I tried loading in on an earlier save and was able to walk around. One thing I always felt was missing was a weapons workbench. I don't remember seeing one in the vanilla location and I didn't find one in another mod I used, Railroad Redone 2, but found one on this mod so thank you. In any case, for those who are concerned as I am playing with mods, this works on next gen with PRP 74 branch. Endorsed.
Love the work you put in to make the Railroad more than an afterthought.
Just one small thing - if you want your mods to not show errors in tools like WryeBash, you shouldn't delete vanilla references. Instead, what most mod authors do is set the references to Initially Disabled, add an Enable Parent reference of Player Ref, with a flag setting the enable state to opposite of parent, and then change Z position to -30000. Then it won't show those "Deleted Reference" errors. It's a little bit more work, true, but I'm sure people would thank you for it.
apologies for the name issue i was away from modding for the few months as for the deleted references it looks like the issue is primarly two beds that were assigned to certain railroad agents i should be able to fix that soon thank you for the heads up
The power armor workstation(repair rig) occupies the same space as a old stonework coffin(vanilla,of kind that are numerous in that church). So that the workstation,and armor standing in it,are merged with that coffin and unusable. (I have nothing editing this cell at all,I believe that is the original object-the coffin-for that spot). The Institute-tech medical bed within the Railroad's base of operations bothers me; The Institute is the 'Big Brother' of the Commonwealth,and is able to track their synths,etc. by the components built into all of their tech. To my mind,that med-bed would likely be linked with a network to provide updates to it's data,etc.,much like our apps in our real-world cell phones(which are location tracked). The Railroad(the in-game dialogue explains) recently lost their last base,and has strict security protocols vs. anything brought in from outside...lest it bring the enemy to their doorstep, again. :/
2.0 Addresses the coffin issue as for the medical bed the railroads entire operating procedure involves dealing with institute tech from the synths themselves to the coarser chip
Looks great. Love the idea of your project! Would this be compatible with Elianora's faction housing? I realize it's two mods for the same cell but her mod works with Railroad Redone, so hoping for the same.
ok so looks like that one branches a room off from a previously closed off wall. this may or may not cause issues depending im honestly not shure ill download it and try to check and get back to you
Still learning how to do that in the meantime see if you can mark the file as light in vortex sorry i am having alot of issues with both of my C.R.P mods right now
I have gotten as far as locating Kellogg's hideout through following Dogmeat catching the scent. I have not encountered the Railroad yet. Is this still safe to install? Also, I am learning about pre-combines and how they can "break" the game? Is this such a case with this mod?
it will most likely be fine to install midgame nothing relating to the railroad quests has been touched as far as precombines go breaking them may cause performance issues but i havent ever seen or heard them breaking the game just conflicting with other mods as long as you dont have anything else that overhauls the railroad hq cell it should be just fine
Thank you so very much for the super quick reply! Okay, this is all great to hear, thank you I'll be installing this and when I reach the Railroad part, I'd like to do a little showcase of your mod on Youtube. Thank you once again my friend. EDIT: Oh no, I just noticed I have one called Railroad Redone (HQ revison), I had this installed right from the start (along with a bunch of other retexture mods to 'upscale' the graphics. I don't know how safe it would be to uninstall THAT one and just install this. If it's not safe, on my next play I use yours as it seems a lot more lightweight, but significant. I may even start a new game just to be able to do a tour of yours.
21 comments
Just one small thing - if you want your mods to not show errors in tools like WryeBash, you shouldn't delete vanilla references. Instead, what most mod authors do is set the references to Initially Disabled, add an Enable Parent reference of Player Ref, with a flag setting the enable state to opposite of parent, and then change Z position to -30000. Then it won't show those "Deleted Reference" errors. It's a little bit more work, true, but I'm sure people would thank you for it.
So that the workstation,and armor standing in it,are merged with that coffin and unusable. (I have nothing editing this cell at all,I believe that is the original object-the coffin-for that spot).
The Institute-tech medical bed within the Railroad's base of operations bothers me; The Institute is the 'Big Brother' of the Commonwealth,and
is able to track their synths,etc. by the components built into all of their tech. To my mind,that med-bed would likely be linked with a network
to provide updates to it's data,etc.,much like our apps in our real-world cell phones(which are location tracked). The Railroad(the in-game dialogue
explains) recently lost their last base,and has strict security protocols vs. anything brought in from outside...lest it bring the enemy to their doorstep,
again. :/
EDIT: Oh no, I just noticed I have one called Railroad Redone (HQ revison), I had this installed right from the start (along with a bunch of other retexture mods to 'upscale' the graphics. I don't know how safe it would be to uninstall THAT one and just install this. If it's not safe, on my next play I use yours as it seems a lot more lightweight, but significant. I may even start a new game just to be able to do a tour of yours.