Pics are added and I've made sure the video in the video tab is working. I'll be uploading some more screenshots later and possibly another vid idk.
In some of the upcoming screenshots and possibly in the video you may see very clean and neat crafting benches. They are from the mod 'Clean Pre-War Workshop Workbenches' by Crimsomrider a mod that I thoroughly recommend. http://www.nexusmods.com/fallout4/mods/18230/? Also in case anyone is wondering the pip boy I am using in the pics and vid is from the mod Holographic Pip-Boy 8000 by turetu http://www.nexusmods.com/fallout4/mods/16507/?
Fair enough, honestly this does need to be trimmed down to like 10 mods or fewer. You can ignore any of the requirements marked 'optional' or 'can be ignored' or for older versions and that will remove 9 mods from the requirements. If all you want is the house itself and don't mind decorating and powering it yourself then you only need the Master Plan, and Cabin in the Woods along with the Transfer Settlements mod of course.
Thanks for one of the mostest wonderdful mods so far (and I have them all ). The one question I have is it navmeshed for followers? Mine don't seem to want to enter? Thanks for all your work, it is a beautiful mod.
it might have something to do with navmesh markers leftover from the settlement that didn't get scrapped, or it could be as simple as the doorframe being ever so slightly too high for them. If nothing else works then you could always transfer them inside with console commands. Open the console and click on them so that it brings up their Actor ID, then close the console, go inside, re-open the console and type moveto player and press enter.
I'll try to look at this the next time I load up Fallout 4.
So I loaded it up and took a look. It seems that the problem lies with some of the pieces I used from the Cabin in the Woods mod. I was able to rig a simple fix for the exterior doors to get a follower to go in and out but I still haven't gotten a follower to go upstairs. I'll try to work out a fix the next time I get the chance.
I feel you, I really do. Unfortunately due to this mod relying on other mods that themselves rely on a third-party scripting program i.e. Fallout 4 Script Extender this mod is at present unavailable for consoles. However, if any Mod Author wanted to rebuild this house inside the Creation Kit at a location that would work (you couldn't really have it at Red Rocket) then I give my full permission and blessings for them to do so. I'd do it myself but I'm terrible with the Creation Kit.
could you give a full run down on everything this needs eventually. Its a beautiful manor. Also what did you use to get rid of the floating lights if you use scrapall?
Sorry for the late reply, I have all of the requirements listed on the main page, though I'm guessing you'd like to see them listed under the 'Requirements' Tab? I'll try to get that done as soon as I can.
As for getting rid of the lights, I originally just clicked on them and typed 'Disable' in the console without the quotes, I have been using a mod called Dynamic decal Cleaner however it appears sadly that the mod has been removed from the Nexus so I would suggest just using console commands to get rid of the lights.
Really like the way this looks, by chance does transfer settlements let you put the blueprint in a different location? I have elianora's red rocket and don't really wanna lose it. . .
I did, however, find that the mod Clipboard by Struckur https://www.nexusmods.com/fallout4/mods/31090 allows you to copy things built in one location and build them anywhere else, so I'd give that a look.
Sorry for the late reply. Legendary Modification is only really needed for a workbench that's placed in the garage. If you want you can just ignore that requirement. The house will still work. However, if you want the workbench it adds then download the main file on the Legendary Modification page and during installation be sure to check two legendary modifications (on the second page) select whatever other options you want. Everything should work fine. :)
True I forgot about that. I should note that the fast travel marker is the only marker I had in this build and is easily replaced so use whichever settings you feel are best.
Oh it's no biggie, but if we have a lot of animation markers in the settlements, it might become buggy as some have reported Ctd's when trying to use them when they're not exported correctly. Not complaining, Jfyi in any future.
25 comments
In some of the upcoming screenshots and possibly in the video you may see very clean and neat crafting benches. They are from the mod 'Clean Pre-War Workshop Workbenches' by Crimsomrider a mod that I thoroughly recommend. http://www.nexusmods.com/fallout4/mods/18230/? Also in case anyone is wondering the pip boy I am using in the pics and vid is from the mod Holographic Pip-Boy 8000 by turetu http://www.nexusmods.com/fallout4/mods/16507/?
https://www.nexusmods.com/fallout4/mods/54979?tab=files
Thanks for one of the mostest wonderdful mods so far (and I have them all ). The one question I have is it navmeshed for followers? Mine don't seem to want to enter? Thanks for all your work, it is a beautiful mod.
I'll try to look at this the next time I load up Fallout 4.
As for getting rid of the lights, I originally just clicked on them and typed 'Disable' in the console without the quotes, I have been using a mod called Dynamic decal Cleaner however it appears sadly that the mod has been removed from the Nexus so I would suggest just using console commands to get rid of the lights.
Hello
i need to ask you what version. of legendary modification do i need to download.
i need some help
Apart from that I would love to own a log cabin just like this. Well done that man very well done.
Btw, if you want to export the Ft markers (or any markers), you must select that option in TS and you will be exporting in Workshop -mode.
http://www.nexusmods.com/fallout4/mods/5810/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D5810%26preview%3D&pUp=1