Fallout 4

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El Ha

Uploaded by

Zorkaz

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53 comments

  1. Zorkaz
    Zorkaz
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    Sticky
    About the water:
    Repair the two generators
    After that you have to activate the sink

    Should've been more clearer, sry
  2. echo5533
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    Help! Settlers don't want to go here.

    Edit: At first the ESL didn't let me send settlers. So I switched to ESP. For some reason the ESP has everything blanked out but I finally got it to work. I had downloaded the files from the ESP manually. When it was acting the same I thought I was screwed cause I don't have Vortex to remove everything for me since I did it manually. So I decided to change back to ESL so I can at least see the building inside. I was too lazy to redo all the files from the ESL so I only changed the plugin to see what happens. Anyways, it is working now as far as I can tell and I can also send settlers. Not sure if I have mod conflicts, but if anybody is having trouble if using Vortex just download manually.
    1. Zorkaz
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      Also try using the files without precombined meshes (The 1.0)
  3. Deathclaw15243
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    There seems to be an incompatibility with Damn Apocalypse. For me this incompatibility is causing the workbench to spawn as a regular dungeon chest, causing the settlement to be overridden. I "attempted" to fix the problem in xEdit but Damn Apocalypse has a tantrum whenever I mess with it. Due to my piss poor knowledge on working with xEdit or the Creation Kit I have 0 clue on how to fix this, so here I am.
    Any help would be appreciated.

    Also, I don't know if this would actually belong in "Bug Reports" given that it is an incompatibility and not a bug with the mod itself. So, given this I'm putting it here. If I'm wrong let me know.
    1. Deathclaw15243
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      Never mind, loadorder was being odd got it fixed.
  4. gb75
    gb75
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    I would like to ask your permission to submit this mod to the xbox community to look for a porter for bethesda.net.thanks in advance for the reply
  5. I can't describe it but whenever I enter the cannery this seems to happen, I don't know why but I think its mixing with the unmodded conveyor belts, anything I can do to unfuck that?

    I already tried to remove those conveyor belts but they don't seem to do jack
  6. torgueraid
    torgueraid
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    (Version 1.3)

    A difficult terrain for a settlement, vast amounts of garbage, problematic navigation mesh in places, so a challenge. Repairing the water supply and getting the conveyors up and running are a bit tricky. The water supply outside the construction area requires 1 gear and 1 oil instead of the stated 10 gears and 30 oil, the conveyor belts are more annoying as practically every part has to be dialed and released, the kinks usually have to be reinstalled as the components don't snap together but have just been pushed into each other. Complete wiring is also a patience game, especially with the Hopper and Food Processor.
    Overall, you get the whole system running, that is, moving, but you can't produce anything (in the Lukowski sense) because the Food Processor can only produce the standard canned goods. The tangle of conveyor belts looks impressive, but doesn't contribute much to production. Only one belt delivers to the Food Processor, and the second, winding one, only transports from level 3 to level 1, for what it's worth. In addition, some of the contamination blocks the transport on the conveyors.
    So we are left with the static version of production. At my place, Lukowski has restarted production along with Sheffield, with a branch in Sanctuary, a dozen employees in the cannery producing "meat" and cleaning up. (Pictures attached)

    Complementary mods


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    • 52449 Version 004 Feral Nights
      Large packs of wild ghoul hunters hunt the player from dusk till dawn. A never-ending source of ghoul meat.
    • 68009 Version 1.00 C.R.P Commonwealth Provisional Goverment - Cannery (longneck lukowski's cannery Ext)
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  7. HeArTBeaT15
    HeArTBeaT15
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    yeah so I installed the ESP, and I have serveral invisible walkways and stuff.
    The ESL works fine however, thought you might wanna know.
  8. R360JBmAZ
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    Nice mod but some of my conveyor belts don't work, why?

    Specifically..
    The one behind the food processor
    The one right next to the Hopper's entrance
    and the first right turn from the food processor

    EDIT: does anyone have the correct order to enable the conveyor belts? I got the one behind the food processor to work but the ones infront of it didn't work.
    1. R360JBmAZ
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      edit; this comment is glitched so I edited it
    2. R360JBmAZ
      R360JBmAZ
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      ok so since nexus loses it's **** when I try to upload images I just uploaded them as imgur links:

      https://imgur.com/a/5sZrglJ

      these three conveyor belts fail to work
      (I think it's because they aren't connected to the food processor or other conveyor belts)

      https://imgur.com/a/qkCgWPi

      and this one always fails to work.

      does anyone have a solution?
  9. nexbil01
    nexbil01
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    I notice that there are many piles of rubble and other items in the factory area.  I tried to scrap them using scrap everything but they were not clickable. Is this just me or is it supposed to be that way?
  10. CodeNamed1
    CodeNamed1
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    With the latest update, NOW this mod deserves an Endorsment! so here you go :=)!!!
  11. FrozenParagon
    FrozenParagon
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    the way you implemented power here I'd personally love to see done in the castle basement for the castle proper
    1. CodeNamed1
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      Yes it would be great if @zorkaz would make castle basement usable! Could you pursue this zorkaz?
    2. Zorkaz
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      Maybe
  12. ammieleeanne89
    ammieleeanne89
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    Hi, No matter how I install this mod, the interior cell is wonky and broken. Are there any known compatability (sp) problems with other mods?