
For the older files either use place anywhere (place everywhere) mod. Or exit the vault, disable the mod, start game back up and go in to the vault and place your item. Then exit the vault again and re-enable the mod.
Version 1.7
Rebuilt pre-combined meshes. This is to help performance and correct issues with trying to place workshop items in the vault entrance area.
essentials" and i would like to ask, if you heared anything about compatibility between the two mods or bugs (or redundant features). Thank you :)
Does this mod by any chance, alter or group the very end pieces which open to the space where you meet Barslow?
No matter what I do I can't get npcs to walk over from those pieces to the floors beyond.
There's this one unique piece which can only be moved with Place Everywhere and if moved, it snaps below its original position.
If it is removed not a single piece can snap to the left over exntension...
I'm not sure If I were able to describe the pieces I'm talking about but I would really appreciate some help on this.
But these are the two pieces I'm talking about. The highlighted one is the very end. If I move it it snaps below from its original position so npc can't walk from it to the ramped one at the back.
If I remove it nothing attaches to the ramp.
If I don't touch anything and just snap floors to the highlighted piece, Npc's can't exit to the floors.
This is driving me crazy somebody please help.
Use FO4 edit and look at your plugins and you will see what was done, this will help track down the issue that you might be able to fix in fo4 edit.
That piece isn't supposed to move. Are you using Place Everywhere and enabling moving object that normally cant be moved? that will definitely break it.
I understand that your mod didn't change that piece but there's an unattached fluorescent light inside of it... And there are multiple wired conduits underground, coming from the generator and attached to the bottom of that piece.
The ones attached to the generator and the piece are called "Starter Power Connector" and the others are regular "Power Conduit"s
Did you perhaps set those up? The reason I'm asking is because, when I remove those conduits and the unattached light, NPCs can walk beyond that piece... Well at least for a brief moment they were able to, but then they turned into idiots again.
I was wondering if they were any essential objects in order for some stuff or quests to be able to work?
See the attached picture please.
When I look at fo4edit.
In "Cell>>Bock 9>> Sub-Block 8" the overwrite order goes like this;
Unofficial Fallout 4 Patch.esp >> ArmorKeywords.esm (?!?) >> MoreAGOMBz.esp >> MTM-Vault88-RLRST.esp >> Scrap Everything - Ultimate Edition
and there are quite a bit of changes in every step but your mod overwrites most of them. Only Scrap Everything overwrites you and I believe SE has to be at the very end of the load order... Should I be loading your mod AFTER Scrap Everything?
None of the other forms (Activator, Constructable Object, FormID List, Light, Static Collection etc...) have any conflict with any other mod. Yours is the only one that adds/changes those forms/inputs.
You have multiple mods editing the same location. Do not use Scrap Everything because you have that functionality in Place Everywhere without cell edits. I have no idea why ArmorKeywords is editing that cell, I dropped using it long ago because its editing way more things than it should. I have no idea what MoreAGOMBz is and what it does.
try loading my mod last, remove scrap everything (or edit out its cell ref)
By the way Place Everywhere does not exactly have the same functionality. Enabling extra object selecting doesn't come near the amounts of selectable and scrapable stuff compared to Scrap Everything. I'm confirming this as I have SE disabled right now. With Place Everywhere I can still select most of the stuff but not everything as was able to with SE.
Until I get another update out you can edit the esp with fo4edit and remove two constructible object recipes
workshop_co_WorkshopConstructionSpotlight01-MTM [COBJ:xx005CAA]
workshop_co_WorkshopConstructionSpotlight01-2-MTM [COBJ:xx005CAB]
Those will remove the workshop lamps from the menu.