Fallout 4

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SKKmods

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SKKmods

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  1. SKKmods
    SKKmods
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    ********************************************************************************************
    SKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
     
    If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8

    If you are looking for an SKK solution that has been removed from this site to respect the author's IP, or would like to stay up to date with other content, you can find it on SKKMods.com? http://skkmods.com

    SKK solutions are provided as-is for personal use only. No commercial use, monetization, re-use, packaging, re-packaging or distribution of SKK created code/scripts in whole or in part is allowed.
    © 2021 [email protected] all rights reserved.
    ********************************************************************************************
  2. farazon123
    farazon123
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    I have question. You have several things in the warehouse that cannot be deleted such as he planks on the second floor. I like to build a second floor and decks off of the second floor roofs so most of the area I use is at second story height. Any chance you can make the safe, the planks and similar things delete able? Surely I'm not the only one to build on the warehouse vs just staying there. Or maybe I am but I turn it into a settlement with settlers and we kill lots of Deathclaws but stay safe behind walls and up high..
    1. SKKmods
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      The safe is scrappable, but no I wont be making any further edits to this mod. Using step 17 of the how to article attached to it, you can make whatever you want scrappable https://www.nexusmods.com/fallout4/articles/1023
  3. Ebby Exaspimaru
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    Nice, SKK contributing to the settlemod scene! If I'm working it out right from the video, that's a pretty tight workshop boundary, could be an interesting build challenge.
    1. SKKmods
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      It's the Boston Airport build zone, perfect for a way-station.
    2. JimmyRJump
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      Good. I already have the Natick Red Rocket from Tarsis31's RR Settlements mod and the Natick Power Plant from m0ds1984's Settlemods AIO, so, with a relatively small footprint, I'm sure borders don't overlap.
    3. jaceanmikhael
      jaceanmikhael
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      I've been trying to figure out back and forth troubleshooting this settlement in collaboration with other new settlement mods and this just helped me to figure it out.

      So depending on load order, this settlement will show in workshop as Natick warehouse or as Commonwealth, if it shows as Natick warehouse and then you add another settlement which uses the same Boston airport nif it will revert this back to Commonwealth in the workshop list.

      So in my own new settlement mod building I've found the easiest option being just to copy the same nif border into a new file with a new custom name even if it's the same dimensions and it resolves this.

      I was struggling trying to figure it out but after I read this message I compared it with another that was having no issues solo but did convert to Commonwealth in workshop after adding additional settlements.

      It's not game breaking but will be problematic for people with lots of new settlement mods as only one "Commonwealth" location at a time can have a map marker in workshops and often bugs out supply
    4. SKKmods
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      Hi thanks for the insight, I will look into taking a copy of the boston build area border when I have some time.
  4. Ebby Exaspimaru
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    So what was changed in 004 and 005?
    1. SKKmods
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      The changelog updates are now visible, no change to combat file but build file is now 20mb with fully regenerated scrappable precombine meshes.
  5. jaderiver
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    Heya SKK50

    Actually Nvm , trying out all 3 on a brand new ( test start) game on survival , now I read in nmm info window if you want to start in natick, with skk fast start mod and fast start settlement , to load natick before the other , loading after them still didnt let me have natick as an option, so restating with natick loading before ...
    Also just quickly yes I to get the inviso pip boy , as I use a skin replacer, but a quick reload in game fixes it ... no biggie.. thanks
    1. SKKmods
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      Hi are you saying the info published in the mod description is right, or wrong, sorry but I cant work it out ?

      Load Order; (1) Load this before SKK FastStart Settlement (if using) to ensure the workshop is initialised before you try and select it.
    2. jaderiver
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      No not saying its wrong,, I was actually getting myself confused, what I wanted to ask , its fine I have a new survival char in naticks , I downloaded the campsite mod, mod author fading added a survival option to campsite to sleep 8 hrs instead of 5
      This isn't the page to ask , but since its your mod, I also used fast start, so I can disable that now yeah, as I get small messages about fast start when I load in ?
    3. SKKmods
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      yes you can disable FastStart new game if: a. you have already or b. don't want to open the Vault 111 gear door.
    4. jaderiver
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      ohh ok, I do need to go back, and I have a mod that deposits something in there, and have to go look for it, so yes, will be disabling, Thank you Skk
  6. St3lla2077
    St3lla2077
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    Is the
    Spoiler:  
    Show
    scavenger
    supposed to attack me ?
    1. SKKmods
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      Anti-Spoiler: maybe a Deathclaw in a retexture disguise ?
    2. JimmyRJump
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      Yes and no. Depends on how close you get. Some don't attack at all, some always attack, most only become hostile when you get too close and they fear you're gonna nick the stuff they're after.
    3. jaderiver
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      Yeah they will just like other have said but some will say things like " this is mine I saw it first," type stuff, so if you just continue on your way it wont be an issue if on survival...
  7. JimmyRJump
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    As someone who never plays Survival or who never uses Fast Start or alernative start options, can this still be used as a settlement? My guess is it does, but just want to make sure.
    1. SKKmods
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      Yup its a 100% USDA approved settlement. At higher player levels the clutter & loot craftsmanship will be less relevant, just a bunch of stuff.
    2. JimmyRJump
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      Thanks.

      Endorsed, meanwhile