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Jellybean

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jellyfish1965

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12 comments

  1. ymbaby002
    ymbaby002
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    • 21 kudos
    WDP-PC.esp ????
    1. jellyfish1965
      jellyfish1965
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      workshop decoration pack but it should not be coming up i cleaned it to remove all unused masters
    2. ymbaby002
      ymbaby002
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      • 21 kudos
      but.It is coming up.and homemaker.esp
    3. greekrage
      greekrage
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      Confirmed ..
      Mod needs  HomeMaker and WDP....
      Not even FO4edit  allows  me to open it with missing masters...
      Just because you ran the "clear unused masters"  doesnt mean that those master will go away IF YOU ACTUALLY HAVE ITEMS FROM THEM IN YOUR MOD...
      The only way to clear those masters is to REMOVE any files that belong to them.....
      Even then Masters may still be referenced and still remain as a requirement...
      Clearing them out is a headache even for a experienced modder  and requires stuff like creating dummy esp's  etc..Which is a whole  string of things to do to fake the loading of those mods so you can clean  your mod...
      Ill be honest...this type of thing is a bit over your head...
      Imagine it took me several tries to clean 2 mods a while back and i cant even remember all the steps....

      Open up the mod in FO4edit...
      Since you are using all dlc's of things you used  most of your form ID's should be from 070xxxxxx  and up...
      In your case that 0070xxxx may be  0090xxxx  and up when taking into account the 2 non vanilla masters ....
      Example: the form ID's of 0070 and 0080  may belong to the homemaker and deco pack...
      So go into each tab of your mod and look at the form ids.... ..If you see form ids like 0080xxx or 0070xxx etc those are probably from the 2 other mods...
    4. jellyfish1965
      jellyfish1965
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      thank you usually when i clean the mod it solves that problem but not this time
    5. PegasusKoga
      PegasusKoga
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      There's an easier, less daunting way to do this though.  Assuming that those records can be deleted without harming your mod.

      After you load the plugin and it's masters in Fo4Edit, right-click on the plugin, use "Apply Script" -> "Report Masters", check the master you want to remove in the list that comes up and press OK, you should get a list of all the references you need to remove in order to get rid of that master in the right pane of Fo4Edit. 

      If you CTRL and double-click on those records it will take you directly to the correct record in the left pane instead of having to search for it manually.

      Once you've done that and removed every record related to that master, you can then remove said master.

      That's how i do it when i want to remove a master.  Like i said before, i just hope that you're sure those records are not actually needed for your mod to function or you will probably break it if you remove them.
  2. streetyson
    streetyson
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    • 146 kudos
    You could prob clarify your map too - it's small, shows two arrows, a house icon maybe slightly bigger than others, and a door icon. And Torchwood? You'll get a lot of sad Fallout Who fans as this isn't a secret earth defence base. (btw torchwood is an anagram of doctor who).
    1. jellyfish1965
      jellyfish1965
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      yes i know about Torchwood i am a big Doctor Who fan
    2. ImmortalAbsol
      ImmortalAbsol
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      Streety it's actually perfect because of the origins of Torchwood being Torchwood Estate in Tooth and Claw.
  3. deleted133109643
    deleted133109643
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    • 14 kudos
    I have an idea for making new settlement in regards to their locations, why not make it on a location that enables you to link it between locations that is too far apart to link via supply lines?

    I sometimes feel sorry for my provisioners (both robot and human ones) that they have to walk for MILES everyday, even if they are in a protected status.
  4. SKYY2K
    SKYY2K
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    • 37 kudos
    Hi my friend where is it located?
    1. jellyfish1965
      jellyfish1965
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      by charles view amphitheater