Fallout 4

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mfree80286

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mfree80286

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  1. mfree80286
    mfree80286
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    Version 4 change: Upped the ambient light levels slightly in the weather settings for the main room. This should avoid the 'shadow NPC' problems some players have seen.
  2. User_35328905
    User_35328905
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    wish you could sent your companions back to this home
    1. Webmetz
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      In order for this to happen, it would have to be classified as a Full Settlement.  Kind of how  Underground Railroad Redux was changed into a Settlement mod Abandoned Hub - Underground Railroad ReRedux.  Or those many mods that turn CC homes into Settlements.

      It is possible for this to happen, and this mod would be a great candidate for a Settlement conversion.
  3. Korkil
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    Hi there!
    ...and thanks for an awesome mod.
    I've been looking for a player home with big space for my collections and displays so it's perfect.
    Three things though...
    1.
    I experience some funny stuff with the envirorment lights, feels like a "glitch",
    either it goes suddenly pitch black and then back to normal or the light goes super bright, then black and back to normal.
    I do have a mod that effects the light in the world: Better Graphics and Weather DLC.
    Might it be a conflict between these two? If so I hope there's something I can do as I really enjoy both.
    2.
    When making my Load Order I try to follow Fallout 4 Load Order Framework - A Vault Dweller's Load Order Survival Guide.
    In that I'm a bit confused as to where Cochita Tunnel Player Home goes even though I've read the description, as it's  a Player Home, a New Landmass and a Settlement? Or am I way off here?
    Does it belong in:
    "Category 3: New Landmasses" or in
    "Category 22: New Settlements and Other Buildings Changes and Tweaks (includes new player homes)
    ? 
    3.
    Sometimes when I return "home" (I've scrapped everything in the first room) all the Junk & Food items from the shelves re-appear and are floating in mid air.
    Is this normal or have I done something wrong?

    Hoping You can help me sort it out and again, thanks for an awesome mod :-)
  4. tanque007
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    Hello, I do not know what happens when I'm inside for a while, everything goes black and then blank and little by little it returns to normal. It's an annoying hair :(
    1. mfree80286
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      Any EMB or other light/visual improvement mods?
  5. azazo2299
    azazo2299
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    Love it so far but there's a problem, I use "Better Locational Damage", and regardless of my level my health sits at the high 300's ish, and the poison deals way too much damage for that amount, is there any workaround other than bluntly going TGM?
    1. mfree80286
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      Er... I'd just bluntly go TGM. It's a reused game mechanic, the gas from Hallucigen, and is just disabled by switch script.

      Once you flip the switch though, you can revert to normal. It doesn't come back.
  6. penguin621
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    Hi, using version 3, my character and companions look like shadows.When you go through the Tunnels Deep the colours come back.
    https://imgur.com/a/2vpAFns
    I installed v1 and had the same problem.
    Thanks
    1. mfree80286
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      The main settlement is an exterior cell in a new world, with a pitch-black light template and a permanently clear climate.

      If you're using a mod that affects exterior/general 'world' ambient or direct lighting, that might be at the root of this issue.
    2. penguin621
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      I'll have to suss this one out to see what I have is causing it. Thank you for you're prompt reply.
    3. mfree80286
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      I may have a handle on a cause for this situation, once I check it out if i'm right I'll make an update. Shouldn't be long since this is a pure .esp mod and there's no archive wrangling.
  7. LHall1025
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    Like this mod but it seems my dog is always getting hurt and needs a stimpak. Can you tell me why.
    1. mfree80286
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      Have you flipped the switch? If you're playing god mode or are super buff you may not be noticing the poisonous air that the warning note at the front told you about.
  8. mfree80286
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    Version 3 posted; minor changes.
    - placed a concrete doorway to cover a positional issue with tunnel parts in the back section of tunnel home area
    - fixed typo in dev note (Skeletom?)
    - placed strategic light sources in home tunnel back room where player emerges from Deep Tunnel, to avoid confusion/disorientation when flashlight is off
    - added short activator messages for books
  9. JoeRoss
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    My question is how do you avoid dying immediately as you step in, even with a legendary hazmat suit? The little bit I've seen (before rapidly dying anyway) is not a lot. Before I like die. . . . But I did drop a portable workbench outside and plan to use it for a survival location!

    Edit: So in between me uploading a picture and asking a question . . . .UPDATE!!! Yay!!!

    1. mfree80286
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      Step in with your light on; on spawn turn directly right and you'll see the light in the 'bathroom'...
    2. JoeRoss
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      I'll give that a try, but i couldn't even turn and take three steps before I kicked.
    3. mfree80286
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      The 'unbreathable air' hazard is using the effects of the Hallucigen gas hazard, unmodified... anything with poison resist should help.

      MedX may be the big one for you, as well as any specialized poison resistance perks
  10. mfree80286
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    Version 1 uploaded, changes made:
    - closed a pit left in the terrain off the side of the bridge
    - navmeshed the settlement and the deep tunnel

    (Nexus version 1 and Bethnet version 2 are same, will fix later if something else needs patching)
  11. Timmiii
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    seems a bit sparse :)
    1. mfree80286
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      That's the point, make it your own :) You've got a workshop and everything, and I made sure the main room can be completely emptied (don't take the floors up...)