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IceBlue4040

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IceBlue4040

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75 comments

  1. explodingcows54
    explodingcows54
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    ok so the problem im having is both the castle and the castle tunnels show up in the menu to send settlers, but if i send them to the castle tunnels, nothing happens, and if i send settlers to the castle they go to the castle tunnels instead. i just dont want to disable all my mods to find out what the problem is so im gonna play without it, but none o my mods edit the tunnels except for prp and the single action revolver mod (which adds a gun to the tunnels without any problems)
    1. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      Then try to put my mod at the buttom of the load order, so that my mod will be above those mods.
  2. AtticusWilks
    AtticusWilks
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    In the settlement list when relocating settlers or establishing supply lines, I have two options that read "The Castle" and both of them function as this settlement. I'm unable to send settlers or supply lines to the actual Castle now. Also two "The Castle"s in my Pip-Boy settlement list.
    1. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      The Castle Tunnels is a separate settlement, so it need to be in the last load order. Try to disable all the mods except for mine and try to play again to see if somethin happend.
    2. explodingcows54
      explodingcows54
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      im having this same problem. gonna check it with fo4edit and see what could be interacting with it
  3. ironhandjustice
    ironhandjustice
    • supporter
    • 8 kudos
    Hi!

    I have to say my personal museum is located in here, so this could give you a clue of my gratefullness.

    Said that, could it be possible to have a previsibines (PRP) file in addition of main file?

    Some main community prp packages wreck your previsibines, and overwrite the cleaning.

    Thanks for the mod! endorsed.
    1. IceBlue4040
      IceBlue4040
      • supporter
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      So what exactly do you want me to do? These terms are new to me and I don't know what they do.
    2. ironhandjustice
      ironhandjustice
      • supporter
      • 8 kudos
      Oh, ok. Previsibines or PRP, are fallout packages that contain the static objects of the world. Those packages stored merged objects to improve the game game speed.

      As the mod changes the static objects from the game, the PRP package overrides it, leaving the tunnels in the original shape. In other words, the previsibines package overrides your work.

      If you don't know the term, don't worry about it. I will figure out a different solution, because I get stuttering while not installed.

      Thanks anyway, and great job again :)
    3. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      I don't know if I have the time to do it. If you want, I give you permision to create a mod that will have a previsibines file of my mod and, of course, your mod will require my mod.
    4. Loading this mod Last in the Load Order will generally fix the issue of the cleaning being overwritten.
      (Posting this for others new to F4 modding that want a quick albeit imperfect fix.)
  4. MasonSeo
    MasonSeo
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    Can't send anyone down to the The Castle Tunnel.

    The message says they are going to the Tunnel but the population stays 0 and they still have The Castle Tunnel as an option for relocation.

    I've put the mod at the very bottom of the load order, reinstall the mod and everything but I can't send people down there. :[
    1. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      Try to use fo4edit to load all of your mods and go to thecastletunnels cell to see if there are any other mods that interfere with my mod or disable all of your mods except my mod and see if it works.
    2. MasonSeo
      MasonSeo
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      Well... everything seems alright so far and since your mod is at the bottom there's not much...

      but there's seem to be Pre-vis Repair Pack has a issue with a precombined reference of something called 'MacRod05'? in the Tunnel Cell? to be precise Pre-Vis Repair Pack seems to be missing the reference to this MacRod05...?

      other than that I don't see anything red in your mod. :/

      Add : tried putting the missing references into the PRP but still can't relocate NPCs

      Add2 : Turned all the mods off except your mod but still couldn't send anyone to the Tunnel... :[
  5. Lupattah
    Lupattah
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    This is great mods but is there any other way to remove the spotlight tho?
    1. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      Use Scap everything or use console commands.
    2. Lupattah
      Lupattah
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      I used scrap everything but I don't know how to remove the light source completely as well. I'm so sorry but I have zero knowledges in modding...
    3. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      You don't need moding that much. If won't disappear with scap everything then save, open the console, click on the light to select it source and type "disable", if is still there then you didn't select the light source. Reload the save and try again. If you still can't select it then open Creation kit, open my mod, go to the castle tunnels cell and find the light source, double click on it and another window will be opened. On the top of it it will be the id that you need. Copy that id, to in the game, open the console, type "prid (that id)"then click enter then type "disable" then click enter and then done.
  6. BankrollBustin
    BankrollBustin
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    • 0 kudos
    Not Sure when this happened or what mod may have conflicted. But all of a sudden I can see through the floor into the void in some areas, and whatever I place In the tunnels is invisible.
    1. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      See if it is a mod conflic, the mod needs to be at the bottom of the mod list. Or it is installed wrong and try another save.
    2. BasedBuilders
      BasedBuilders
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      • 0 kudos
      I warn you, there's a whooooooooole lot of mods that say that they need to be at the bottom of the mod list.  Trial and error WILL be needed to figure out exactly how far down the list this--and any--mod actually needs to be.
  7. m1chimura
    m1chimura
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    Guys, how can I remove the broken robot that lies in the basement, and the tables with terminals, they really bother me, so how can I remove garbage from the basement? Is it possible?
    1. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      open the console, click on what you want to remove ( be careful to be the right one) and type in the console "disable".
    2. m1chimura
      m1chimura
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      Will there be any problems with this?I heard somewhere that by using (disable) the item itself does not disappear, but simply ceases to be visible, thereby loading the system with its existence; if I delete an entire settlement like this, it will not actually disappear.I could be wrong, that's why I'm interested, thanks for the answer
    3. IceBlue4040
      IceBlue4040
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      • 35 kudos
      If you use "disable" on something, that something won't be there, it will disappear, if you use after "enable" on it, it will appear like nothing happend. If you don't want to make them disappear you can just move them like "modpos z -500", this will move the objects below the cell, it will be below the floor so you won't see them. But first before all of that you need to save and if you did something that you didn't want just quit the game without saving (like Alt+f4) and load back that save.
    4. Athanareiks
      Athanareiks
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      Yes, after using the "disable" command, you need to use the "markfordelete" command. This will remove the item permanently the next time the cell is loaded.
  8. SpaceCoyote480
    SpaceCoyote480
    • supporter
    • 0 kudos
    anyone point me in the direction of how I would go about linking the workshop container to the one for the actual castle?
    1. SpaceCoyote480
      SpaceCoyote480
      • supporter
      • 0 kudos
      in fo4edit I mean
    2. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      you don't, you need to use creation kit
    3. SpaceCoyote480
      SpaceCoyote480
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      bummer, also my settlers aren't transferring down there?
    4. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      What do you mean by that? If you refer that the settlers should go in the tunnels then, I repeat, is not the same settlement as the castle, is a diferent one. You need to move them in The Castle Tunnels. If you refer that they don't go in there, then look and see if you don't have a mod conflict.
    5. SpaceCoyote480
      SpaceCoyote480
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      yeah, I specify to transfer them down there, and they just kinda don't? lets say I tell someone from sanctuary to move to the castle tunnels
      , the population number does not change in either settlement, and the settler does not move. Yeah it could be a mod conflict, I checked and the only thing that seemed to conflict with it was prp (in fo4edit mind you) other than that I do like the mod
    6. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      Thank you. Well try to reinstall the mod and disable all the other mods to see if the problem is form my mod or not. I don't find bugs in my mod. I tested it and I use this mod in my playthroughs and I never had issues with it. You can tell me if you are having other issues.
    7. SpaceCoyote480
      SpaceCoyote480
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      • 0 kudos
      None that I've really noticed, appreciate the assist though
  9. MrCaine
    MrCaine
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    Is it possible to use this mod alongside Gilibran's Castle Tunnel Settlement? Gilibran's mod changes the doors to access a new settlement while adding a door for the vanilla tunnels.
    1. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      Well.....yes. But you need to change back the link between the doors or to remove the change for both doors in Gilibran's mod, so it won't bug the Old guns quest, and you can use the 3rd door to acces the Gilibran's Castle Tunnel Settlement, but you can't use the other doors. That would be the solution.
    2. MrCaine
      MrCaine
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      Thanks for the answer! I'll test it out later this weekend. would never activate either mod until after Old Guns either because mods that change quest locations can be ... problematic.
    3. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      I tested my mod, it works anytime, and won't change or cause any harm to any minuteman quest.
  10. ModernPlebeian314
    ModernPlebeian314
    • member
    • 2 kudos
    May we have a patch for Elianora's Faction Overhaul? Thanks!

    Edit: Nvm, it works fine. but there are some missing textures in some parts of the hallways. I have encountered many of these in other mods that cleans the Castle basement. 
    1. IceBlue4040
      IceBlue4040
      • supporter
      • 35 kudos
      Then is not from my mod, is from you. Maybe a mod conflic or something, as you can see in the pictures the holes are not there.