Oh there is a way to start the molecular relay quest alright, via console commands....unfortunately, those console commands seem to screw up *OTHER* quests, as in they don't start....100+ game hours down the toilet, so WARNING, WARNING WARNING DO NOT ACTIVE this mod until you have completed the molecular level.
Oh and the navmesh is a mess in that place, delete(disable/markfordelete) some of the rubbish and OTHER parts of the HQ get zapped. It would require a complete overhaul to fix everything.
Hello, thanks for making this. I notice the workbenches only seem to 'link' after moving them, and since the power armor workbench can't be move it doesn't link. Think to fix this, in each of the workbench objects, edit and add Linked Ref - Cell: RailroadHQ01, Ref: WorkshopWorkbench, Keyword: WorkshopItemKeyword. This should make each of the workbenches linked to the workshop.
Downloaded the latest version, nothing happen no room no holes. Do it has any requirement? Like FOSE because i didn't install that and this is the first settlement mod i install too.
I think it might be FOSE, try it and tell me what hapens, it might be something else but its better to try the basics first. Have you already done the mod activation tweek ?
"Navigate to your Fallout 4 Folder at the following location ".Documents/My Games/Fallout 4" Within this folder you'll find a number of .ini files. Open (or create, if missing) Fallout4Custom.ini with your favourite text editor (we use Notepad++). Add the following lines to your Fallout4Custom.ini [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= Save and close Fallout4Custom.ini"
From http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation
Sorry, the problem is that you will not be able to use it as a settlement anyway, because it is a major faction like the BOS and Institute, they are not programmed to be able to be settlers (i could be wrong). I am not qualified to do this. At least not now. But if you find someone willing and able, ask him.
Sorry.
PS. If you don't mind those problems, i could try something.
18 comments
This mod will bug the quest "The Molecular Relay" out. There will be no way to start it with this mod active.
I suggest disabling it for the quest and enabling it after.
Thanks for your time!
Oh and the navmesh is a mess in that place, delete(disable/markfordelete) some of the rubbish and OTHER parts of the HQ get zapped. It would require a complete overhaul to fix everything.
I notice the workbenches only seem to 'link' after moving them, and since the power armor workbench can't be move it doesn't link.
Think to fix this, in each of the workbench objects, edit and add Linked Ref - Cell: RailroadHQ01, Ref: WorkshopWorkbench, Keyword: WorkshopItemKeyword. This should make each of the workbenches linked to the workshop.
Do it has any requirement? Like FOSE because i didn't install that and this is the first settlement mod i install too.
Have you already done the mod activation tweek ?
"Navigate to your Fallout 4 Folder at the following location ".Documents/My Games/Fallout 4"
Within this folder you'll find a number of .ini files.
Open (or create, if missing) Fallout4Custom.ini with your favourite text editor (we use Notepad++).
Add the following lines to your Fallout4Custom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
Save and close Fallout4Custom.ini"
From http://wiki.tesnexus.com/index.php/Fallout_4_Mod_Installation
I hate to be the one that asks but;
is there any way you could make this workshop as a settlement one ?
Sorry.
PS.
If you don't mind those problems, i could try something.
Nevertheless, i already endorsed this!