Fallout 4

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Calarand

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calarand77

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  1. calarand77
    calarand77
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    Locked
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    NOTES
    (copied from the main description because most people won't read them there):

    - I decided to leave the huge piles of rubble untouched to avoid pathing issues with the navmesh over them.
    - You can delete the rubble yourself with Place Everywhere? or a console command markfordelete.
    - The power lines and conduits are located on the outside of the building, if you wish to remove them, use tcl command to get to them.
    - For more details, take a look at the uploaded images and read their descriptions for info.
    - The esp is not meant to be used on its own, you need one of the blueprints to make the place actually functional.
    - Only load one blueprint or the other. If you change your mind after you load a blueprint, nuke the settlement first and load the other one.
    - The base blueprint gives you a beautiful house with workshop access, to decorate as you see fit with mods of your choice.
    - The full-feature blueprint gives you the same house with furniture, decorations, and security elements.
    - The blueprints were created with Snap'n'Build 1.9 but I tested them with 2.0 and they work perfectly fine.
  2. dstroya
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    Hi,
    looks very nice but im not able to get this to work properly.
    The .esp is loaded but the original damaged house is still there. The workshop appears and im able to built but the vanilla walls wont dissappear.
    I can import the blueprint without problems jut looks a bit weird with all the vanilla house still in place.
    Tried some different load orders, on top, on the bottom in beetwenn but the vanilla house is always there.
    FO4 Edit shows 104 errors in precombines in this mod but im not really sure what this means for me. Do i have to play with busecombinedobjects=0 for this mod to work?
    Any ideas would be highly appreciated, thanks in advance.
    1. calarand77
      calarand77
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      Errors in in FO4E are due to the mod removing some parts of the building, I bet, but I'm not that much of a pro modder to know for sure and FO4E is honestly an enigma to me. Anyway, I would bet my lunch that busecombinedobjects=0 is indeed necessary, I just never thought of specifying this in the mod's description since I have had it on for so many years that I completely forgot. Try playing with it set to zero on a throwaway save and see if it makes any difference. If it doesn't and putting the mod as last in the load order doesn't help, try clicking the parts of the buildings that are in the way and just disable them, then markfordelete if they do disappear. Or scrap them with a scrapping mod. Wish I could be of more help, really, sorry about that.
    2. dstroya
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      Thanks alot for your answer!
      Indeed with disabled precombines the mod works for me so you can keep your lunch :)
      Sadly i cant play with busecombinedobjects=0 because my FPS get really bad with this option. I will remember your nice mod until the day i get a pc thats able to handle Fallout 4 without precombines but for now i think my laptop cpu is just to weak to do it.
      Disable the walls just doesn´t work for me as i cant select all of them and the parts i can select wont disappear when disabling them.
      Thanks alot for the really nice mod and for helping me out with this! Can´t use it on my playthroughs but really respect the nice work you´ve done here. Endorsed
    3. calarand77
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      Thanks so much for being so super nice and sorry you can't really use the mod... Hopefully some day soon, though. :)
  3. Heaventhere
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    I had to stop back and tell you just how much fun I am having working on this building, I have the outside almost done and love the location, just far enough the raider do not attack till you feel like it. Three stories makes it perfect for a little player home and if anyone uses AFT you can assign this building as home for a follower, I did it with Hancock and it says in his bio in AFT that this is his home and he is here when I return. As that is a great bonus. I love it and I can not wait to post more photos of this great place to build. Thank you so very much calarand77!! :)
    1. calarand77
      calarand77
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      Yay! Thank you so much! Originally I did not plan to share this mod, didn't think anyone would be interested, but then I fell in love with the location and decided to add it here after all, so I'm very happy that you enjoy it.

      Can't wait for the rest of the images from you - it looks like you're doing a complete revamp of the building, and I love it. :D
    2. Heaventhere
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      I did do a revamp, but the space is the best part of the mod, great area to build in and its fun to watch the Npc that travel will even stop and use the idle markers I put in or sit in one of the chairs. What a great place to build this is, having so much fun. Thank you!!
  4. Cinedelic
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    Primo location. Of course Hangman's Alley is right there, but Tales from the Commonwealth puts a brothel next door to the south and Lovely Lady Lingerie puts its store one door to the east so you can really help make a neighborhood of things. Who wouldn't want to live smack between a whorehouse and a lingerie shop?

    During a playthough last year I used this (vanilla) building as a warehouse for power armor that couldn't fit in Homeplate and I didn't want my Hangman's Alley settlers to hijack. So, yeah, excellent utilization of a site that was just begging to be better developed.
    1. calarand77
      calarand77
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      A brothel AND a lingerie shop? I love it!

      I'm not using Tales so thanks for this fun tidbit of info. I guess my favorite location just got much more... desirable. :D
    2. Timmiii
      Timmiii
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      great information, indeed! thanks for that and the mod!
    3. Heaventhere
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      The mod Project Valkyrie puts Club Snuggle and Valkyries person apartment not far, like 3 or 4 doors down the left of the bridge. With the brothel and Lady Lingerie and the Valkyrie ones this place is a great place to have an apartment, makes it feel very alive.