Fallout 4

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Doobot

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  1. doobot
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    Hi there. Thanks to anyone who has enjoyed the Institute PA Station mod since release. Hopefully, it didn't mess up your games too much. I stopped playing/modding FO4 before the CK was even out, and have come back to play the DLC and check out all the mods that've been released.

    I've opened permissions for all my mods, for everything except porting to different sites (including Beth.net). I'll be around for a bit, and I don't think I have any plan for new mods or reworking the old ones. But who knows?! Thanks all.
  2. jaderiver
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    Hiya Doobot..
    I'm sure someone might've asked this already, but in your screenshot of inside the suit looking out, you hud is a nice blue instead of mustard yellow, erm How ?
    THanks _ tracking
    1. Rearrangeyourface
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      Way late, but...

      https://www.nexusmods.com/fallout4/mods/676
  3. Rae1Vixen
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    umm... it's just a recolored smaller power armor station like those inthe pryden...
  4. Alagosir
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    nice mod, since i use homemaker, i wanted a re texture of the compact power armor station, so i made a few re textures using your mod

    yellow and light blue tanks (one i'm using now)
    http://i.imgur.com/I9BdL1E.jpg

    yellow with dark blue tanks
    http://i.imgur.com/zcXp9fG.png

    all yellow
    http://i.imgur.com/ygtetGH.png

    all dark blue
    http://i.imgur.com/eb1zFKg.jpg

    all light blue
    http://i.imgur.com/RAxGiH6.jpg

    the light blue is the same color as the blue railing that you did on the station, only thing that was change was the tanks and making it a texture replacement, the meshes, materials and esp was not used
    1. doobot
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      It's Modception!
    2. Z3R0B4NG
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      if you upload those, i will download
    3. Alagosir
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      not my mod to re upload, sorry
    4. AlexHupsch
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      Will someone do a Black/Evil Institute version?
  5. KainFayiar
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    It's a great idea in general however for practical uses i did move that Armor Station from Advanced Systems to The Director's Room simply cuz i found it to annoying to run all the way to AS to get my power armor still awsome job !
  6. camoway
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    had to unistall, just looks way out of place like you said, but now all my frames are just pink with no texture at all.
    1. doobot
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      If you don't have other things changing the thin station, be sure to remove the ASPrototypes/AS_PA/ folder from textures, materials and meshes. The pink/purple textures are definitely a sign that something is looking for textures that don't exist where it thinks they do.

      I've uninstalled and installed with NMM several times (I don't like the station either in normal places), and haven't had any problems. Let me know if that works.
  7. cocopuffs99
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    this is great thx!
  8. Ryanc229
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    The new video preview you posted looks awesome, are you planning on releasing it today, maybe a beta?
    1. doobot
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      I have the mod page set up, but not really comfortable releasing it yet. I need to fix the food station, figure out how to add a requirement to use the workbench, and then I'll try to break the settlement building function, lol. I'm shocked it all works, took me hours to get everything functional and linked together.

      After seeing how the settlement stuff works, stressed to the limit, I'll probably package everything up and release, maybe late tonight if I have time, or probably tomorrow. Thanks for your continued interest man!
    2. Ryanc229
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      Alright sounds good, really interested in the release

      One question, I tried modifying the Vault111Cryo interior cell to remove some furniture/grime, and it left me unable to place furniture as it didn't stick to the ground, so I was unable to place it, have you encountered this problem editing the institute cell?
    3. doobot
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      From the little I've learned, some floors (surfaces more accurately), have the building properties at their base level. All the settlement surfaces, from grounds and tables, etc have this. I think that sometimes there are generic surfaces that will allow placing of objects. These seem like re-usable surfaces that the developers used and sometimes re-skinned.

      Most 'non-settlement' places' surfaces don't have the correct properties for placing objects on them. When you open the building menu, items just float through the ground or walls with the red outline, until you give them the properties to be placed. It's a lot of trial and error mostly. Player.placeatme should still function normally I would think though if you get the ID you want. Just a little more hassle.
    4. Hesina
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      I'm also really excited for your Institute work stations mod! Would really make the Institute feel like a complete home. Esp with the style you have for the workstations and the fact that they will be connected. Hope everything works out well!

      One small idea I thought might be cool if you ever have the time is to do some minor changes to the Institute skin for the X-01 power armor. I think just clean it up so it has a more pristine look and then also do the same to the jetpack. Then I thought it would be cool to have the Institute logo not only on the chest but also on the shoulder-guards. On the back, I was thinking you could change the language to say something like:

      X-01 Power Armor
      Mankind-Redefined

      Anyway, just an idea I thought I'd throw your way. Great work on everything so far!
    5. Doc4Holliday
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      PLEASE! For the love of all that is science, in your new mod either add a working bed to the institute directors quarters, or make there be some way to sleep there! I will love you forever if you do!
      And please make an optional without nodes on the crafting stations. It's irritating enough when random people in diamond city use your power armor station, but I don't want institute scientists breaking my immersion by using them. Thanks so much!
    6. doobot
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      You'll be able to craft a bed easy enough. I do have to work on markers a bit. The Armor, Weapon and cooking stations are converted static objects that are away from NPC pathing, so they shouldn't be a problem. The Power Armor station marker is a bit bad, considering the location already has markers where the scientists 'interact' with the missing computer panels. I like those, but will remove the PA marker. That came from the copied vanilla PA reference.

      I'll be releasing the new mod today with the PA station included, so it will have all the stations linked together. I'll have to make a version that works with this AS Power Armor Station mod. It will be two ESPs that way, but you won't get the "this save game has missing stuff" message.
    7. Ryanc229
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      Awesome, I'll keep an eye out, looking forward to it
    8. Doc4Holliday
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      Wonderful news, I look forward to it! The default idle animations look fine anyway, I was just worried they'd be doing the one that kneels down and plugs a non existent pip boy into the power armor...
  9. doobot
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    This took me a long time to figure out, but it should be pretty solid. For the replacer, be warned, that the glow effects in the images and video are dulled by the Institute's nuclear florescent lighting. They will be much brighter if you choose to replace normal skinny stations.

    Bug Fix:
    - Replacer version had mesh/materials with non-updated texture paths (was pointed to plugin locations). Removed mesh, and pointed other things in the right direction. Should work.

    For crafting stations and building inside the Institute, check out AS Institute Workstations.

    This is now added to my mod AS Craftable Institute Stations. All stations are added to the settlement menu!

  10. doobot
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    Have made a Biochemistry station and converted a static Food Synthesizer into a Food Synthesizer (cooking) Station. Working on armor and weapon workbenches now to round them all out. Eventually, I hope to link them all together and upload together.
    1. Ryanc229
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      Looks amazing, can't wait
    2. Shadowjinx
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      Brilliant work! Finally The Institute can become an actual usable home for me.
  11. Ryanc229
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    Looks pretty good, I spend a lot of time in the institute, as I used the "placethere c1aeb" command to decorate the Director's quarters, so I'll try this out. Do you think it'd be possible to turn the institute into an actual standalone settlement? (like this - http://www.nexusmods.com/fallout4/mods/8527/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D8527%26preview%3D&pUp=1)
    1. doobot
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      Anything is possible, this is modding! I'm sure someone will do it sooner than later. Once you're Director, (spoiler alert) nothing really happens there, and it should be safe to turn it into a settlement.
    2. Ryanc229
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      Yeah I'm hoping for Institute DLC, or a big overhaul that adds a ton of quests once you are the director, it does need more to it.
    3. doobot
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      It definitely does. All the factions could use some 'post-story' attention, but the Institute (besides looking cool) doesn't have that much to begin with.
    4. Hesina
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      Like you guys, I'm also a big Institute fan, and doobot's already been helpful with the Kerrigan suit. Thanks again, man! Keep up the good work with these mods! I added a Workstation with console commands to the Director's quarters to turn the cell into one I can build in (when you have god mode on, of course). It was a blast really turning the Director's quarters into my home. I even turned one of the storage rooms into a full blown armory. I did find out that you can delete the workstation and it still keeps the cell active, so I don't have that damn ugly thing just sitting around. The cell it makes is also huge, so I added rose bushes and sculpted cypress type trees to the four garden areas leading up to the divisions (see Homemaker mod for those plants). Next I plan on jazzing up the cafeteria (OCDecorator is great for that kind of stuff).

      Went through the same process on the teleporter floor and added all the crafting stations in the side room. Just some ideas for you guys if you really like living in the Institute full time like I do. And if you like traveling with X6-88 like I do, I used the Better Coursers mod to make the Courser uniform look even better, and then two other mods that make improvements to Institute weaponry: One makes the damage better than laser weaponry and better than Plasma when fully modded, and the second one turns the blue lasers into the blue bolts from the Alien blaster, giving the Institute laser effects a more unique feel (and more futuristic imo) which goes really well with doobot's reskins for the guns. I renamed the Alien Blaster into Prototype Institute Pistol, so I use that and X6 and I light up the night with blue bolts of energy Lastly, there are mods that change the relay grenades. I used one that summons Gen 2's instead of the vanilla version's Gen 1's and I like that much better. Anyway, just wanted to share some of the things I've done to make the game more friendly for Institute lore.

    5. Ryanc229
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      Hesina I'd love to see some pictures of what you've done, I have only decorated the Director's quarters so far, I'm also using some of the mods you mentioned, as I travel with X6
    6. Hesina
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      Ok, I'll work on getting some pics uploaded so you can see what I've done
    7. Hesina
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      Alright, I've loaded a bunch of pics of the work I've done to the Institute so far, and I included links to mods that I used (I think I got them all). Hope you like them!

      http://imgur.com/gallery/oo9XF
    8. Ryanc229
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      Looks awesome, I used Disable and Markfordelete to clear out the Director's quarters to add in different things lol

      I'm interested in the Institute skin for the Kerrigan suit, there's no link