Fallout 4

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LarannKiar

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LarannKiar

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115 comments

  1. gb75
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    Can you give permission for an xbox porting?thanks for your reply 
  2. dferstat
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    Just added the Ultimate version to my game, and claiming the settlement was simple. Also, once I did so, all the Atom Cats automatically became settlers.

    However, I note that, apparently, there are no beds. If you ever revisit this, would you consider changing the ownership when the settlement is claimed?
    1. LarannKiar
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      I'll look into it.. I'd like to revisit some of my Fallout 4 mods later. I'm not sure I'll wait until the Next-Gen update but I don't know.. Cell and Location data are very vulnerable to mod conflicts by design and there's a slight chance BGS changes this. If they do I'll need to redesign this mod as well.
  3. DontHate420
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    Im having a problem with being unable to scrap most things, otherwise the settlement itself and Cats seem to be working totally fine.

    Ive gone through my mods several times, changed out the version of Hunkered Down I had (didnt realize there was a separate one that doesnt effect the garage), removed one I had for selling unused power armor to them, and also took out two which repaired Red Rocket and removed the pumps since it appeared they weren't effecting the Cats area regardless. Far as I can tell aside from 2 retextures for the Cats outfits and power armor paint I have nothing else that should interfere with this one so here I am asking for help. Im by no means an experienced modder so not sure what else I can do, would appreciate any advice.

    Although if some solution can't be reached I'll probably switch to the Cats as Settlers only version and simply move them to a new home like Jamacia Plain where I'll just build a new garage for them lol
    1. LarannKiar
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      The inability to scrap objects in the area could be caused by a mod that overwrites either the garage's Location data record or its Cell records. If you open your mods in FO4Edit, you need to navigate to the Location record whose FormID is 0004852B. Paste this ID to the FormID field in the upper left corner to quickly open this record. This mod's plugin must be colored green for this mod to work. As for the Cell record, it's FormID is 0000E245. You need to make sure that's green as well.
    2. DontHate420
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      Ive checked both IDs and the mod is highlighted green in both, the location only showed this mod while the cell Ext2 also showed this mod, plus 3 weapon mods, and ArmorKeywords all highlighted green. I noticed on the left side list that there's also AtomCatsGarageExt so I checked it as well out of curiosity, it too shows this mod, ConiferousRevival and LR_Motorcycle which I think is the Wanderer fast travel mod. All of which are also green.

      I will admit to having no experience using FO4Edit so not sure what to do from here

      After digging through previous posts for a bit I found someone solving it by switching to the Plus version since they have Scrap Everything and it was conflicting. Tried that myself and no such luck
    3. LarannKiar
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      Sorry for the late reply.. if you can click on one of the static objects at the garage like one of the cars what deas the console return? If it's something about "Non-ref AV object" then it means another mod somehow disabled the scrapping feature in the area.
  4. serdur
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    Is it compatible with https://www.nexusmods.com/fallout4/mods/26895 or will everything break?
  5. BriefMortal
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    Hi, just wondering what the compatibility is like with SS2? Always thought it was a missed opportunity that Atom cats aren't a recruitable settlement in the base game, would love to use this mod but I know some mod settlements can have weird interactions with SS2.
    1. LarannKiar
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      It should be yes.
  6. mugengarage
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    Incredible mod, thank you for making.

    Question: Are all versions compatible with PRP?
    1. LarannKiar
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      I'm not sure about the Ultimate version but the Basic and Plus are.
    2. mugengarage
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      Thank you for the reply.
      Going to use the plus version to be safe. :)
  7. Left4Dead1997
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    I can find the toolbox however, I can't build anything and it exits out in 5 seconds? Anyone know why? (I was using the ESL version)
    1. LarannKiar
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      Sorry for the late reply.. you may have a mod that overwrites the the garage's Location or Encounter Zone that contain settlement data. You'd need to open your mods in FO4Edit and look for the FormIDs in the upper left corner '0004852B' and '0004852C'. You should see something like this:
      Spoiler:  
      Show

      

      Make sure the two records in the plugin file are green colored.
  8. Drivinghard
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    Bluejay is assigned to an HZS Restaurant mat in their bar ..
    Roxy is assigned as a Waitress with your other Mod and travels around serving people ..
    Rowdy is happy wandering around everywhere always available to trade with .. (she's unnassigned still)

    Hzs EHB & WDB has 3 'different' Car restoration workstations ..
    and Zeke, Duke, Johnny D. all 3 seem to enjoy their jobs on those!
    Awesome!
  9. Willcario
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    coolest mod on the nexus
    1. Drivinghard
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      this mod encircles the Globe .. full stop!
      Every Cat is happy and enjoying not having a Leash around their necks.
      Anybody wanting to vanish all of the 2 and half ft tall MARSH grasses ..
      you want these files:

      from the 'No Ugly Plants' mod
  10. blackboy2
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    I'm using the ESL version of the Ultimate file and I've run into several issues with the settlement that hopefully you could look into when you have a moment.

    1. I can't move settlers from other settlement to the Atom Cats Garage. I haven't tried building a beacon to recruit that way.

    2. Certain settlement objects (like the bell that summons all settlers to gather in one point, or the caravan trading post that you unlock through doing quests at Bunker Hill) can't be built at the garage, and don't even show up in the build menu.

    3. Virtually nothing at the garage can be scrapped in build mode, despite what's promised for the Ultimate edition on the mod's description page.
    1. LarannKiar
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      It might be a mod conflict (overriden location data), I'm not sure. You can try initializing the mod manually by opening the console and typing:
      CQF ACS_Quest InitializeWorkshopLocation
      CQF ACS_Quest SetAtomCatsWorkshopPlayerOwned
      CQF ACS_Quest SetAllAtomCatsMembersAssignable
      Note that switching between ESL and ESP versions is not supported.
    2. blackboy2
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      What do you mean by (switching between ESL and ESP versions is not supported?)
    3. LarannKiar
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      If you install the ESL on a save game then uninstall it, then install the ESP on it instead, the engine may still detect it as if you're using the ESL.
    4. blackboy2
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      Ah, alright. Thankfully I was using a test save to try out the ESL version of the mod, so I'll revert to an earlier save to try out the ESP one.
    5. blackboy2
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      Alright, I tried out the ESP version instead and had no issues, so I think the ESL version's location data was being overwritten by other mods that I can't load before it, like a Diamond City Guard overhaul mod for some odd reason.

      Also, two other things. One, can the roof of the Red Rocket be built on without having to rely on Place Anywhere to be able to do so, and does the roof have pathfiding? And two, could you set up visible green borders while in build mode?
    6. LarannKiar
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      1) Yes, the roof has navmeshes.
      2) I don't think I'll make a settlement border for it.
    7. blackboy2
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      Alright.
    8. blackboy2
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      With the Plus and Ultimate versions, can the garage get attacked like other settlements?
    9. LarannKiar
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      No, it can't.
    10. blackboy2
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      Is there a way, in fo4edit, to make it so that the settlement does get attacked?
    11. BlazeStryker
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      Are we discussing vanilla settlement attacks or something like Infestations? If the latter, then speaking to that mod's creator might net you better results if they can find ways the occasional Feral horde can find and attack mod-provided settlements like this or, say, Zorkaz' rather nice off-map regions.

      Also, another reason for moving settlers in being problematic may well be the mod making the Atom Cats Garage act like an interior workshop. I have been trying the esp and kept getting the "your workshop has been improved" message I get starting up an interior like Home Plate, a feature of the Better Interior Workshops mod. I can report that this message does not come up for Zorkas' other place mods like The Farmlands.
    12. blackboy2
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      I'm talking vanilla settlement attacks.
    13. LarannKiar
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      First of all, I haven't tested the mod with settlement attacks and I don't think I placed "settlement attack markers" in the area either.

      But, to allow radiant settlement attacks >> Open "AtomCatsSettlersPlusWorkshop.esl" or "AtomCatsSettlersPlusWorkshop.esp" in FO4Edit >> Find the record with FormID [01000F9C] (its EditorID is "ACS_WorkshopWorkbenchRef") >> In the subrecord "VMAD - Virtual Machine Adapter", find the Script Property "AllowAttacks". It's been set to False, so set it to True.
    14. RaderCad
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      Thanks for the tip on ESL vs ESP. I was wondering which one to use and will give the ESP the first shot.
    15. CodeNamed1
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      @Blackboy2 

      Yes .esl settlement adding mods tend to have that overwrite problem many times so I always tend to favor .esp files for settlements just that reason.
    16. blackboy2
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      @CodeNamed1

      Thanks for the heads up.
    17. BigBozat
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      Way late to the party, but just wanted to say thanks for the most clear, concise and meaningful FO4Edit instructions for patching (in this case, enabling settlement attacks) I have ever had the pleasure to read.  

      Thank you, Modding Jesus.