Important notes: You have to pick up the weapons workbench and put it down. Only then it'll be connected. Please check if it works for you. Don't let your beautiful croupventory go to waste just because of mod issues. To activate the workshop you have to go the last room.
I always liked the under water light affects when disabling the water in the manner's basement with the console as it is probably an affect they intended for the cancelled underwater vault and giant squid quest that was never included in the finished game.
So if that light and shadow water affect is still there after removing the water then using your workbench it may be possible with some messing around to create an underwater laboratory type setting in the basement (not good for quests that alter the same cell though of course), then again maybe not but his is a welcome addition so thank you especially for the esl module - still what if there was a door in that basement that you could uncover with your workbench, maybe hidden under one of the piles of trash, a door that led to Theodore's secret under water laboratory or perhaps he was a smuggler on the side and it was a small submarine dock hidden offshore and connected to the manner by a tunnel, some back story about contraband and the family being in debt so he had tried to save them through more illicit meant's in the years prior to the bomb's using small submersibles to smuggle contraband from ship's before they reached the freight dock's at Boston. Might even have a nice stash of contraband still there and perhaps if the airlock door is not rusted shut a submersible is still waiting with who know's what in it's small hold (then again it might just be crates and crates of moldy or damp European cigarettes or something even less useful.
I've tried this on multiple playthroughs, and each time Workshop Framework said that Croup manor was broken as a settlement. My current playthrough and uninstalling this mod is the only change I made regarding the location, and no broken settlement. Not sure what it is, but this mod doesn't play well with Workshop Framework.
Pardon me but does anyone know if this works nice with Fallout 4 Horizon? Most mods don't but seeing as this is just a small cell that Horizon (to the best of my knowledge) doesn't touch. I don't see what harm it could cause, but then again Horizon has its own settlement system so...
hello! i got this problem, i can clean everything but the water. and with the console command ''disable'' or ''markfordelete'' the weater reappear on next load any idea?
For people having problems with spring cleaning compatibility issues where it re-adds all the junk, move spring cleaning below this mod in the load order, and get a separate mod to scrap the corpses in the basement. (I also have the spring cleaning .ini patch too but it shouldn't matter).
I don't know if this is still active or not...but for those of you who stop by this mod too:
It interferes with spring cleaning. Whether or not you remove debris around the manor before or after installing the mod, all the debris around the inside and immediate exterior are re-added, or still there and cannot be selected/removed. You can remove debris at the circular driveway, and anything further out, but the house itself, inside and immediate border/roof areas wont let you remove this stuff.
@Zorkas: if you see this and are able, I hope you can do something about this, as its rather unfortunate. It is counterintuitive to being able to clean the basement, if all the messy clutter is around the house and can't be removed either. XD
The mod works thanks! One thing I can't seem to do is to scrap everything in the room with Scrap everything mod, I see you use CK for the cleaned 3rd image in your page.
37 comments
You have to pick up the weapons workbench and put it down. Only then it'll be connected.
Please check if it works for you. Don't let your beautiful croupventory go to waste just because of mod issues.
To activate the workshop you have to go the last room.
So if that light and shadow water affect is still there after removing the water then using your workbench it may be possible with some messing around to create an underwater laboratory type setting in the basement (not good for quests that alter the same cell though of course), then again maybe not but his is a welcome addition so thank you especially for the esl module - still what if there was a door in that basement that you could uncover with your workbench, maybe hidden under one of the piles of trash, a door that led to Theodore's secret under water laboratory or perhaps he was a smuggler on the side and it was a small submarine dock hidden offshore and connected to the manner by a tunnel, some back story about contraband and the family being in debt so he had tried to save them through more illicit meant's in the years prior to the bomb's using small submersibles to smuggle contraband from ship's before they reached the freight dock's at Boston.
Might even have a nice stash of contraband still there and perhaps if the airlock door is not rusted shut a submersible is still waiting with who know's what in it's small hold (then again it might just be crates and crates of moldy or damp European cigarettes or something even less useful.
and with the console command ''disable'' or ''markfordelete'' the weater reappear on next load
any idea?
It interferes with spring cleaning. Whether or not you remove debris around the manor before or after installing the mod, all the debris around the inside and immediate exterior are re-added, or still there and cannot be selected/removed. You can remove debris at the circular driveway, and anything further out, but the house itself, inside and immediate border/roof areas wont let you remove this stuff.
@Zorkas: if you see this and are able, I hope you can do something about this, as its rather unfortunate. It is counterintuitive to being able to clean the basement, if all the messy clutter is around the house and can't be removed either. XD