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zxc

Uploaded by

jia3huo4

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28 comments

  1. boxerbeast1
    boxerbeast1
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    • 8 kudos
    could probably use an update but thanks for uploading
  2. drevviken
    drevviken
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    • 39 kudos
    This is the kind of mod I enjoy. God is in the details. 
    1. dorkasaurusrex
      dorkasaurusrex
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      • 5 kudos
      amen
  3. TheSoundOfSnow
    TheSoundOfSnow
    • supporter
    • 269 kudos
    Nice job. Just in case, the edits do not mess with precombines, correct?
    1. jia3huo4
      jia3huo4
      • member
      • 9 kudos
      As far as I've tested it shouldn't. As of yet, I haven't received any complaints.

      But, I'm a very junior modder. If you find anything please let me know, so I can fix it.
    2. TheSoundOfSnow
      TheSoundOfSnow
      • supporter
      • 269 kudos
      Alright, thanks. I did use FO4Edit to check for errors and it seems to find a bunch of Identical To Master Errors and Deleted References, so you should definitely run your plugin through the cleaning script by running FO4EditQuickAutoClean. Only one location seems to have an error:

      Errors[0]: InstituteTunnelLocation "Cambridge Intake Sluice" [LCTN:00154FB5]
      Errors[1]:LCTN \ Record Header \ Record Flags -> <Unknown: 11>

      I'm new to modding as well, hopefully that faulty record flag can be safely removed, but don't take my word for it.
    3. jia3huo4
      jia3huo4
      • member
      • 9 kudos
      Thanks for that! I'll do some cleaning.
    4. masterhamper
      masterhamper
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      • 130 kudos
      It's a good mod, I love using it for thieving around, but sadly it does.

      https://imgur.com/a/V9ydtyV
      All the stuff with [ ]-brackets around, like [Placed Object], are stuff that can't be moved without breaking precombines. So you probably have to make many of the interior scenes over in order to avoid that.
    5. seraphael
      seraphael
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      • 31 kudos
      TheSoundOfSnow's Optimization Patches Collection fixes issues with a plethora of mods, including this one.
  4. 1980yen
    1980yen
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    • 0 kudos
    In japanese web site.I found the comment which says the bridge added by this mod prevent LivertyPrime to go through.
    Please do something.
    1. jia3huo4
      jia3huo4
      • member
      • 9 kudos
      Can do.

      Do you want a separate mod version without the bridge? Otherwise, I'd suggest disabling then enabling the bridge during the Liberty Prime mission.
    2. kakinotane2000
      kakinotane2000
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      Thank you for creating the Options file !
    3. 1980yen
      1980yen
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      • 0 kudos
      Thank you !!
  5. AgentChaos
    AgentChaos
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    • 4 kudos
    The version number in esp name is back. :(
    1. jia3huo4
      jia3huo4
      • member
      • 9 kudos
      Fixed! Sorry about that.
  6. GloriousWarrior
    GloriousWarrior
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    idea for future releases:
    -remove version number from esp name
    1. jia3huo4
      jia3huo4
      • member
      • 9 kudos
      Will do.

      Thanks for the tip!
  7. ImmortalAbsol
    ImmortalAbsol
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    Ideas for existing cells;
    -Workshops in the Vanilla & DLC Vaults.
    -Bare interiors for buildings within build zones.
    -Workshops in Major and Minor faction locations, Institute, CIT Ruins, Railroad HQ, Switchboard, Acadia, Cambridge Police Station, Museum of Freedom, Crater of Atom, The Nucleus, etc.
    1. jia3huo4
      jia3huo4
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      I feel a lot of mods have already done this.

      Is there anywhere in particular you would like done? I might created another mod for this.
    2. ImmortalAbsol
      ImmortalAbsol
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      Well no mod exists for Acadia, V.75, V.81 Secret Wing, V.95, V.114, V.Acadia I, V.Bradburton and 111 and 118 have been done to varying degrees.
      I feel like vaults should have the workbench from the Vault-Tec Workshop DLC to be thematic, and maybe you don't know how to use them and therefore can't until you've started the DLC.

      I don't know it's probably too complicated, I just know I love playing a Minutemen-Railroad characters and restoring places so I can home Humans, Ghouls, Synths, AI, Dogs/Cats(& other critters) and Robots.
      I also feel like it would be cool to give Synths, AI and even Ghouls (who want to escape species-ist (specist?) society) the choice to go and live with DiMA.

      Vaults and other surviving pre-war infrastructure are an obvious choice for settlements/villages/towns as long as they keep the door open to trade.

      I might be wrong, but I don't think there is a CIT ruins one, if the Institute are chosen to beat the game they would no longer have to hide and would want to expand.
    3. ImmortalAbsol
      ImmortalAbsol
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      If I had to pick one I think it would be Acadia.
    4. ImmortalAbsol
      ImmortalAbsol
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      • 36 kudos
      Either way, I enjoy getting my ideas written down and shared with someone.
      ++ Social
  8. ImmortalAbsol
    ImmortalAbsol
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    Ooh, encounters.

    I don't know if it interests you at all, but I've always wanted the Unusual Call Box encounter from Fallout 2 to return.
  9. TheWetHarmonica
    TheWetHarmonica
    • member
    • 29 kudos
    This is such a great concept for a mod, it's a shame I can't find anything else quite like this. A lot of Fallout 4's locations are kind of one-note, as you often can only approach them in a single way, which hurts replayability as well as its open-world structure. I love games like Prey that allow for loads of different ways to explore an environment, and would love to see progress on this mod continue (as well as any mods being remotely like this).
    1. jia3huo4
      jia3huo4
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      • 9 kudos
      I agree! I'm a big dishonored fan. I hope others take on the concept as well.
  10. Shodanel
    Shodanel
    • member
    • 1 kudos
    That's those kind of little tweaks and features that makes the game better. I approve this mod :)
    1. jia3huo4
      jia3huo4
      • member
      • 9 kudos
      Thanks! Let me know if there's anywhere you think I should tackle next.