RE: the Vault 111 elevator. Allot going on with that. It was a base game bug, I'm guessing this mod was made with that version of the game as a base. Cleaning the ESP fixes it.
The worldspace edits seem to be intentional, as there are specifically created Containers and Static Items (such as the "NRLoot_Trunk_Vault111", which means it was created and placed there by the creator, which is why this mod affects the 111 elevator in any form/fashion.)
What you can also do if all you wanted out of this mod is the Home Plate Reno -- pop into FO4edit, load up JUST norespawns-homeplate.esp and remove the following:
Under WORLDSPACE: everything not tied to 00000F94 DiamondCity
Under CELL: everything except "Block 8, Sub-Block 6, 00001E58."
Of all the home plate overhauls, this mod hits the sweet spot between being Vanilla++ without becoming "too much." I've had the bethnet version of this mod as a permanent fixture of my load order for some time now, I only downloaded this version to enable the endorse button. So, Endorsed!
PS, for anybody who plays FROST. The Fenway Park has not yet become Diamond City so technically Home Plate does not exist. However, there is a mod called Frost Official Updates (Redux) by Redawt https://www.nexusmods.com/fallout4/mods/65485 Among many quality of life updates, it adds a bunker to the ruins of a house (I won't spoil the location) that uses the Home Plate internal cell. The doors are removed and you use the access hatch to get in and out.
These two mods work extremely well together. "Screw the subway, i'm living here now."
For some reason, the vault 111 elevator and gate dissapears when this mod is activated. It returns when I deactivate it. No biggie I guess just curious to why it has nothing to do with that particular cell as far as Im concerned.
EDIT: After cleaning the mod in FO4Edit, elevator works again and mod still seems to work properly.
Same problem here and autocleaning the mod fixed the elevator in Vault 111 as well.
I love the design. A lot of attention to detail, looks lived in and even a doghouse :) Guess i just found my new player home.
*edit*
After looking through the mod in FO4Edit there are a lot of worldspace and cell edits outside of homeplate:
Switchboard Fort Strong The Third Rail Prydwen Hull Dogout Inn Concord Museum Vault 81 Railroad HQ Institute Bioscience Vault 111 Combat Zone Sanctuary Exterior Atom Cats Garage Diamond City
I just tested this and can confirm the lift in Vault 111 disappears once this mod is active. And it isn't a mod-conflict as this was on a vanilla loadout. The exit process still functions after you are asked if you want to change your character, and you ride up as if on an elevator - but this elevator is indeed made invisible. I have now reported this as a bug.
And given the other reported cell edits and who knows what changes they might impart, this is too worrying for anyone considering this mod. So please, norespawns, moopheus or someone else, upload a cleaned version!
Use the QuickAutoClean feature of FO4Edit on this mod. Ex. If you use Mod Organizer 2 select the Modify Executables icon and add FO4EditQuickAutoClean.exe Then run it through MO2 and select this mod. Have no earthly idea how that works with Vortex, have never used it and never will.
That gets rid of the Vault 111 elevator issue.
If you use PRP, this has to go after PRP or you need to make a patch to make the two play nice together - which is the case with any Home Plate mod.
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The worldspace edits seem to be intentional, as there are specifically created Containers and Static Items (such as the "NRLoot_Trunk_Vault111", which means it was created and placed there by the creator, which is why this mod affects the 111 elevator in any form/fashion.)
What you can also do if all you wanted out of this mod is the Home Plate Reno -- pop into FO4edit, load up JUST norespawns-homeplate.esp and remove the following:
I've had the bethnet version of this mod as a permanent fixture of my load order for some time now, I only downloaded this version to enable the endorse button. So, Endorsed!
PS, for anybody who plays FROST.
The Fenway Park has not yet become Diamond City so technically Home Plate does not exist. However, there is a mod called Frost Official Updates (Redux) by Redawt https://www.nexusmods.com/fallout4/mods/65485
Among many quality of life updates, it adds a bunker to the ruins of a house (I won't spoil the location) that uses the Home Plate internal cell. The doors are removed and you use the access hatch to get in and out.
These two mods work extremely well together. "Screw the subway, i'm living here now."
EDIT: After cleaning the mod in FO4Edit, elevator works again and mod still seems to work properly.
I love the design. A lot of attention to detail, looks lived in and even a doghouse :) Guess i just found my new player home.
*edit*
After looking through the mod in FO4Edit there are a lot of worldspace and cell edits outside of homeplate:
Switchboard
Fort Strong
The Third Rail
Prydwen Hull
Dogout Inn
Concord Museum
Vault 81
Railroad HQ
Institute Bioscience
Vault 111
Combat Zone
Sanctuary Exterior
Atom Cats Garage
Diamond City
Is this intentional?
And given the other reported cell edits and who knows what changes they might impart, this is too worrying for anyone considering this mod. So please, norespawns, moopheus or someone else, upload a cleaned version!
Ex. If you use Mod Organizer 2 select the Modify Executables icon and add FO4EditQuickAutoClean.exe
Then run it through MO2 and select this mod.
Have no earthly idea how that works with Vortex, have never used it and never will.
That gets rid of the Vault 111 elevator issue.
If you use PRP, this has to go after PRP or you need to make a patch to make the two play nice together - which is the case with any Home Plate mod.
Nevermind, I fixed it.