Hi! Because I have so many mods for both Fallout 4 and Skyrim, I unfortunately cannot answer every comment and message, or troubleshoot every issue. I hope you understand. Lots of other people are helpful and do respond to posts made, so please feel free to post a question or issue here, as others may have the solution. Thank you for your patience and understanding!
I'm still around all the time and try to answer as many questions as I can.
Q: When I open the door nothing happens. A: This means the scripts aren't firing for some reason, and is almost always attributed to a failed NMM install, or an outdated/cracked version of the game. Make sure you're running the latest version from Steam. This mod will not work on a cracked version of the game.
If you have an updated version from Steam and are using NMM, try a manual install and see what happens. Make sure to scrap and re-craft any leftover doors.
Q: When I leave, I get an eternal loading screen, WHY IS THAT, HMM? A: For some reason when leaving these basements it doesn't trigger a normal loading screen, just the 'black' one. Loading into a settlement cold can take a long time if it's big. When normally fast traveling to a settlement with the Pip-Boy I think the game knows it's going to be a settlement and handles it differently. When fast traveling via the teleport doors, it seems to take longer. tl;dr patience, grasshopper. Try letting it go for a while and let me know if you experience this still.
Q: Can I send settlers into the basements? A: No, the way interior workshops work, this isn't possible. At least, not the way this is structured. Water, and food for settlers can't be planted so the whole thing just doesn't work.
Q: Can I send companions to wait in these basements? A: Not currently, no. These basements were designed like Home Plate, which does not allow that either. Maybe in the future.
Q: Why am I unable to build exterior workshop objects in the basements? A: These workshops are configured exactly like Homeplate, which only allows you to build interior furniture and decorations. This was also done to prevent you from adding more basements inside basements and causing teleport problems.
If you want to have full build functionality, you can open the console, click on the Workshop (the toolbox in this case), then type "addkeyword 5A0C8". Be sure to save first, so you can revert if it screws something up!
Q: This mod broke XYZ unrelated mod! A: I've had a few people who, because they installed this last, assumed it was the culprit for an issue they were experiencing that was completely unrelated to what this mod does. For example, lights. The game's settlement lights are very finicky in the base game (turn off randomly), and simply quitting/reloading your game alone can make them work sometimes (I even have another mod that fixes the workshop lightbulb! )
In situations like this, uninstalling and loading your save and seeing something work doesn't mean that it was the mod you uninstalled doing it, especially if that mod doesn't remotely touch anything to do with what you're experiencing. Sometimes just reloading the game, or removing one extra mod from your load order is what is fixing it. I had a problem in Skyrim that I SWORE was being caused by a mod, because it stopped when I removed it... but the problem came back when I added another mod in its place. The game was just "at the brim" and started acting weird.
For example, if suddenly your sky is a different color, that has nothing to do with this. This mod touches absolutely zero vanilla records whatsoever, so if you experience something strange like that, it's 100% something happening on your side. Modding can be a strange beast! For the last 2 years I never had any reports like this, its only been until recently when people install 400 mods at a time that problems like this pop-up. This is not an outright dismissal of your issue, I'll still try and help, but please be patient and understanding.
Q: What are the cell IDs to use with the COC command?
I haven't seen someone ask this yet, so I figured I would. Is it safe to store items for long periods of time? I'm using Better Armory Mod and Functional Displays to build an armory inside on of the bunkers, and I'm worried about returning one day and losing all my stuff due to a bug or something.
I pretty much intend to use this mod to store sensitive material that I do not want NPCs to ever use, beside having a small, safe haven for my PC to sometimes retire to and decorate. I also had a look into another mod to complement this one, to have a place closer to the middle of the map, but referring to the comments it seems that basement mods can have issues with PAs disappearing.
That mod author is an experienced one, one that I highly respect and use several other mods of, but losing PAs would defeat the purpose of me using extra "player-home" mods. I just hope there is enough space in this one ^.^
Thank you for sharing the mod with us, and providing such an excellent support throughout the years.
Was really looking forward to trying out this mod but but it'd not showing up anywhere in the workshop menu. I checked all the files, everything should be good, I even got the "Mama Murphey's Chair" quest to get the Special category to show up and nothing, no matter what settlement I try it in.
That means the mod isn't active. It's extremely simple, doesn't use any tricks. Are you using any mods that "clean" Workshop menus out at runtime or anything?
I wish someone could figure out what’s blocking this mod. I started a new game with no mods except this one, and ‘SPECIAL’ was empty. It’s strange, as a few other posts have mentioned the same issue—it just starts working all of a sudden. There must be something blocking it, but I have no idea how to troubleshoot this. I’ll leave it ON and hope that somehow it reactivates itself.
Is there a setting I could change in Fo4Edit to enable sending companions / settlers to the basement cell? I am using this mod in conjunction with Fenway Flat (which is a beautiful little apartment mod), and it has since become too small for me due to my growing power armor collection. I'd like to send Codsworth into the basement cell, as he also tends to take up a lot of space in the Fenway Flat apartment. Any tips on how I could do that (if its even possible)?
Either way, this mod is staying in my load order. Thanks!
Hi! No, it's complicated to do that unfortunately. The way the game is set up that menu is hardcoded to only display full-fledged settlements. It's why Home Plate, for example, is not part of the dismissal menu in the vanilla game, despite being an interior settlement.
The basements are also "detached" from the exterior navmesh (must be, in order to make them movable) so even if one were to make them full-fledged settlements, there would be pathing issues and your companions would never arrive.
Hi, just curious how much trouble it would be to remove the pillars in the warehouse? Perhaps make them appear/disappear as one of the options with the box like the lights and fog?I learned today that the distance between the pillars (if you're going lengthwise) is just a little too short and won't fit 3 power armor display frames between them (it clips about 1/4 of the way through the last frame). I thought it would look really nice to have three displays framed by the pillars, but if the pillars are moved, the room will look offset, so the room would have to be lengthened, and I'm sure that's a lot of trouble, so maybe just better to remove them. I figured it's probably not possible since you copied interior cells and this is how Bethesda made them, but I thought I'd ask just in case it could be possible.
Will disabling them harm the interior cell you copied them from? or any other pillars of that type in the game (if there are any)? I think I read somewhere once that if you disable some things that share the same form ID, it disables all of them in the game, so I want to be sure I use those powers responsibly! lol
1989 comments
I'm still around all the time and try to answer as many questions as I can.
Q: When I open the door nothing happens.
A: This means the scripts aren't firing for some reason, and is almost always attributed to a failed NMM install, or an outdated/cracked version of the game. Make sure you're running the latest version from Steam. This mod will not work on a cracked version of the game.
If you have an updated version from Steam and are using NMM, try a manual install and see what happens. Make sure to scrap and re-craft any leftover doors.
Q: When I leave, I get an eternal loading screen, WHY IS THAT, HMM?
A: For some reason when leaving these basements it doesn't trigger a normal loading screen, just the 'black' one. Loading into a settlement cold can take a long time if it's big. When normally fast traveling to a settlement with the Pip-Boy I think the game knows it's going to be a settlement and handles it differently. When fast traveling via the teleport doors, it seems to take longer. tl;dr patience, grasshopper. Try letting it go for a while and let me know if you experience this still.
Q: Can I send settlers into the basements?
A: No, the way interior workshops work, this isn't possible. At least, not the way this is structured. Water, and food for settlers can't be planted so the whole thing just doesn't work.
Q: Can I send companions to wait in these basements?
A: Not currently, no. These basements were designed like Home Plate, which does not allow that either. Maybe in the future.
Q: Why am I unable to build exterior workshop objects in the basements?
A: These workshops are configured exactly like Homeplate, which only allows you to build interior furniture and decorations. This was also done to prevent you from adding more basements inside basements and causing teleport problems.
If you want to have full build functionality, you can open the console, click on the Workshop (the toolbox in this case), then type "addkeyword 5A0C8". Be sure to save first, so you can revert if it screws something up!
Q: This mod broke XYZ unrelated mod!
A: I've had a few people who, because they installed this last, assumed it was the culprit for an issue they were experiencing that was completely unrelated to what this mod does. For example, lights. The game's settlement lights are very finicky in the base game (turn off randomly), and simply quitting/reloading your game alone can make them work sometimes (I even have another mod that fixes the workshop lightbulb! )
In situations like this, uninstalling and loading your save and seeing something work doesn't mean that it was the mod you uninstalled doing it, especially if that mod doesn't remotely touch anything to do with what you're experiencing. Sometimes just reloading the game, or removing one extra mod from your load order is what is fixing it. I had a problem in Skyrim that I SWORE was being caused by a mod, because it stopped when I removed it... but the problem came back when I added another mod in its place. The game was just "at the brim" and started acting weird.
For example, if suddenly your sky is a different color, that has nothing to do with this. This mod touches absolutely zero vanilla records whatsoever, so if you experience something strange like that, it's 100% something happening on your side. Modding can be a strange beast! For the last 2 years I never had any reports like this, its only been until recently when people install 400 mods at a time that problems like this pop-up. This is not an outright dismissal of your issue, I'll still try and help, but please be patient and understanding.
Q: What are the cell IDs to use with the COC command?
BLCraftableBasement01 "Root Cellar" [CELL:01020000]
BLCraftableBasement02 "Basement Bunker" [CELL:0103FA33]
BLCraftableBasement03 "Fallout Shelter" [CELL:0115B546]
BLCraftableBasement04 "Emergency Shelter" [CELL:0103C606]
BLCraftableBasement05 "Military Bunker Epsilon" [CELL:011DE7E3]
BLCraftableBasement06 "Backyard Bomb Shelter" [CELL:0104A3A6]
BLCraftableBasement07 "Storage Warehouse" [CELL:010F989A]
BLCraftableBasement08 "Interrogation Cave" [CELL:01001E5A]
BLCraftableBasement09 "Cellar Workshop" [CELL:0116FC4A]
BLCraftableBasement10 "Sewer Garage" [CELL:010317D0]
I pretty much intend to use this mod to store sensitive material that I do not want NPCs to ever use, beside having a small, safe haven for my PC to sometimes retire to and decorate. I also had a look into another mod to complement this one, to have a place closer to the middle of the map, but referring to the comments it seems that basement mods can have issues with PAs disappearing.
That mod author is an experienced one, one that I highly respect and use several other mods of, but losing PAs would defeat the purpose of me using extra "player-home" mods. I just hope there is enough space in this one ^.^
Thank you for sharing the mod with us, and providing such an excellent support throughout the years.
I’ll leave it ON and hope that somehow it reactivates itself.
Either way, this mod is staying in my load order. Thanks!
The basements are also "detached" from the exterior navmesh (must be, in order to make them movable) so even if one were to make them full-fledged settlements, there would be pathing issues and your companions would never arrive.
If you opened the Fallout4.esm in xEdit and deleted the base pillar form, then yeah it would disable everywhere but that's an extreme scenario.