Does this interfere with the "When Freedom Calls" quest? I'm currently on it and it isn't restored. Does it do so after I complete the quest?
EDIT: Unfortunately, completing the quest did not work and the museum is still in shambles. I would have to remove the mod, start the game all over again (since whenever I disable it it won't let me load up my save [I assume the same thing would happen if I uninstalled it]), and install it after I completed the quest. Which I am reluctant to do, as that would mean losing everything. Could you please edit the mod description so that players would know not to install it until after the quest? :(
Edit 2: Huh. It turned out I just needed to put it at the bottom of my load order, haha. Parts of it aren't exactly like the screenshots, so I would still say to install it after the quest.
Great looking mod, FR. I had the same question as others, is there a settlement workbench and are we able to provisioner link the building so we can send settlers here to become shop keeps, soldiers, etc. Can we send companions here?
If not, it would be a really big and lonely MM HQ.
Edit: Ummm, FR . . . For the cannonball display, you forgot something. the Brass Monkey. Which wasn't always made of brass http://www.libriscrowe.com/non/Images/brass%20monkey.jpg
Great looking mod. I've used it in a few of my play-throughs and managed to fix the lobby rubble problem by changing its load order. That said, six years later, this remains a, "really big and lonely MMHQ." It begs to become a settlement. I'm gonna run another playthrough followingthe November (?) F4 upgrade and try making a settlement of it using Conquest or Workshop Anywhere.
installed, like many are reporting, large pile of stuff in the center of the room and raiders there. Not sure if this requires a frease start or not. I activated it after I recued Preston and Co. Took Delete and console commands and about 2 hours to remove all the junk. Still have a hole in the floor nerar entrance that has an invisable rug over it. the open roof with vertabird in it looks cool, nice touch to connect it to the outside rooftop.
Nice mod in theory, and the pictures do look great, but I had some notable issues: raiders would spawn inside the museum, a pile of trash and skeletons was in the center of the "lobby" area, and the power armor frames had a bunch of debris clipping through them. Also, the gate near the front entrance wasn't repaired at all. Perhaps I'm missing something, but until someone releases a clear guide on how to install this mod, I'd steer clear.
Usually that happens to me if I download a mod like this and there is another mod that already affects the same area. It sort of reverts it back to its original form, forcing the debris to come back. Usually the debris clips through the new buildings. This happened to me with the coastal cottage mod, until i removed all references to those areas from the more lootables and lootable cars mods. After that it worked fine. I would check FO4Edit for conflicts under Worldspace or Cell. If no conflicts, at least references to the same cell from other mods.
I'm just kidding of course. Even though we fought the Red Coats, UK and USA are great allies now. There's no other country that we trust more. As an American who's 70% British and Irish, I like seeing the British side shown as well.
Now if only there was a robotic battle reenactment like in Nuka World with the robots. That would probably be horribly time consuming, but it would be badass. Either way, it already is.
I would download this mod, but unfortunately I've already modded the Museum. I replaced the smashed display cases with cases from the Functional Display Cases mod, sorry if I got the name wrong. I made them locked with different skill levels, and added weapons in them, mostly from other mods like the M1 Garand, Lee Enfield, Gewher-43, BAR, and M1928 Thompson Mods. All wonderful mods btw.
I liked being able to break into the cases like in the film Demolition Man, and blast raiders with WWII weapons. I considered adding in some crazy energy weapons (like plasma weapons ect) with Master Locks, but decided not to. I didn't want to have all weapons in one building.
I Replaced all laser muskets with Break Action Lasers from the Mod of the same name, and renamed them Laser Muskets. I hate the old laser musket, sorry but I do. No reload animation and it has a continuous beam being emitted between its receiver and muzzle. It just rubs me the wrong way and idk why.
This is all only for my own playthrough of course, since I don't release mods nor do I have the authors' permission to use their assets.
That being said, GREAT MOD! I may download it and merge mine with it in the near future. I love how you have weapons displays as well. Would you consider making a version with real weapons in locked cases?
Much like a lot of people here, I'm having issues with rubble and debris still present on top of what the mod added. Is there a specific place in the load order or anything I need to do specifically for this to work?
I was looking for mods that did something with this museum. After play testing countless mods for days and days and running through this building thousands of times it was getting old. I downloaded this mod. I'm really against mods that make buildings like "new".
So I put this in the game and test ran it, going in thinking, yup I'm gonna hate this, Im not gonna like this one.
But I'd be damned if I didnt say this looks good. It's just done right. It's a damn good upgrade.
I did blow up that first red tank in the room with 2 raiders and the shelf the tank was on disappears and reappears depending on the angle you look at it. A couple of the static items I can't pick up bothers the hell out of me, but not a problem.
I didn't make it too the door with Preston and them yet. I got blasted and died in 1 hit. So I'm gonna try again and see the other half of this building.
It seems with later versions of FO4 the delete flag is being ignored (at least if you apply the mod after you have entered the museum). I ran FO4Edit's cleanup on the mod and it tidied everything up neatly.
The mod is joy to play and works right back into my premise of having it cleaned up after saving Preston's group.
I'm a little confused, I downloaded this mod to use with my latest playthrough, but I think there's some assumptions made that wweren't spelled out. Is everything somehow cleaned up using another mod? My version looked like there was rubble everywhere atop the 'museum' rebuild. Not sure if the whole place is supposed to be cleaned up after rescuing Preston and the settlers, but I'm not sure if I am supposed to install this first on a Fresh Install or wait til after clearing out all of Concord. If people have successfully used this mod, let me know if I somehow missed something?
30 comments
EDIT: Unfortunately, completing the quest did not work and the museum is still in shambles. I would have to remove the mod, start the game all over again (since whenever I disable it it won't let me load up my save [I assume the same thing would happen if I uninstalled it]), and install it after I completed the quest. Which I am reluctant to do, as that would mean losing everything. Could you please edit the mod description so that players would know not to install it until after the quest? :(
Edit 2: Huh. It turned out I just needed to put it at the bottom of my load order, haha. Parts of it aren't exactly like the screenshots, so I would still say to install it after the quest.
I had the same question as others, is there a settlement workbench and are we able to provisioner link the building so we can send settlers here to become shop keeps, soldiers, etc. Can we send companions here?
If not, it would be a really big and lonely MM HQ.
Edit: Ummm, FR . . . For the cannonball display, you forgot something. the Brass Monkey. Which wasn't always made of brass
http://www.libriscrowe.com/non/Images/brass%20monkey.jpg
https://www.snopes.com/fact-check/brass-monkeyshin
I'm just kidding of course. Even though we fought the Red Coats, UK and USA are great allies now. There's no other country that we trust more. As an American who's 70% British and Irish, I like seeing the British side shown as well.
Now if only there was a robotic battle reenactment like in Nuka World with the robots. That would probably be horribly time consuming, but it would be badass. Either way, it already is.
I would download this mod, but unfortunately I've already modded the Museum. I replaced the smashed display cases with cases from the Functional Display Cases mod, sorry if I got the name wrong. I made them locked with different skill levels, and added weapons in them, mostly from other mods like the M1 Garand, Lee Enfield, Gewher-43, BAR, and M1928 Thompson Mods. All wonderful mods btw.
I liked being able to break into the cases like in the film Demolition Man, and blast raiders with WWII weapons. I considered adding in some crazy energy weapons (like plasma weapons ect) with Master Locks, but decided not to. I didn't want to have all weapons in one building.
I Replaced all laser muskets with Break Action Lasers from the Mod of the same name, and renamed them Laser Muskets. I hate the old laser musket, sorry but I do. No reload animation and it has a continuous beam being emitted between its receiver and muzzle. It just rubs me the wrong way and idk why.
This is all only for my own playthrough of course, since I don't release mods nor do I have the authors' permission to use their assets.
That being said, GREAT MOD! I may download it and merge mine with it in the near future. I love how you have weapons displays as well. Would you consider making a version with real weapons in locked cases?
Either way, wonderful work, as always. Thank you!
So I put this in the game and test ran it, going in thinking, yup I'm gonna hate this, Im not gonna like this one.
But I'd be damned if I didnt say this looks good. It's just done right. It's a damn good upgrade.
I did blow up that first red tank in the room with 2 raiders and the shelf the tank was on disappears and reappears depending on the angle you look at it.
A couple of the static items I can't pick up bothers the hell out of me, but not a problem.
I didn't make it too the door with Preston and them yet. I got blasted and died in 1 hit. So I'm gonna try again and see the other half of this building.
The mod is joy to play and works right back into my premise of having it cleaned up after saving Preston's group.