Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Altiokis

Uploaded by

Altiokis

Virus scan

Safe to use

19 comments

  1. Vevaren
    Vevaren
    • supporter
    • 4 kudos
    I like this, thank you. What HUD are you using, if you dont mind?
    1. Altiokis
      Altiokis
      • premium
      • 2 kudos
      I'm using this one, https://www.nexusmods.com/fallout4/mods/81765 
  2. Lobo5amhain
    Lobo5amhain
    • premium
    • 0 kudos
    Is this mod supposed to teleport the player to the Vault door from the big cryo room? I was excited when I discovered this mod but the teleporting breaks immersion.
    1. Altiokis
      Altiokis
      • premium
      • 2 kudos
      No it does not teleport the player.
    2. Lobo5amhain
      Lobo5amhain
      • premium
      • 0 kudos
      Ahh I see I had another mod that was causing an issue. Works perfectly! Great job! Endorsed
  3. MrVocks
    MrVocks
    • member
    • 0 kudos
    I always found Bethesda's decision to place Pipboy next to the door strange, given that we used VATS before that and collected some items along the way. Unless the Sole Survivor really is a synth... :O

    Great mod btw.
  4. Joker40001
    Joker40001
    • member
    • 1 kudos
    Greetings,

    Just found this and downloaded it, will test later.

    I like this idea because I have been tring to get the pip-boy to active at startup, I would like to make a copy of Sanctuary before the bomb, then when I rebuid Sactuary with a Settelment Blue Print it shoul look better than making the template after I clean it up (well as best as can be done with current tools...)

    Do you think the this mode could be modifed to start when the door opens and you have to run to the Vault? That would be an opertune time to make the pre-war template.

    Thanks!
    1. KMoore61
      KMoore61
      • member
      • 1 kudos
      @Joker40001
          I also just found this and having read your post  (twice)....Okay, three times.   I believe you are looking to use the Pip-boy transfer feature to make a 'clean' settlement transfer of Sanctuary pre-vault, bomb drop.  An interesting premise, as I do not believe that it has been tried this way (or has and fractured the game  so dropped).  If you can get it to work, I'll be second to down load.
    2. BlazeStryker
      BlazeStryker
      • premium
      • 46 kudos
      Interesting prospect! I'll have to keep an eye on it.
    3. Izaharia
      Izaharia
      • premium
      • 23 kudos
      transfer settlements wont work on pre war, unless you can freeze time. the bomb drops if you dont run and kills you. same if you try to run past the APC blocking the road. there are mods out there that replace sanctuary with prewar. the problem is those buildings arent meshed. so no NPC's can use em.
    4. ErockSmiles
      ErockSmiles
      • premium
      • 5 kudos
      I don't know how Settlement Blueprints works as I've never used it. But I'm pretty sure the pre-war Sancturary is a completely different world space.  Somehow, I don't think you can transfer blueprints between different world spaces. Just an educated guess, I could be wrong.
    5. Altiokis
      Altiokis
      • premium
      • 2 kudos
      There are some mods that will cleanup sanctuary or make sanctuary look like it did prewar, 

      I'm not sure how you could do this without creating your own script and having it be triggered off some action, the rebuild all in one that is out does some neat things, but having it already be done, I don't know.
  5. BlazeStryker
    BlazeStryker
    • premium
    • 46 kudos
    For newcomers, since I know many are just now discovering Fallout 4, upon picking up the Pip-Boy in 111, the Radroaches despawn. The upshot is that getting ahold of it before fighting them means you don't have to.
    1. AnzacA1
      AnzacA1
      • premium
      • 2 kudos
      But...why would you want that? They're incredibly easy to kill, especially with VATS. They also give you some early XP.
    2. lexbianrose
      lexbianrose
      • premium
      • 2 kudos
      Blaze, you should really read mod descriptions and/or try out the mod before giving people false information, this mod does NOT despawn the roaches when you pick up the Pip-boy
    3. fraquar
      fraquar
      • member
      • 21 kudos
      With this line of thinking then the modder just uses TGM, runs to the control room and despawns them anyway - seeing as they already used the console or another mod to give themselves 9999 caps and 5,300 carry weight.   :D
    4. BlazeStryker
      BlazeStryker
      • premium
      • 46 kudos
      lex, if they've spawned already, you're right, but one move-it-closer mod i know of places it and a dead scientist's skeleton in the second cryo room. Picking it up there, they never spawn in the first place. I don't know if the trigger for them to spawn is in the corridor where you see one in the window facing the generator room or at the locked door, but it's one of those spots.
    5. savagan888
      savagan888
      • member
      • 4 kudos
      They still spawn at their location prior to leaving the cryo pod and getting the pipboy. that's what happened in my playthrough.
    6. Altiokis
      Altiokis
      • premium
      • 2 kudos
      That was the intent, typically picking up the pipboy would trigger the despawning of the roaches.