Fallout 4

File information

Last updated

Original upload

Created by

GAZArts

Uploaded by

GAZArts1

Virus scan

Safe to use

305 comments

  1. Anna2255
    Anna2255
    • member
    • 0 kudos
    I've already played your second mod, I really liked it. You are doing very interesting quests. But the one man,  who translated into Russian, translated very bad. I will translate it myself and only for myself. I want to play all your mods in the future. Thank you.
    1. GAZArts1
      GAZArts1
      • premium
      • 85 kudos
      Hi Anna, thanks for the feedback and sorry it took so long to respond, for some reason nexus didn't notify me of your comment. Really sorry the Russian translation didn't live up to expectation, I may reach out to the person who created it and raise some concerns. Thanks for letting me know. 
      As for future mods I'm anticipating the release of the new creation kit so that I may start working on Starfield story mods, I have so many ideas!

      Kind Regards
      Gaz
    2. EyeWish
      EyeWish
      • premium
      • 14 kudos
      Starfield can use your help. The frame is there, hopefully a lot of great mod makers will bring the game back to life ala Skyrim.
  2. actingout
    actingout
    • premium
    • 0 kudos
    Hi and thanks for this mod. Oh, and I endorse the previous author's remarks.

    I'm playing it as part of A StoryWealth collection and in survival mode. While I am enjoying it, I have encountered a few issues:
    1. The ghouls tend to disappear and reappear between game loads. This caused an issue in finding the last keycard. I found that I needed to restart Vortex and then start the game for the ghouls to appear. My save sleep happened to be in the residential level.
    2. My companions are stuck in the last elevator and wont get out at the surface. Having read the last ten pages of comments and only seen an indirect reference, I suspect(ed) my issue is related to invisible boundary created by another mod in the collection. But then again, while the exit is in the commonwealth, the elevator is in a cave so, no that can't be it. I tried various fixes such as moving in / out of new areas / sleeping elsewhere and entering another cell. None worked.

    Edit: After restarting the game again the following day, and entering the cave from the exit end Dogmeat came out of the elevator as did my temporary 'Depravity' companions from Fallons (another mod). Preston then came out. Hooray.
    Joy short lived because now Dogmeat can't leave the cave.

    Edit: During the above playthrough I also discovered the console was no help "prid 0001d162 moveto player" but, Dogmeat did turn up in the Wildwood mausoleum - is this another mod because I'd not encountered this before?

    In any event, problem sorted.

    Edit 2: I subsequently died and woke up before Dogmeat turned up. He didn't spawn in the mausoleum 2nd time around. But, SYNTAX! my console command, as above, was wrong. Should use: player.moveto 0001d162. This worked and now I think I can traverse Vault 28 and fetch out my companions if they get stuck again.

    I'd love someone to offer another remedy as I want to return to Vault 28 for the loot.
    1. gw2018
      gw2018
      • premium
      • 2 kudos
      I use SP Personal Teleport to force my companions to keep up with me.  Using that mod, you can assign a hotkey that when pressed, will teleport all companions to you.  Even works on mod-added companions, whether they use the vanilla follower code or not.  I regularly press my hotkey ('Y') as I explore.
  3. SpectateRob
    SpectateRob
    • premium
    • 0 kudos
    I know this is an older mod, but its one of those mods that you add in if you're doing a modlist full of extra quests and story mods. 

    This mod felt like it fully belonged in the world from the start as well. I add in mods like this without reading the location/quest is so I can stumble on them 'naturally'. This fits really well. Even without reading the terminal entries fully you can still figure out what's going on via the people you meet and the environment itself. It's not over done, it's not overly cryptic its just a good quest mod that tracks well in the fallout world space. The voice acting was really well done imo, again fits really well.

    I do wish we could give the people involved a new lease on life - because they were endearing enough for me to actually kinda care about em at the end. But at the same time it's explained, thanks for that.

    Great job on this, I thoroughly enjoyed this quest actually felt satisfying lol, like eating a good homecooked meal. 
    1. GAZArts1
      GAZArts1
      • premium
      • 85 kudos
      What a really nice message to receive, even though quite a lot of time has passed since originally creating Vault 28 it still blows my mind that people still seem to enjoy it. Back when I made the mod I was teaching myself programming and one day thought "Well I love Fallout, its universe and I want to learn how to code" so that's where these mods came about, it was me teaching myself how to do it, which is why they took so long to create lol. I stopped making them when I realised I had run out of stories I'd wished to tell in the fallout universe, would be nice to dust off the old creation kit again someday, maybe when they release a version for starfield. Thanks for checking out the mod and your feedback! - Gaz
  4. Tiegris
    Tiegris
    • member
    • 0 kudos
    How to start the quest?
    Chris Fredrickson would not talk to me.
  5. streetyson
    streetyson
    • member
    • 102 kudos
    Ok, having played the quest to the end I rather enjoyed it a lot, many thanks! But I note two issues (I'll hide in a spoiler for quest reasons).
    Spoiler:  
    Show
    1) You say the mod is levelled to the player but glowing ones that resurrect their fellow ghouls should not appear below level 22 - I was at level 10 and despite help from Dogmeat had to console-kill 3 of them. I don't think I've another mod interfering to add them. This wouldn't be an isssue if finding it too hard we could back-out of the vault via the way we came in until a later time - but it's not designed that way.
    2) After completing the quest I'm left with 5 quest items in my misc category which can't be removed.
    3) Very minor point - when we go back to the house, your chap says we can take what we want as he's leaving, but he stays. On second thoughts, it could be seen as sad and poignant that he's still sat there - i.e., despite what he's said he just can't bring himself to leave.
    1. streetyson
      streetyson
      • member
      • 102 kudos
      Regards my points, the console command workarounds are below (again, for quest reasons I've hidden it in a spoiler).
      Spoiler:  
      Show
      1) The console-kill I mentioned is simply, in console mode, click on the NPC in question and type the word kill then press enter.
      2) To remove quest items (and stow them somewhere just in case you worry you might one day want them), I suggest the 9th post down (by Moggz) in this Steam Community thread (it's for the Silver Shroud quest but the process is the same). Cheers.
  6. Daart01
    Daart01
    • member
    • 0 kudos
    Hey there, can I use both Vault 83 and this mod together(at the same time) since the files in the "Processing" folder have the same name but different file sizes?
    Or is it better to play one of the 2 first and install the second later on when I'm done with the first?

    Thanks for the work, looking forward to playing through your mods once I'm done with my LO.
    1. streetyson
      streetyson
      • member
      • 102 kudos
      I think they're just auto-generated by the sampler system. Just allow whichever's biggest. Check out the exopatch for both (28 & 83).
    2. Daart01
      Daart01
      • member
      • 0 kudos
      Alright then, thanks for the quick answer. I already have both exopatches, thanks for linking them though :)
    3. streetyson
      streetyson
      • member
      • 102 kudos
      Great - oh I try to link such stuff anyway for the sake of other readers coming along in the future.

      Regards the sampler files though I must confess I'm only fairly sure about the fonix file, the wav file is an educated guess based on its very small size, being called "temp", and what I've read on another mod someplace, iirc - and because the mods also have their own voice files anyway (hell, it might be neither the fonix nor the sampler wav is needed but I've not tested nor yet done the quests and it doesn't hurt to have them). If I'm wrong I guess you might get a voice or sound mismatch/failure in one of these two quests, but if that happens you'd have to just manually plug the other back in to finish it...
    4. Daart01
      Daart01
      • member
      • 0 kudos
      yeah no worries I'm just gonna try it. At least then I can leave a comment and let others know if it works or not. ;)
    5. streetyson
      streetyson
      • member
      • 102 kudos
      So I tested it myself and it's fine. I'd let the bigger temp-sampler file (i.e., Vault 28's) overwrite the smaller one (i.e., Vault 83's), then started the Vault 83 quest and spoke to Casey (he's the guy who's voice is generated using the fonix system) and he spoke just fine.
    6. Daart01
      Daart01
      • member
      • 0 kudos
      Okay you beat me to it, I'm still in xEdit for my LO lol.
      Thanks for testing and letting me and all others know, much appreciated!
    7. jjb54
      jjb54
      • premium
      • 35 kudos
      I have them both and played them both, but only when I came across them in my journeys through the C.W.

      I let LOOT organize their load order ... had no issues.. 
    8. streetyson
      streetyson
      • member
      • 102 kudos
      You got lucky. LOOT at best (in theory) resolves many (but not all) plugin LO conflicts - but it can't resolve loose file issues. See here. Nor would FO4edit cover this issue either. This is why everyone needs manual modding know-how before using managers & tools. And, as I said above, it's just possible the two specific files are not actually needed - but I didn't test-remove them for both mods.
  7. LeMarmelin
    LeMarmelin
    • premium
    • 0 kudos
    It was very good, thank you for your work ! And nice story and writing <3 !
  8. TheLostButt
    TheLostButt
    • member
    • 0 kudos
    If you are using  Previsibines Repair Pack (PRP), put this mod last in your load order. Fix the tree problem for me.
    1. GAZArts1
      GAZArts1
      • premium
      • 85 kudos
      Thank you for the tip :)
    2. silni1
      silni1
      • premium
      • 31 kudos
      You will still have broken previsbines, I added a patch for PRP, check it out.
    3. New2Modding101
      New2Modding101
      • premium
      • 0 kudos
      ok going through what mods are in Astorywealth collection the PRP is not installed that i can see and still i have a tree in the way suggestions ?
    4. GrandWagonBandWagon
      GrandWagonBandWagon
      • premium
      • 0 kudos
      Same issue here.
    5. moonbat02
      moonbat02
      • supporter
      • 0 kudos
      Same issue here.
    6. GAZArts1
      GAZArts1
      • premium
      • 85 kudos
       Previsibines Repair Pack (PRP)
      "PSA:  Users should be aware that blanket Precombine / Previs mods like this one WILL CONFLICT with other mods"
    7. nortonbates
      nortonbates
      • premium
      • 0 kudos
      Same here. Can't enter the house because of the trees. Have storywealth and some other mods installed but no PRP
    8. GAZArts1
      GAZArts1
      • premium
      • 85 kudos
      What's interesting is, this mod was here for many years with no reports of this issue and now, in 2023, they're starting to show up... so what's changed?... are any of you using quality of life / more greener commonwealth type mods? I still think my mod is removing the trees around the Fredrickson place but another mod is putting the tree's back again. The only thing I can suggest is mod load order shuffling and put mine somewhere higher in the list. 
    9. nortonbates
      nortonbates
      • premium
      • 0 kudos
      I'm using A Storywealth and having this issue. Can't enter the house. I have other mods added as well, but not PRP or any that effect previs to my knowledge.
    10. GAZArts1
      GAZArts1
      • premium
      • 85 kudos
      I've been out of the modding world for quite a long time now so I'm a little unsure, I'm assuming Storywealth is a collection of story mods bundled together? could my mod have been broken during this process? or is downloading of the mods downloaded directly from their respective pages?

      *Update*
      I feel there has been enough reports now to warrant an investigation, I'm going to try the mod myself, have a poke around and report back 

      *Follow up*
      So first I downloaded the mod directly from Bethesda using the in game mod page, when I showed up at the Fredrickson Place there were no trees blocking my way. 

      Second I removed the mod then downloaded it again but this time using Nexus / Vortex, just as before there were no trees blocking my path into the house.

      Conclusion: The tree issue is being caused by other mods which, unfortunately, I have no control over. I'll leave this comment unlocked in hope that other players maybe able to offer advice in the future. 
    11. mikewemblo
      mikewemblo
      • member
      • 0 kudos
      I have PRP and A Forest. I removed cell 0000dfef in worldspace -15, 1 (that is the cell in which the house is located) from both A Forest.esp and prp.esp in FO4edit and that removed the trees. Some of the trees are from A Forest and some are from PRP. There is still a massive tree in the living room but perhaps that is supposed to be there. Hope this helps someone.
    12. streetyson
      streetyson
      • member
      • 102 kudos
      @mikewemblo - iirc, the tree might be vanilla and originally removed by this mod but re-enabled by any other mods writing to the same cell (such as A StoryWealth Collection) thus editing A Forest or your main PRP mightn't fix it.
      @all - A StoryWealth does actually contain a PRP edition, specifically PRP-Lite, which may re-add a vanilla tree if if touches that cell.
      @all - Exoclyps did a patch for this mod, including one for the tree, here. Exoclyps goes into it more there, iirc, but at my time of writing this message it's just been put under Nexus moderation for some bizarre reason.
    13. streetyson
      streetyson
      • member
      • 102 kudos
      Just seen this new page for the aforementioned Vault 28 exopatch: https://www.nexusmods.com/fallout4/mods/77228
  9. jjb54
    jjb54
    • premium
    • 35 kudos
    Bug?

    I read through the posts and am going, why is the SAVE VAULT 28 CTD when I try to load my save game. I can load a save prior to being in V-28, but even loading a pre-V28 .. when I go to load from there - CTD!

    I had over 2 hours of game yesterday ( Wed - 12/27 ) .. but if it's a V-28 Saved game, forget it .. CTD!

    I really do not want to start over ... in this ... any ideas?

    Yes, I moved it to the bottom of my load order and still CTD.
    Yes, I used LOOT to sort it ... still CTD.

    Thanks ... I was really enjoying this mod.

    Added: 12/29/23

    Found ( by realizing there were no gouls in the Vault ) that the mod was corrupted. Did a fresh download and all is good!

    Great mod ... going to try you other ones now. :-)
  10. New2Modding101
    New2Modding101
    • premium
    • 0 kudos
    hello im not using PRP but i still have a tree in the door way im using a mod collection called AstoryWealth but as far as i can tell the mods that are in it dont have PRP.
    1. streetyson
      streetyson
      • member
      • 102 kudos
      Actually, the StoryWealth collection does include a PRP - specifically PRP-Lite - which should only cover busier areas (a bit like the old BostonFPS fix does). But frankly the collection contains a vast number of mods (645 at the mo) and almost any of them (even a small weapon, clothing or packback mod) could break precombines, and some of the better ones that do break them may also rebuild them. Which is why, imho, it's never a good idea to install so many mods, as you'll spend more time managing them and any issues thereof than you will playing the game - especially if you're a relative novice. But try asking in comments over at Storywealth.
    2. streetyson
      streetyson
      • member
      • 102 kudos
      Update - ah, so Storywealth is Exoclyps' thing - and (according to him) the tree problem might actually be caused by Storywealth. But he's very up on patches and has already done fixups (including one for the tree) over at Vault 28 - eXoPatch, updated it today too.