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SFBuilder

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  1. timeline67
    timeline67
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    I tried this out, it's a bit unusual how it works- if you put items in for example the weapons workbench, they go into "Workshop Container". If you leave the bunker then return, the contents have been transferred to the "Workshop Terminal" container which is accessible through the former Security Terminal, and can't be used directly by the workbenches without manually moving them again.

    I just thought I'd mention it for other players who might be initially confused like I was.  I also tested on both pre- and post-NextGen versions of the game with the same result.
    1. SFBuilder
      SFBuilder
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      • 7 kudos
      Make sure that my fix is below the remnants bunker in load order. Also, things can a bit iffy if you install the mod while inside the remnant bunker.
    2. timeline67
      timeline67
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      • 6 kudos
      Your mod is below the bunker mod, and I installed both before visiting the bunker for the first time in my tests. I did try on an otherwise unmodded save too just to make sure.  Must be something else on my setup if I'm the only one experiencing this. Thanks for the reply though; at least I know it isn't supposed to work like that now.
  2. blackboy2
    blackboy2
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    Funny how a fix gets made hours after I test out the mod. Thank you for posting this. Do you think you could also make a fix for the ceiling turrets opening fire on settlers?
    1. SFBuilder
      SFBuilder
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      • 7 kudos
      I'll look into it in the coming days.
    2. blackboy2
      blackboy2
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      Thanks. Also, do you know if the bunker is considered by the game as a full settlement, as in it can get randomly attacked if you have settlers/followers living there?
    3. SFBuilder
      SFBuilder
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      I've never been attacked in the player home. I don't think that it has enemy spawns.

      Anyway, turrets have now been fixed, better update while outside the bunker.
    4. blackboy2
      blackboy2
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      Thanks for the info, and for the update.

      On the matter of the enemy spawn point, is there any chance you could make an optional patch that enables them? Or is there a way I can enable them in the Creation Kit/Fo4edit?
    5. SFBuilder
      SFBuilder
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      • 7 kudos
      Thanks, I honestly have no idea how to do that. I basically only alter data and references with FO4Edit. I only ever fire up the creation kit to see the names/ID's of items I wish to alter.