Fallout 4

File information

Last updated

Original upload

Created by

El Ha

Uploaded by

Zorkaz

Virus scan

Safe to use

17 comments

  1. Zorkaz
    Zorkaz
    • premium
    • 1,828 kudos
    Sticky
  2. 363rdChemicalCompany
    363rdChemicalCompany
    • premium
    • 15 kudos
    Sir,
    what does "ESL flagged esp" mean?
    Does it mean it will not count againt my ESP maximum of 255? ( I am creeping close)

    Cheers

    EDIT: I figured it out. Less of a nobb every month
    1. Deepstrike101
      Deepstrike101
      • premium
      • 2 kudos
      Yes, that is what it means. 

      FYI - you can make esl-flagged esps yourself in FO4Edit. It's very easy. Just right click on the esp in FO4Edit and select Compact FormIDs for ESL. Then, go to the file's header section, open up the flags section on the right pane, and select the esl flag. When you save the file, it will now be an esl-flagged esp and not count against your load order. 

      However, do not do this if:
      1. The plugin contains a new cell or worldspace (edits to these entries from other plugins is fine)
      2. The plugin contains voice lines (ie, don't do this to a voiced follower plugin)
      3. You intend to later download or update another mod which uses the plugin you are editing as a required/master file. The formIDs in the plugin will change, so and mods which use the edited plugin as a required/master file will be looking for formIDs which no longer exist... However, FO4Edit will automatically update formIDs in other mods if they are already installed when you compact formIDs. 

      Also, don't do it to scripted mods. 
    2. streetyson
      streetyson
      • member
      • 102 kudos
      And don't do it mid-playthru to a mod already in use as it can screw your game. Do it before adding the mod, or start a new game.
  3. Te4mRaZeR
    Te4mRaZeR
    • supporter
    • 0 kudos
    A bit of terrain is clipping under the stairs where the turret is, any way to fix that?
    Got a better detail LOD mod and it fixed the problem
  4. deleted100232623
    deleted100232623
    • account closed
    • 9 kudos
    Wall pass - through conduits is a must have mod in any load order. 
    1. RandyEischer
      RandyEischer
      • premium
      • 5 kudos
      Too bad they don't work with Transfer Settlements.

      I contacted the conduit modder and the TS folks and both denied responsibility.
    2. streetyson
      streetyson
      • member
      • 102 kudos
      Not appear in the blueprint at all or just not function? - if the latter they may just need picking up & putting back in the same position. At least that's sometimes how some power-related items seem in some other settlement/home mods (including one I've used - but I can't recall which one). It's as if they need the in-game action of the workshop placement process to wake them up.
  5. mdkd99
    mdkd99
    • supporter
    • 52 kudos
    Cool little apartment building. I like it a lot. Neat mod
  6. CirnoNeuron
    CirnoNeuron
    • member
    • 3 kudos
    Its not bad, a bit small for the rooms, and I have a blue Corvega perpetually falling outside the window. I think I would rather see this as part of the exterior cell instead of an interior.
    1. streetyson
      streetyson
      • member
      • 102 kudos
      Falling car, iirc, may be a mod conflict (or precombine issue?). But what's your FPS? I've also read (can't confirm) it can be a vanilla game glitch that's more common if you've unlocked your FPS - in particular above 72 FPS - when the game is designed to run at 60.
    2. CirnoNeuron
      CirnoNeuron
      • member
      • 3 kudos
      I couldn't tell ya the FPS, but this is the first and only time I have seen a car fall then reset position and fall again. not  a huge issue, I just deleted it and it was fine after that.   thankfully it was outside and not inside the building.
    3. streetyson
      streetyson
      • member
      • 102 kudos
      Aye, I had a car fall between Cambridge and Graygarden - ties in with claims of a vanilla bug wherein the cell loads a car before the bridge it's on (hence game engine, FPS ideas) but I was at 60fps. Yours might be that or a mod bug/conflict perhaps not leaving the car a place to be so it just falls from the sky? I was guessing about precombines from a funny pic used by this unrelated patch.

      Depending on how you delete, it may return next time the cell resets. I used to type disable but to avoid reset the command to use is markfordelete. As you said deleted I'd guess that's indeed what you used - but mentioning it for anyone else unaware. Cheers.
  7. PSS1
    PSS1
    • member
    • 3 kudos
    Wow, feels a bit cramped, but depending on what mods you have, it feels like a good place to have a shop or two and mostly robot scavengers/farmers to supply The Castle with.
    1. streetyson
      streetyson
      • member
      • 102 kudos
      Bear in mind it's primarily for companions, not settlers - I suspect enabling full settlement mode was so you can send companions there. A good place to exile Garvey perhaps - him and two settler-guards as a small base watching over the approach to the castle.
  8. GrankNutt4
    GrankNutt4
    • member
    • 11 kudos
    Thank you, Zorkaz. Your page is a treasure trove!
  9. whiskeyjack9105
    whiskeyjack9105
    • member
    • 32 kudos
    This would be a really great way to add Minutemen guards in the town before you come through to The Castle.

    It was always a minor gripe with me that THE Minutemen stronghold is essentially surrounded by Raiders and Supermutants without some small outposts to defend.

    Once I get around to retaking The Castle in my current playthrough, I'm going to totally grab this mod and stuff the locations full of Minutemen. Great work as always!