Fallout 4

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IceBlue4040 BungoV nepogoda

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  1. IceBlue4040
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    I need someone that can help me to edit the nif files.
  2. Capnsaveya
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    Does this break precombines?
    1. IceBlue4040
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      Good question. Honestly I don't know, sorry.
    2. BenRierimanu
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      Had a brief look in the plugin.

      E169, E16A, E188, E189, and E1A8 are cells that have disabled precombines due to object moves in the area. (For the mod author's benefit, anything with [Placed Object] in the subrecords.) I have no plans to make a patch.
    3. IceBlue4040
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      I think I can fix it. But can you tell me how? I never try it before. Also, do you know how to connect a power conduit in creation kit? I don't know what to do, It won't connect.
  3. Bluvy37
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    out of every castle this is the only one that works with building
    1. IceBlue4040
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      Sorry, but I don't quite understand. If you are refering that you can build inside the castle and in other mods you can't, I can say that I know how to fix that.
  4. xela2501
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    i have completed retaking independance yet the rubble is still there, have i missed something? is it because i downloaded the mod after retaking independence?, thanks :)
    1. IceBlue4040
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      All the rubble or just some pieces? In theory, the rubble will disapear with the mirelurk nests.
    2. xela2501
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      all the rubble is still there but the mirelurk nests are gone, i think its because i downloaded the mod after the nests cleared away.
    3. IceBlue4040
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      Honestly I don't know the reasson.Sorry.
  5. J3DGF
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    Could it be possible to add snapping points to be able to fix the walls easily? The castle having holes doesn't make secure.
    1. IceBlue4040
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      I don't have the time and I personally don't want to do it, but if someone want to I will let them.
  6. Isacute161
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    The mod didn't work . 
    1. IceBlue4040
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      I think you have another mod that conflict with mine.
  7. adamndirtyape
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    I installed this and I can say without hesitation it is a great mod, everything I wanted in a mod to clean up the Castle.

    Note: The one issue you have is the wall that blocks the way into the armory but this really isn't an issue at all. This is a PC mod, so all you do is open the console with the ~ key, click on the wall, and type 'disable' (without quotation marks). The wall disappears.

    This may not be as elegant as having the wall go away automatically after the Old Guns quest ends, but it is easy and works. 

    I also had one more passage near the armory that was blocked by debris but that was scrappable in workshop mode. I don't use Scrap Everything or any such clean-up mod so that debris was probably something that you intended to be scrappable.

    And now the Castle is clean, ready to go. I can't thank you enough for this. I've been experimenting for a long time with mods to clean the Castle and this is the one people should use. You still have to rebuild the walls yourself but all the debris and blocked-off areas are now available, so it's gold.
    1. IceBlue4040
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      The mod is not done yet. I want to make something that when you reach the armory to press or scrap to disable that 2 ways. If you start the quest Old guns, Ronnie can't use the stairs, and any stairs, any npc, I need to fix that bun I don't know what is wrong. And there are in the walls a trim and will disapear in the distance. I don't have time to work on mods now.
  8. Evejn
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    the rubble is still here idk why
    1. IceBlue4040
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      If you talking about the rubble at the armory, I put it there to prevent the player to enter in the armory without completing old guns, if not , the rubble will disappear after you complete taking independence.
  9. Greenmailman
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    Getting closer! lol
    1. IceBlue4040
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      The only thing I need to do to be done is to disable the walls at the armory then you complete Old guns, but I don't know how.
      Of course, the other things is that the trim at the castle is invisible in the distance and to make the rubble to look good, but I am too lazy for that.
    2. Greenmailman
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      Dont say things that make me sad lol
    3. IceBlue4040
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      To make you happy, I am working at a mod that make the minutemen to settle in far harbor, if you complete the mariner's quests the minutemen will settle there, if you unlock the settlement at dalton farm the minutemen will settle at the radio tower, if you claim echo lake lumber the minutemen will secure south harbor for settlers AND the minutemen will take over Brooke's Head Lighthouse repair it and make it the maint outpost in far harbor (I wanted a bunker but when I saw that lighthouse if said that the people need a lighhouse to guide them through the fog ), and to make you sad again, will not game out soon because school and then I try to do something, something else will not work etc etc
    4. Greenmailman
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      Thats awesome man!
  10. Greenmailman
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    Man oh man! You earned a place in my House of Memories. I'm holding off my next play through just for a mod like this. When the original was uploaded I nearly cried happy tears. Now that you brought it just this much closer, and with disappearing rubble!!! Love ya Bud. lol

    The Rebuild Series was how I was going to fix the Castle because I want the rubble there when I take it back. but to be cleaned up after. However I want to rebuild the walls myself as well as make use of the normally blocked off wall tunnel. But The Rebuild Series adds green grass unless you use the AIO. Or at least that's what was said in some of the comments, also doesn't allow use of the rubble blocked tunnel. again comments said so.

    I'm super hyped for this to be done. Imagine. W.A.T.M, all the Tweaks and PA lore correcting mods as many Blue outfits for companions I could find! add in Ben and other misc mods for Minutemen. and a proper Castle build. hot damn. lol
    1. IceBlue4040
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      Unfortunately the mod is not done, I need someone to edit the nif files because I don't know and I need to do something about the walls which lead through the armory because I don't want to have direct access to it and open it from interior. If you could find someone that would be great.

      For your minutemen mods I recommand Minutemen creation club paint/weapons pain replacer by zageles and minutemen arsenal.
      About my Minutemen Heavy what do you think?
    2. Greenmailman
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      I know its not done. I'm just excited for the complete project.

      I don't have anything creation club, however i have seen arsenal mod, I don't like the retextures or the pistols. I try to stick to Vanilla items as much as possible with retextures being sometimes alright. Unlimited ammo sounded neat for a crank weapon like the musket. but it also gets real wacky with upto 26 cranks! Way to OP for my taste. 
      However again the sword and Bayonet are great ideas. I like the grenades to but NPC's throwing nades is sketchy at best.

      your Heavies mod adds alot of things id rather used differently or adds nonVanilla items. BUT! i use your Cage, Gunner conflit fixer, and Ben. thinking about grabbing the Atom Cats decal.

      allow me to tell you what ive been trying to build? but i lack any skills to do myself? its all Minutemen focused. one minute
    3. IceBlue4040
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      Of course I don't like about minutemen arsenal that, so I delete the change about the ammo and delete the texture for non bayonet mods.

      I wanted to make minutemen paint jobs for power armor, more for x-02.

      Sure, you can tell me what you are trying to build. And I want you, if you can and want, to find someone that can change the nif files for this mod.
    4. Greenmailman
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      Starting with the WATM mod, I've patched it with the Patches and Tweaks mod, adding all the Power Armor Lore mods to it as well. Touching on Gunners PA too.

      Mods that add more Patrols in world like These two
      Together and topped off with a Bridge and other ally Factions. The bridge I use is worn and not connected to the Castle. Still in my discomfort zone but the bridge works with PRP similar to this as well so I'm gonna use 'em.

      A couple other neat mods for Eyebots and a Hat for ADA. Easier hats for Codsworth and Dogmeat in those mods. Don't want to use Dogmeats armor though because its not standalone... WATM gives Macready and Piper outfits so I searched for more and found "Hancock" blue and Cait blue. But that's it...

      I also like a couple added Minutemen like the Trooper and Ben. Spawning Minutemen using the Command Table seems like a bad idea to me so I'd rather those mods and things like this. Muskets for them are my favorite Weapon, add the Bayonet and the Sword and I'd be complete.

      But if I could do away with the retexture of the Outfits over everyone returning them back to Vanilla would do better by me. I love the blue, but its immersion breaking. Minutemen are not pre war, where are they making all these custom outfits? Right? However I'd love to Keep/add the Robo/PA Paints and Hats above. As well as the General outfit, some other armor and other outfits and neat accessories.

      I also found mods like this I tried altering myself but failed. To make it remove the set "all leather all the time" armor but keep the Muskets all the time would be great. Again adding the swords. And I had an awesome idea to add different weapons for Minutemen that spawn in PA, I'd like to give them Gauss Rifles and... Cannons!! Super fits the theme! love it.

      I did also install FATE and LIF

      Edit: also i wanted a Dogmeat version of these Goggles so he can wear the googles like in his art on the wiki for him

      Edit2: also a mod that fixes Sarge like this mod does for Gus. make him moddable at a robowork bench, add a unique Minutemen paint and Hat for him like Buddy here does

      this took along time to type and link up I got tired halfway through. sorry for grammar and what not. but i think i covered all the Minutmen related mods and the alterations id love to make to them. what do you think?
    5. IceBlue4040
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      First, for some mods I like, some I don't know like texture and meshes etc and some I don't like. I know what I know.
      For what you tried to do is really easy actually.
      I tried to make a mod for recruiting Preston Garvey impersonator, is to much to say I tried, I just add the recruit dialogue and is not even voiced. I want to make a mod like to add robots with the minutemen, what do you think?
      I also saw that mod that add minutemen in far harbor, but is too much for me, when I tired to open it in creation club I couldn't open it because there were to much vim bottles :)), that man has too much energy. If I make a mod like that what should I do?
    6. Greenmailman
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      I say you do what your passionate about most. Should try reaching out to mod authors you want to take inspiration from and see if they have any tips tricks and or templates they are willing to share. Might help alot. 
    7. IceBlue4040
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      I tried :(. Now well what mods to you want to do? Like for what you tried to do you need just to remove the leather from the outfit.
    8. Greenmailman
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      Personally, I want the armor and outfit restriction removed from Consistent Minutemen. that way it only enforces the Laser Muskets to be consistent. Adding a Bayonet to the Level List for those Muskets they spawn with. But all this would need to be a patch for WATM and WATM Tweaks and Changes. Because I also want to add the Gauss Rifle and Cannon to the Power Armor Minutemen Level List removing all other weapons. Then the removal of the Blue retextures from WATM outfits but not the outfits them selves.

      -1st making Muskets with Bayonets to be the exclusive spawn weapon for Minutemen that also spawn wearing WATM outfits.

      -However that's not just a overwrite job it's a patch job. Because I wanna keep the WATM progressive system from wasteland outfits and pipe weapons to Minutemen outfits and Laser Muskets with Bayonets through leveling and mission progression. As well as the Tweaks and changes made to WATM.

      -WATM adds Power Armor Minutemen after a certain point in that progression system. I want them to spawn withCannons and higher level Power armor Minutemen with Gauss rifles as well.

      -All this while having removed the WATM Blue and Gold outfit textures. Returning the Vanilla colors back. and NOT removing the Power Armor Minutemen or Robo Faction Paint. I still want the Mods I use to make them Blue.

      -Lastly the end touches involve this Mod here, and readding Sarge after we kill him like done with Gus in another mod. and making a Preston hat something Sarge can wear.

      -And almost for got, id love a patch that allows Dogmeat to wear Googles on his forehead and have Standalone Minutemen Dog armor.

      But I lack the abilities. Computers are not really my thing. 
    9. IceBlue4040
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      -for minutemen using just bayonet you need to make for laser musket a combunation with a keyword like if_bayonet and change the list LL_Minutemen_Weapons_Random [LVLI:001BF0BA] to use just one laser musket and add at filter keyword chances that if_bayonet and chance 100.
      -of course for the minutemen to go to  lvl 1 weapons to lvl ++ you need to add to the outfit and weapons list that you want to weare them and the lvl will start to apear and set the falg to calculate from all lvl
      - for minutemen power armor you need to change his inventory in items, and change the ll minigun to the level list that you will make that use the canon and gauss rifle
      -you need just to remove the texture from the files
      - I don't know how to make a script so I can't help, but sarge can use the captain Ironsides if you want.
      - I am not good with texture,meshes etc. I can't help.
    10. Greenmailman
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      IDK how to make all that happen either Bud. thanks for hearing me out though. I appreciate it very much. 
  11. justcallmedots
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    you can do that with rebuild AIO mod?
    1. IceBlue4040
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      I don't know...I don't think so.