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Shadowzhar77

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Shadowzhar

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41 comments

  1. leoskylynx
    leoskylynx
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    everything's working except for the issue that the build range doesn't cover the huge area near the entrance from the atom cats exit.

    • I'm using vortex and already place this on my last mod group so that the mod order will be pushed last but still won't work.
    • might be conflict with other mods bit can't confirm sin FO4edit can't seem to work for me. here are potential mods that conflicts with this:

    • sim settlements 2 + expansions
    • scrap everything + ctd fix for v 88 ~ https://www.nexusmods.com/fallout4/mods/5320?tab=files
    • v88 crash fix ~ https://www.nexusmods.com/fallout4/mods/73601
    • mass settlements ~ https://www.nexusmods.com/fallout4/mods/16432 (unlikely since this is 1 esp per settlement and they do not have v88 settlement but just throwing it here)
    • all settlement's expanded ~ https://www.nexusmods.com/fallout4/mods/25316 (same as above)
    • sbep ~ https://www.nexusmods.com/fallout4/mods/30642 (same as above)
    • msw ~ https://www.nexusmods.com/fallout4/mods/16931 (most likely but this is high up the mod order)
    1. Shadowzhar
      Shadowzhar
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      I will look at the mod its been awhile since I made it but it maybe an area you cant build in , I will reply back soon with an answer
    2. Shadowzhar
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      After checking that entrance is within the build area so either you have a load order issue or a conflict with one of the mods you are running 
    3. leoskylynx
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      I doubt that it's the load order since this is almost at the end of the load order. I think this has something to do with SBEP or ASE which overwrites borders but that should still work considering the load order...

      from the looks of it, the area up until that space is still covered by the east sector's build area however for some reason, if ever you placed a new workshop or edited an existing build space, something is interfering with that and for some reason, it can even override it regardless or the load order.

      I tried build anywhere mod and spawned a workshop in the huge area and according to that, its still within v88 however oddly its currently outside the build range of the 3 workshops of the vaults, if this is a fourth workshop, what are the changes of this being blocked by enemies located within its range?
    4. Shadowzhar
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      It might be a conflict with SBEP or ASE I do not use either as I have my own mod that extends borders, sorry I cant be of further help I would suggest watching videos on FO4 Edit to figure out your conflicts.
  2. efesvfwsfvsewf
    efesvfwsfvsewf
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    i litteraly cant get this any lower than 27 in the load order and its not enough, i tried every group. Wtf is this? You used to be able to set your load order yourself manually, why cant we do that anymore? Cant i be trusted to wipe my own ass or something?

    i was really looking forward to using that normally unused area. I cant understand why bethesda cut it

    can you please make a standalone of the navmesh for anyone who cant get your mod to run?
    1. Shadowzhar
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      You might want to try reinstalling the mod Vortex doesn't always download or Install things correctly.  
    2. efesvfwsfvsewf
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      yeah i did that multiple times mate, i didnt think i would have to mention that. I deleted the whole archive too and redownloaded
      And i just tried another reinstall to prove it but it wont work

      you know what i have though? The roxbury exit works but its still cutoff by that massive concrete wall that you cant disable with console
      the door to atomcats works too but the area is still inaccessable

      i have no other vault 88 mods that could conflict with your mod -i think. I have additional Vault Tec workshop items and lights and radscanner fix and some that remove sounds and most of the lights, and the Vault door announce mod
    3. Shadowzhar
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      Run your Load order in FO4Edit to see the conflictions 
  3. yennifer1980
    yennifer1980
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    hi thx for this mod , but is there a version without the expansions only with the fixes ? this would be great 
    1. Shadowzhar
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      No there is not a Version without the expansion.
  4. voicedbygarry
    voicedbygarry
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    im having a problem where the room is there but the metro tunnel doesn't connect its just a big gap
    1. Shadowzhar
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      You either have a mod conflict or you need to drop this mod further down in your load order.
    2. Nelth
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      Same problem, no mod conflict and it's at the very end of load order. Fixed.
    3. Nelth
      Nelth
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      .
  5. PhuongNguyen13
    PhuongNguyen13
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    Does this still require Doors Not Walls mod for the NPC to recognize doorways?
    1. Shadowzhar
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      No
  6. TRONxNG
    TRONxNG
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    Security Armor Broken.
    Color Bug.

    https://ibb.co/N6J6bBC
    1. Shadowzhar
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      Texture file tree was wrong it wasnt a bug
    2. TRONxNG
      TRONxNG
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      Ah okay you fix it ? Thx
  7. massecurr
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    will I need to rebuild my vault if I download this?
    1. Shadowzhar
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      You shouldn't have to rebuild anything
  8. just59
    just59
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    Wow, eine super Arbeit. Habe den Mod in ein laufendes Spiel installiert. Im Gewölbe hatte ich auch schon einiges gebaut.
    Mal schauen, wieviel Elemente ich bauen kann, bevor der Speicher platzt ;)

    Was mir jedoch auffiel, in den neuen großen Raum kann ich nicht bauen. Der ist außerhalb des Baubereiches. Liegt dies an einem anderen Mod, den ich vorher aktiv hatte? Da der Raum sehr groß ist, wäre mein Wunsch auch eine eigene Abrechnung. Man könnte diesen durch eine Tür trennen und somit eine neue Zelle öffnen. Dadurch gibts keine Speicherprobleme.
    1. Shadowzhar
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      That room is inside of the build area , you may need to lower my mod in your load order try an see if that works for you. Make sure you don't have any other mods that affect vault 88 .
    2. just59
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      Ich habe noch diesen Mod aktiv: Vault 88 Essentials bei Fallout 4 Nexus - Mods und Community (nexusmods.com) . Hatte diesen zu Testzwecken auch schon deaktiviert. Ihr Mod befindet sich ziemlich am Ende der ladeliste. Beim Testen auf Konflikte mit xEdit wird mir angezeigt, dass es mit Verschrotte alles bei Fallout 4 Nexus - Mods und Community (nexusmods.com) kollidiert. [00:00] Checking for Errors in [REFR:050038E2] (places SubLTunnel01 [STAT:00034526] in GRUP Cell Temporary Children of DLC06VaultWorkshop "Vault 88" [CELL:05000F31] in Precombined\DLCworkshop03.esm\00000F31_0C594FF0_OC.nif)
      [00:00] Done: Checking for Errors, Processed Records: 1, Errors found: 0, Elapsed Time: 00:00

      Leider habe ich keine Ahnung ob und wie ich das beheben könnte.
      Aber wie dem auch sei, Ihr Mod ist großartig. Ich liebe die Höhlen. Bei diesem Mod ist so eine Aufteilung. The Forgotten Vault Settlement Into Darkness bei Fallout 4 Nexus - Mods und Community (nexusmods.com)
      Wenn Sie Zeit für eine Änderung haben, hätte ich eine Bitte. Eventuell können Sie ihren Mod aufteilen, damit der riesige Raum als eigne Siedlung benutzt werden kann. Damit man einen schönen U-Bahn Bahnhof bauen kann, wäre es gut, wenn der Bereich des Tunnels bei dem großen Raum mit einbezogen und offen ist.
    3. Shadowzhar
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      Vault 88 Essentials mod has issues of its own you should read comments on that mod. As far as scrap anything goes cant help you there never use it as it breaks to many things. As far as the additional settlement goes an Interior cell can only have one Location for it thus only one settlement could be here. In addition when you try to extend the three train tunnels anything you place there will cause issues, and show up in the same location as the entrance messing up the cell making it unplayable. I tried this in the first version already to make a nice big subway with no luck.
    4. Zekiran
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      This room is very much not inside the build area. Even the end of its tunnel nearby the entrance is not buildable, even if you click on the nearest (original water room) workbench. I have place everywhere and even if you use the f5 'timeout' toggle, you can't actually build there. The tunnel pieces that lead straight to the water room also are very broken and out of place, I had to put some of the Hotchpotch tunnel walls up to prevent visual bleed, but then again the whole thing crashed so I did remove this mod anyway. Unfortunate, I was actually hoping for the entire central area of the cavern system to be cleaned out or at least opened up, but that's not to be.
      https://staticdelivery.nexusmods.com/images/1151/46837648-1683234263.png
    5. Brandy1123
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      "Scrap Anything" mod can/will crash when trying to enter vault 88, directly or fast travel.
      Once it starts crashing, it will continue to do so.

      1 : Make a save outside the vault, then exit the game.
      2 : Disable the "Scrap Anything" mod in your mod manager.
      3 : Reload the game and Enter the vault.
      4 : Make another save (inside the vault) and exit the game.
      5 : Re-enable "Scrap Anything" then reload the save from that interior save.

      I have not seen any save game bloat issues, but I always save before leaving the vault.
  9. Fable378
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    Looks good. I was wondering, does this expand out and allow us to build in the main entry also where the vault door controls are before we first open the vault doors? I have been looking for a mod that does this, I have seen one that does but every time I install it I have crashing issues and then there is the clean and simple by jenncave but it takes a lot of mb and it does not say either if it covers that entry area. I play on Xbox one. Thanks for all your wonderful mods, I enjoy the ones I use and am looking forward to trying more. 
    1. Shadowzhar
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      you should be able to
    2. Fable378
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      Right on, thank you for your help and reply
  10. Sngll17
    Sngll17
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    You made my day, good sir!
    I've never built in 88 because of all those issues you got to fix. Many, many thanks!