Love this mod - it's got the best eerie vibe with the underwater setting. If you get a chance, some small changes would make this beyond amazing: there is some clipping where you can swim outside through the walls, and where doors open to the ocean without flooding the base, where an 'airlock' chamber would be great additions. But make no mistake - this is a great mod - thanks!
This definitely looks like an interesting mod, I like the concept of a large player home/settlement that's a blank slate, ready for the player to build everything up as they see fit. Large build areas, nice and flat, already has some decent lighting, etc. Because of the number of open rooms, this could even be used as a nice clean factory setup, for those wanting to take advantage of the Contraptions DLC and build a few machine lines.
My only concern, and one big enough to cause me to NOT download this mod yet, is the way this mod makes changes to Bunker Theta. As we all know, this location is vital to a quest. Generally, mods should never alter a quest area unless absolutely necessary, and only minimal changes that will have zero impact on any associated quests within the edited area. This mod breaks that "rule", and therefore breaks the quest at this location because of the turret that's added in. Multiple comments have been posted stating that this turret in question will usually kill the quest NPC located here, causing said quest to fail.
In my opinion, this is something that needs to be corrected ASAP in order for this mod to be usable. Asking or requiring a player to use a console command (TCL) to "cheat" and bug through a wall to kill said turret is not properly thought out or implemented. It makes the turret pointless. So I think that turret needs to go. Remove the turret, the quest NPC won't get killed anymore, problem solved.
If the mod author is no longer active, or has essentially "abandoned" this mod, then maybe someone with the proper knowledge on how to do so can create a "patch" file that removes the problem turret. At a minimum, it would be greatly appreciated if someone can post instructions here on how to use F4Edit to remove the turret. Until a patch is made available, removing the turret with xEdit is likely the best option.
Unless you have the ability and the proper knowledge yourself to alter it then you should not be commenting in such away. simply don't use it then. or install it after the quest has been completed. it you are unable to use F4edit learn.
Thank you for the reply, I thought you might be inactive because there haven't been any responses to other posts for a couple years. I mean no disrespect towards you, and I'm not trying to bash on your mod. I think it looks really good and has a lot of potential as a quiet, peaceful settlement.
Is it possible for you, or someone else, to point me in the direction of which items in F4Edit need to be deleted or modified in order to remove the turret?
I do not like installing or uninstalling any mods mid-way through my game. That has been known to cause major problems with some mods, so it's just not something I do, and not something I recommend others do. That's why it would be more efficient to just remove that turret via F4Edit.
Again, I am not trying to insult you or your mod. I just don't understand why a turret was added that is hostile to all, which causes it to kill the associated NPC that is required for a certain quest. I think many of us would prefer some option to either remove or disable that turret, to prevent the NPC death. I do not have enough recent experience with F4Edit to know where to look or what to look for in order to remove the turret. If it's a lengthy or complicated process, and you aren't up to posting the instructions, then maybe someone else can post the info or at least point us in the right direction.
No need to feel apologetic--this isn't the first mod she released which broke vanilla quests, and she knows it.
There are plenty of complaints about Brick Vault Bunker doing far more of the same, and her reply was "no sorry, no update will be coming."
(Even admitted she fixed the deactivated auto-sorter in Travellers Bunker but just never got around to uploading it because she was too busy playing Cyberpunk.)
No need to apologize you were offering constructive criticism in a non-offense manner. The first thing I do before downloading a mod is read the comments. to make sure i'm not getting myself into a mess.
this mod works nice. very nice underwater settlement and environment. even settling and building on the heli platform above the water works. no problems so far. some small parts of walls can be used to exit the building into the exterior. could be a bug but it is a nice one. thanks for this settlement/player home. all rooms in the building are empty so you can chose the style you prefer. it is great that this mod has its own world. so no performance and compatibility gliches at all - at least for me.
My absolute favorite house mod, beautiful views, love the fish, and underwater living. I'd love to have this as a house in real life. Alas, never will have enough money for that. Excellent work! I posted a bit of the build I have going in the user pics. Highly recommend Davetrazf4 's creatable sharks to go with this mod. Makes for great visuals.
Very nice mod but it makes for a question.. How does it affect the Brotherhood of Steel quest if you install it before using doing that quest and getting the access codes? I've known similar mods like ones that affect the castle that break and make the castle unusable if install before those quests for example.
69 comments
If you get a chance, some small changes would make this beyond amazing: there is some clipping where you can swim outside through the walls, and where doors open to the ocean without flooding the base, where an 'airlock' chamber would be great additions. But make no mistake - this is a great mod - thanks!
My only concern, and one big enough to cause me to NOT download this mod yet, is the way this mod makes changes to Bunker Theta. As we all know, this location is vital to a quest. Generally, mods should never alter a quest area unless absolutely necessary, and only minimal changes that will have zero impact on any associated quests within the edited area. This mod breaks that "rule", and therefore breaks the quest at this location because of the turret that's added in. Multiple comments have been posted stating that this turret in question will usually kill the quest NPC located here, causing said quest to fail.
In my opinion, this is something that needs to be corrected ASAP in order for this mod to be usable. Asking or requiring a player to use a console command (TCL) to "cheat" and bug through a wall to kill said turret is not properly thought out or implemented. It makes the turret pointless. So I think that turret needs to go. Remove the turret, the quest NPC won't get killed anymore, problem solved.
If the mod author is no longer active, or has essentially "abandoned" this mod, then maybe someone with the proper knowledge on how to do so can create a "patch" file that removes the problem turret. At a minimum, it would be greatly appreciated if someone can post instructions here on how to use F4Edit to remove the turret. Until a patch is made available, removing the turret with xEdit is likely the best option.
or install it after the quest has been completed. it you are unable to use F4edit learn.
Is it possible for you, or someone else, to point me in the direction of which items in F4Edit need to be deleted or modified in order to remove the turret?
I do not like installing or uninstalling any mods mid-way through my game. That has been known to cause major problems with some mods, so it's just not something I do, and not something I recommend others do. That's why it would be more efficient to just remove that turret via F4Edit.
Again, I am not trying to insult you or your mod. I just don't understand why a turret was added that is hostile to all, which causes it to kill the associated NPC that is required for a certain quest. I think many of us would prefer some option to either remove or disable that turret, to prevent the NPC death. I do not have enough recent experience with F4Edit to know where to look or what to look for in order to remove the turret. If it's a lengthy or complicated process, and you aren't up to posting the instructions, then maybe someone else can post the info or at least point us in the right direction.
There are plenty of complaints about Brick Vault Bunker doing far more of the same, and her reply was "no sorry, no update will be coming."
(Even admitted she fixed the deactivated auto-sorter in Travellers Bunker but just never got around to uploading it because she was too busy playing Cyberpunk.)
no problems so far. some small parts of walls can be used to exit the building into the exterior. could be a bug but it is a nice one. thanks for this settlement/player home. all rooms in the building are empty so you can chose the style you prefer. it is great that this mod has its own world. so no performance and compatibility gliches at all - at least for me.