ATTENTION: If you downloaded v1.0 of this mod, please be advised that there is an error with the navmesh inside of Home Plate that prevents followers from using the doors to enter and exit the space. They will only appear inside of Home Plate if you fast travel there, and won't leave Home Plate unless you fast travel out. Please download and install v1.1 to resolve this issue. I apologize for any inconvenience that this may have caused.
little bit late on the reply, ive been using this mod since you released it, i do have a suggestion maybe you could make it a full settlement workbench ?
Making sure the dors all work if one uses Diamond City Expansion! The recasting of the city has been known to cause people using one of more of the doors to enter the default Home Plate (and often a crash is imminent...)
i was looking to change home plate. this mod looks great, but i don't want to go back like 2 hours in my save. what would happen if i installed it anyways?
It sounds like my mod is conflicting with another mod that modifies the Diamond City Market. What mods do you have that might modify the same space/area?
The interior still has the fog for me. Other than that, it looks fantastic! I just downloaded it and can't wait to use have a Home Plate I can be proud of :D
Now, this looks like a perfect junk collection bin! Ideal for filling with all the comics, outfits, guns and other crap a person can need.... Far away from the prying eyes of settler life!
Yes, and you don't have to worry about settlers pulling heavy weapons out of the Workbench and killing themselves (and others) as soon as so much as a Bloatfly buzzes by!
This is the only mod I have that edits the home plate and it still loads the old one and this one over each other so i get stairs through walls and both floors. Not sure what is going on. What other kinds of mods can this conflict with? I have nothing that edits diamond city or the home plate...
EDIT: Based on what I am seeing from FO4Edit ELFX edits the same cell as this one, causing the issues, i guess?
Yep... it's gotta be after ELFX. Fack I started my game completely over and deleted all my saves cause I thought this was a new game bug. Oh well, only 2 hours lost. ¯\_(?)_/¯
I love the design. It makes Home Plate look like a proper warehouse turned into a loft.
It does conflict with Diamond City Expansion. Many of the exterior static objects in Diamond City flicker in and out, or are outright missing when this mod is added. Changing the load order doesn't help. But this is fixable by deleting a few entries in FO4Edit.
Also conflicts with ELFX, but that's easily fixed by putting this mod below ELFX.
Edit, in case someone finds it useful:
To make this compatible with Diamond City Expansion, I did the following: 1. Install and enable this mod and DCE; 2. Download and run FO4Edit; it can take several minutes to process all of the plugins and such; 3. In FO4Edit, find MGHomePlate.esp on the left-hand panel; 4. Expand MGHomePlate.esp, then expand Worldspace entry under it; 5. Right-click on and delete everything under Worldspace EXCEPT 00000F94 and its sub-entries. After the deletions, your MGHomePlate entry should look like this: https://i.imgur.com/kJQaV1r.png 6. Press F5 and save the new .esp. Make sure to either overwrite the original MGHomePlate.esp, or disable it and enable your new esp.
hey so just downloaded this and it looks great only problem im having is that the old workshop bench is still in the placement of the vanilla game and the workshop bench that is moved in this mod is there as well i don't know if this is mod making this problem or if it just downloaded funny. <3 love the mod tho 10/10
I can think of only two reasons for your problem. 1. You have another mod active that edits the Home Plate cell. 2. You entered Home Plate and activated the workbench before activating this mod.
This issue has been fixed in v1.2b. The root cause of the issue was that the placement changes that I made to the wall and the doorframe were carrying over to existing saves, but the door would not move position. While this issue would not appear in a new game and it could be resolved by using console commands to shift the door over by 1 unit, I felt it was best to simply revert the changes I made to this wall to maintain backwards compatibility with existing saves, especially since XBox and PS4 players do not have access to the console!
Yeah, that little misalignment's back to normal now. I noticed that the following pillar was out of place, but more likely than not I did it myself some time back while messing around with modpos - I've put it back where it belongs since taking the screenshot. No other bugs or graphics issues spotted yet, but I'll keep you posted if I catch anything.
I actually moved the hall pillars so that the would be in the "center" of the walls and would intersect with the roof's cross beam for additional support.
Beautiful work, I've endorsed and will upload some screenshots if I get it decorated to my satisfaction Unfortunately, the mod 'No More Home Plate Noise' seems to be incompatible - loading the two together, with that mod ordered below this one, causes a CTD upon entering the house:
https://www.nexusmods.com/fallout4/mods/9959/?
If you were able to create a compatibility patch or the like for it, or a version of this mod that does the same thing, it'd be greatly appreciated!
Sorry for the super late reply, forgot about my comment. Loading No More Home Plate Noise after this mod crashes the game on entering Home Plate, loading it before seems to do nothing.
Bad news: the No Home Plate Noise mod has some issues. It can be loaded in FO4Edit, but attempts to load it in the Creation Kit generates error messages for the "sound generators" in Home Plate (REF IDs xx23EF8, xx23EF9, xx23EFA) saying that the base object is invalid and that the reference will be deleted. This in turn generates another round of error messages regarding forms that generate warnings on load. Attempting to open Home Plate in the Creation Kit with the No Home Plate Noise mod set as the active file causes the editor to crash altogether.
I believe that what is happening whenever the No Home Plate Noise mod is loaded in Fallout 4 is that it inadvertently causes the "sound generators" to be deleted from the game. In an instance where no other mods edit the cell, (I think) this wouldn't be an issue, but since my mod is also modifying the cell and is not deleting the "sound generators", the two mods crash and you end up with a CTD.
I'll have to see what I can do to silence the noise. These sound generators are actually set to be initially disabled in the Creation Kit, but that doesn't seem to kill the noise, and deleting the objects outright is a big modding no-no. If/when I find a solution to this issue, I will post a separate optional file here that will hopefully resolve this issue!
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I know I'm asking you to make it work with another author's work. Sorry.
EDIT: Based on what I am seeing from FO4Edit ELFX edits the same cell as this one, causing the issues, i guess?
Yep... it's gotta be after ELFX. Fack I started my game completely over and deleted all my saves cause I thought this was a new game bug. Oh well, only 2 hours lost. ¯\_(?)_/¯
It does conflict with Diamond City Expansion. Many of the exterior static objects in Diamond City flicker in and out, or are outright missing when this mod is added. Changing the load order doesn't help. But this is fixable by deleting a few entries in FO4Edit.
Also conflicts with ELFX, but that's easily fixed by putting this mod below ELFX.
Edit, in case someone finds it useful:
To make this compatible with Diamond City Expansion, I did the following:
1. Install and enable this mod and DCE;
2. Download and run FO4Edit; it can take several minutes to process all of the plugins and such;
3. In FO4Edit, find MGHomePlate.esp on the left-hand panel;
4. Expand MGHomePlate.esp, then expand Worldspace entry under it;
5. Right-click on and delete everything under Worldspace EXCEPT 00000F94 and its sub-entries. After the deletions, your MGHomePlate entry should look like this: https://i.imgur.com/kJQaV1r.png
6. Press F5 and save the new .esp. Make sure to either overwrite the original MGHomePlate.esp, or disable it and enable your new esp.
1. You have another mod active that edits the Home Plate cell.
2. You entered Home Plate and activated the workbench before activating this mod.
https://i.imgur.com/48oC13I.jpg
https://i.imgur.com/BMwOnRg.jpg
https://www.nexusmods.com/fallout4/mods/9959/?
If you were able to create a compatibility patch or the like for it, or a version of this mod that does the same thing, it'd be greatly appreciated!
I believe that what is happening whenever the No Home Plate Noise mod is loaded in Fallout 4 is that it inadvertently causes the "sound generators" to be deleted from the game. In an instance where no other mods edit the cell, (I think) this wouldn't be an issue, but since my mod is also modifying the cell and is not deleting the "sound generators", the two mods crash and you end up with a CTD.
I'll have to see what I can do to silence the noise. These sound generators are actually set to be initially disabled in the Creation Kit, but that doesn't seem to kill the noise, and deleting the objects outright is a big modding no-no. If/when I find a solution to this issue, I will post a separate optional file here that will hopefully resolve this issue!