Fallout 4

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neeher

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neeher

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119 comments

  1. Skywise001
    Skywise001
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    Is it possible to get you to add a computer with some notes on the story so far?  I didnt even know your mods were  connected <.<

    I love Xander's Aid btw - very satisfying/fun place to explore.
  2. Ragnarok101
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    Okay, so - is there any way to get rid of the main building or fix it up to be actually liveable and not a blasted ruin? Would very much like it to be functional but that doesn't seem likely with it having a caved in ceiling and several unscrappable fences.
  3. Trentckx
    Trentckx
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    where is the stimaway recipe? I cant see clearly cuz the terminal is a smashed one, so the words on the left side are covered. It says something about file has been quarantined. I can see a note on the desk but I don't think thats the recipe? I went to chem station and there wasnt any stimaways so
    1. Ragnarok101
      Ragnarok101
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      Under the bed in the adjoining room.
  4. playerlin
    playerlin
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    Hi, I found the "stim-away" added by this mod has stupidly powerful effects...I'm level 59 and it has HP + 140, Rad - 325, **STR + 21**...it seems the effect is leveled but the description said it's +1 STR... is that intended?
    1. PhoenixKnight13
      PhoenixKnight13
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      I was having the same problem so I opened it up in FO4Edit and it seems to be missing a lot of details (and using the incorrect strength fortification entry for a chem). I tried fixing it based on the default Fallout4.esm entries for Stimpaks, Rad-Away, and Buffout (for the proper strength buff), but after an hour of trying and no matter what keywords I used or did not use, etc... I could not get the f***ing thing working to save my life. I have no clue what's causing them to have improper stats and the animation won't work right either even when set up exactly as a Stimpak. I gave up lol, no matter what I do the item is broken... Currently adds strength in the hundreds and doesn't play properly... basically pointless.
    2. yarrmateys
      yarrmateys
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      it's probably related to one of the perks that boosts healing items. i remember it caused a similar problem in frost where it boosted its healing item's adverse effect, instakilling the player on use instead of just causing a few points of damage, as well as the same problem with healing too much rads. had to replace the base effect entries from DamageHealth to modWeapBleedEffect and RestoreRadsChem to RestoreRadsChemNoPerkScaling to solve it.
  5. yarrmateys
    yarrmateys
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    this is purely immersion related, but would it be possible for this settlement not to be marked as owned from the beginning? it's like the player just emerges from the vault and gets a telepathic message "hey, you! you can now use this settlement!" and despite never visiting it, never opening the workshop you can immediately send settlers and companions over to it and it immediately registers as a settlement (which, in case of the mod's removal may corrupt the workshop system for the save). i'd say interaction with the workshop would be the ideal trigger for setting this settlement to owned, if anything else like clearing the area causes problems.
    1. PhoenixKnight13
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      Certain mods are best left installed after you start a playthrough, leave the vault, and make some headway into the Commonwealth... Settlement mods especially. The intro scene and everything leading up to leaving Vault 111 tends to mess with stuff.
    2. yarrmateys
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      it's not really the intro scene, it's that when activated things get registered as part of the system into the game, and removing it doesn't properly clean it up, so the area is still considered a settlement but some important objects for it are missing. it's probably similar to the power lines problem, where if you remove a mod whose items were connected to a power line, they will linger in it as null values which will eventually crash the game when loaded, needing an extra tool to clean it up.

      still, my comment was more about the immersion thing, telepathic knowledge of owning a settlement despite emerging from a vault 200 years later and not even knowing the location exists.
  6. Nartaga
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    How can I change the workshop to not be owned at the start of a new game?
  7. piotrmil
    piotrmil
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    FYI: if anyone would like to rebuild this place from scratch, you can do it with Snappy Builds: The walls are made from Shell kit theme two and Interiors and Roofs are Metalkit Metaladd Awning Roofs.
  8. Dubbyk
    Dubbyk
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    OK can someone help see if I've gone insane, didn't this mod used to have a note stuck to the dead dog in front of sanctuary? Was it taken out in an update or am I thinking of a completely different mod?
    1. neeher
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      Completely different mod lol.
    2. RickyTheOx
      RickyTheOx
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      Yeah ... I got a bit confused ^^

      But I recognize that thingy with the note, cant remember from where tho ?
    3. Dubbyk
      Dubbyk
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      Ya it was about a dog fighting ring, and it had you go to the road side pines motel to stop it, why I thought it was from this mod.
    4. Dubbyk
      Dubbyk
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      Encase the curiosity of WTF I was talking about was bugging anyone else, after hours of hunting in my tracked mods I found the one that added the note I was talking about.

      https://www.nexusmods.com/fallout4/mods/27682
  9. davethepak
    davethepak
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    Thank you for this mod.

    One question:
    Do I need to clear the location BEFORE installing the mod, or after?

    It implies in the description that I don't HAVE to, but it would be nice to know how this mod is intended to be used.

    thanks.
    1. RickyTheOx
      RickyTheOx
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      Just to be sure, clear it before :)
    2. davethepak
      davethepak
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      Thanks!!!!
  10. JimmyRJump
    JimmyRJump
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    If no supply lines can be set up, this means there's something wrong with the implementation of the map marker and its connection with the added WorkShop. This is also a potential cause for happiness getting bugged for the new (and sometimes other) settlement and can give the PipBoy settlement list a "Commonwealth" entry.

    A badly implemented map marker makes that the game cannot "see" where the settlement is and adds "commonwealth" to the settlement list instead. Commonwealth is of course too vague for adding a supply line (although one could be set up FROM the settlement to anywhere else, but this often doesn't result in the WorkShop of the affected settlement getting connected to the cloud of WorkShops; it only makes the connection line on the map appear) or for sending settlers.

    I've never built a settlement mod myself, but I've thoroughly tested for -and intensely communicated with- Tarsis31 over some of his settlement mods. The same for m0ds1984 and a few of his settlement mods. Some of those settlements from both modders had the same problems and that's how I know you have to be extremely careful with how you handle a new settlement's map marker, especially when there's an existing map marker that needs to be altered.

    If you haven't already, take a look at m0ds1984's tutorial (https://www.youtube.com/watch?v=X1xiN7krLck&ab_channel=markymint) on how to make settlements. Not at all implying you don't know what you're doing, mind. It's just that small errors are easily overlooked and can have big consequences, not only for the mod, but also for the entire game of people using the mod.

    Cheers and good luck
    1. neeher
      neeher
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      Supply line issue was fixed back in August 2017 in version 1.1, I have my own tutorials on Youtube for a fully functioning settlement as well as showing in game that it all works. Lots of mod authors on here are uploading incomplete mods and that's not an ok thing haha.
    2. 269091
      269091
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      Quote: Supply line issue was fixed back in August 2017 in version 1.1

      You might want to consider editing your description where it's still listed as an issue?
    3. jaceanmikhael
      jaceanmikhael
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      The way this gets auto added to available workshops on new game is able to break workshop array on alternative quick starts like infinite start or Skk fast start, had to go through the hundred plus mods to figure out that this was the root cause of the problems.

      If I disabled this before new game, no problems. Just have to reenable after I come out of the vault/alternative