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.
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.
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.
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.
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).
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But, I'm a very junior modder. If you find anything please let me know, so I can fix it.
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.
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.
Please do something.
Do you want a separate mod version without the bridge? Otherwise, I'd suggest disabling then enabling the bridge during the Liberty Prime mission.
-remove version number from esp name
Thanks for the tip!
-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.
Is there anywhere in particular you would like done? I might created another mod for this.
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.
++ Social
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.