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Scientision

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scientision

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19 comments

  1. DerMaikster
    DerMaikster
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    For the people who have a cell pre-culling problem (where buildings and other things become invivisible and the background flickers) in Quincy and possibly other areas here is a fix:
    1. Download this script for FO4Edit and put it into the scripts folder of FO4Edit: https://www.nexusmods.com/fallout4/mods/23742
    2. Open FO4Edit and open the Vault88porch.esp
    3. Rightclick and Apply script
    4. Save changes made to the plugin (either by creating a new ESP or modifying the original one)

    That fixed it for me, hope this helps you in the future!
  2. CrashMasterJMM
    CrashMasterJMM
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    how long is it supposed to take for the drain pump to remove the water and radiation? I made it, powered it, went into the vault and came back out and still getting hit with rads.
    1. CrashMasterJMM
      CrashMasterJMM
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      Hello?
  3. BeneathThePlass
    BeneathThePlass
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    Ahhhhhh, you have made my wife and I two very happy campers! It makes me so glad that my settlers don't have to slog through major rads to get into the main vault entrance! Thank you so much for this mod!

    As a note, I did run into the bug where the drainage pump didn't actually drain the water, but I used the setstage command you listed down below, and it worked like a charm! Thank you again!

    Two notes! (Nothing terrible, just notes!) After the water drained, I still had water left in one part of the area, plus one geyser in mid air. XD The geyser I was able to disable through the console, but unfortunately I couldn't do the same with the water. In case it helps, I'm including screenshots with the console IDs of the leftover water remnants.

    Spoiler:  
    Show


  4. Comrade365
    Comrade365
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    Why does this mod mess with the map? It becomes bright green.
  5. joebenz
    joebenz
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    This mod messes up the armors visually. When soemone nearby has a power armor, there are black triangles everywhere that converge onto the guy wearing it.
    Same goes for the mining helmet. When i deactivated this mod, it went back to normal.
  6. bobblunderton
    bobblunderton
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    Would this conflict by any chance with 'quincy as a settlement' ?
    1. scientision
      scientision
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      Dont know I'm not really touching the other cells, but I can look into it if there is a problem
    2. bobblunderton
      bobblunderton
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      I will let you know by the end of the month, I just introduced a few new mods, so doing a bunch of tests right now but will pick this up as I get everything else worked out.
  7. tomsite
    tomsite
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    • 8 kudos
    "If requested I can make a selectable install with the full settlement."

    Yes, please .
    1. scientision
      scientision
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      Turns out this is more complex than I thought. Having some trouble with getting the settlement attack system linked up.
      Should have that ironed out soon-ish.

      I may make this into the main file, as there are points that are better (separate map icons and the like)
    2. Cameron71
      Cameron71
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      Seconded!
    3. tomsite
      tomsite
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      If you require any help or beta testing just let me know.

  8. gleus
    gleus
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    Where to place the drainage pump? I Have placed it in the water, energy is fine, but the water is not gone. (Enter and Leave the vault does nothing). It does not work for me.
    1. scientision
      scientision
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      Thats odd. Its using a vanilla script, as I was aming for PS4 compatability. It should fire when the cell is next loaded.

      To tigger it manualy use this console command:
      SetStage V88Porch_PumpScript 1
    2. uskarsol
      uskarsol
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      I also get this (but may have broken it with loads of others mods). I looked in the Creation Kit and under Quest Stages for index 1 the Papyrus fragment says:

      ;Failed to load code for fragment Fragment_Stage_0001_Item_00

      My Creation Kit is running okay and I can see other fragments and script source - this may be a red herring but thought I would pass on the info.

      I am having great fun with the mod regardless - I figured if the population can survive Far Harbour then they can survive living on boardwalks over a bit of radiation! It looks a mazing looking down into the quarry and seeing a thriving community
  9. TheOTHERmaninblack
    TheOTHERmaninblack
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    Does this mod stop the enemy respawns as well?
    1. akasus91
      akasus91
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      If not, you cat place a bunch of turrets to solve this problem)
    2. scientision
      scientision
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      • 5 kudos
      I didnt disable any of the native encounter markers for compatibility. But its marked to not have the settlement attacks. And making it a settlement means the location gets marked clearable.

      Haven't tested it long engough to know if it will respawn on the cell reset. If it does let me know and I'll can move them or have a way to disable them.