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Santa Matt

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  1. SantaMatt
    SantaMatt
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    I like comments, suggestions for improving a mod, questions on functionallity, problems you are having. I enjoy constructive criticism and look at each idea to see if I can fix, alter or include these ideas. I check the comments on all of my mods at least daily as I value your input and want to make mods to give you a fun and pleasant experience.  But please be polite. If you are going to be rude or insulting to me or another poster, don't bother posting because I will delete them! This may not make me popular. It may lower the number of downloads. Bit it is how I feel.

    "Always make your words soft and sweet. You never know when you might have to eat them."  Mark Twain
  2. TheRealGeneral
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    I think there should be an alternative version with the halotape in the institute, poss in that room that can't be accessed until you invade it very late game. The tech feels more on par with institute as well as making it a late game reward rather than an early game cheaty thing. Just my preference obviously. 
    1. SantaMatt
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      An interesting idea. The background makes it prewar as even the institute doesn't have the capability to place something that large in orbit. They may have the knowledge and tech but the world no longer has the industrial complex to make it. The other reason I left the Institute out of it is, they do have teleportation capability. If they knew about it, there would be a constant stream of synths attacking and trying to take it over. So the only way it would work would be if the holotape was there in an area they have never been in.
    2. TheRealGeneral
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      Ok that's fair. Good logic. Didn't think about the background and quest of it all. Makes sense
  3. LondonFallout4
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    The quest to finish jobs at the new island, before go to the station, even they seems are complete, there always this quest active at the pip boy. Also it take many days for settlers to come to the stations. That's all. Happy new year.
  4. EAngel951920
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    Hello, I downloaded the 4.1 version but the boat trigger failure many mentioned in post appears as well. Can I do something to fix it? Thanks.
    1. SantaMatt
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      Sorry for the late response, life happens.
      The boat should go as soon as you enter the cabin. But, I have had some problems getting the creation kit to trigger on area triggers. So I added a button in the cabin where you can manually trigger it. Try that.
    2. EAngel951920
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      Thanks for the reply. But I thought I found everywhere on the boat, the button is not here, the cabin is totally empty. There is no button on front wall. It's kind of strange.
    3. SantaMatt
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      I will check on it and let you know.
    4. EAngel951920
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      Thank you very much for helping.
  5. Fallout4original
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    Hello. i play Fallout 4 for 11 real days time and i can't find a way to get there. is there a holotape somewhere out of Vault 111 or we can make one at a chemistry station ? i think helps many people here, if at  Description, we read how to get there. That's all. Thanks.
    1. SantaMatt
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      In the images is a picture of a map on your pipboy showing a spot on the outside back wall of the science center. The next two pictures are of the unlocked wall safe there. Follow the pictures and look in the wall safe.
    2. Fallout4original
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      Thanks for the answer. The problem is how to get to Orbital station from Commonwealth. the quest don't start and i can't find anywhere the 2 items i read at Articles i must take. is there a console command, i hope i can use it.
    3. Fallout4original
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      Hello again. if i don't continue read the comments, i never knew that is a locker, outside Science Center. its ok now. Maybe you should write that at Description page. That's all. Thanks.
  6. speedmarc
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    Hey SantaMatt, First I want to say I love the mod, I do use the earlier version of it. I love the idea of expanding the station. When I down loaded the near versions the settlement transfer did not work (I like the way I decorated it). Now for the suggestion/question, is there a way you can make it that we can buy the new expansions and equipment as we build or is that to must to ask of your time ( I know it is a lot of work, Modding that is).
    1. SantaMatt
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      I'm a bit confused. If you are asking about FO4 DLC's, the new versions require all DLC's. But there is still an older version available that doesn't require DLC's. For awhile I was doing parallel development for both a DLC and a non-DLC version but it got to be too much to keep them straight.

      If you are asking about buying stuff in game IE mod stuff, you can add any mod items you want to the Orbital Station. You can even add modded water purifiers that work in dirt if you put down some of the planters and stuff first that contain dirt. (I know, not to thematic drilling wells in a space station. But hey who am I to judge.)

      Let me know if this answers your question.
    2. speedmarc
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      Sorry I was not clear on what I was asking. I am running 3.1.1 now, I do like the sound of a bigger station. Just wondering if you plan or could plan on a in game buy for new rooms and upgrades to the station as well as resources.
    3. SantaMatt
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      That is a bit beyond the scope of this project. When I get back into it, I'll be improving the orbital laser, using some of the users' suggestions.
  7. CrimsonLegion94
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    Can confirm that it somehow prevents starting new games. Not sure if packaging it into BA2 archives would fix the issue but worth looking into.
    1. SantaMatt
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      If you start a game without Orbital Station. Exit and save after leaving the vault. Add Orbital Station and start the game. Does it work properly? Or does it slow down for you like Skywise001 sees? I also can't start a new game but I can add it to an existing game with no problems. I do have one start up event, you are given a help holotape. Maybe I need to move that holotape to just pick it up after exiting the vault.
    2. SantaMatt
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      I found the problem. Version 4.1 should fix it. It works for me now.
    3. CrimsonLegion94
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      I've switched to a different theme but if I every decide to go back I will let you know.
  8. Skywise001
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    When I try to log in it slows the game.  I tried tapping E and I eventually got this mod's popup - preventing me even starting a game :/

    It looks awesome.  I hope I get to try it sometime.
    1. SantaMatt
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      It sounds like you maybe missing some pre-requisites. Do you have Nuka World and Far Harbor DLS's ? Have you loaded the Fallout 4 script Extender (F$SE)? I take it by log in you mean log in to the Orbital Station Command computer? What version of Orbital Station are you running?
    2. Skywise001
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      When the game loads it can take a very long time.  Loading screens are incredibly long.  My guess is it was some kind of conflict.  Im rebuilding my play list and Ive included your mod in the hope it wont trigger so early. So maybie put off the trigger till something else happens - like entering Sanctuary?
    3. SantaMatt
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      Orbital Station does nothing, no background tasks or timers, nothing, till you stat the mod in Diamond City. Then it is just normal response to your actions software. If you are getting exceptionally long load times it is probably something else. OS is rather large though and if you have a lot of mods, maybe it is hitting the swap file a lot. Try getting a mod to enlarge the memory available to Fallout 4. I use one.
    4. SantaMatt
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      What does the popup say?
    5. SantaMatt
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      I found the problem. Version 4.1 should fix it. It works for me now.
  9. Kaipruim
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    im having problems loading the mod. my game gets stuck loading when loading, or making a new character. nothing affects the mod, nor does the mods affeect anything else. any help would be nice.
    1. SantaMatt
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      Sounds like you are missing some of the requirements. You have to have F4se (which seems to be missing from the requirements list), Far Harbor and Nuka World.
  10. lmlotallicA
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    I love it! Excelent Mod! Perfect for an Institute allegiance or playthrough! Very practical with lots of build space and functionality with player/power armor/supply teleportation, orbital strikes! A true base of operations for late game!

    Suggestions:
     - Remove the quest altogether: just leave a teleportation holotape on a desk in Advanced Systems in the Institute, write some lore on the Orbital Station Project and be done with it! Simple and also the player shouldn't be able to access this early game!

     - Orbital Strike: place a cooldown on the thing or make it consume fusion cores. At the moment, it is just an "I win!" button, so overpowered that it almost refrains me from using the mod! Almost... Use Liberty Prime Laser asset for the projectile (check the mod Orbital Strike Cannon ARCHIMEDES II from https://www.nexusmods.com/fallout4/mods/33827).

     - Remove the shuttle functionality: with teleportation technology it is just unjustified to have a functioning shuttle. Maybe leave it for a lore/immersion reason on a docking bay, as an emergency shuttle or something. Also change the shuttle model for the Sting Ray or other game assets and make it bigger.

     - Design Immersion: I know that this is very time consuming, but at the moment, although functional and practical, the design is just very basic with cubic blocks attached to each other. For example, make them different shapes and sizes and position them around a larger main area, sort of like the Institute.

     - Space Immersion: there has to be a better way to implement those moon and earth backgrounds... They are too pixelated, too close to the player and even react to light! I would just put glass windows on the outer cells and use FO4's vanilla night sky, moon and sun! The Project LUNAR mod has implemented an earth from space view, so it might give some insight on that. This one is very personal but, for me, this is what kills the mod because, in the end, the Orbital Station is obviously fake and it just doesn't immerse you in space at all.

    Thank you for the mod and please don't stop improving it!
    1. SantaMatt
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      The quest is now totally optional. Get the holotape from the Science Center to start the quest (and yes I know it is  a bit buggy but it will work.) Don't want the quest, go outside the Science Center, around back and there is a safe in the outside wall with everything you need to acquire the  Orbital station with out any interaction with the quest.

      Good idea on the cool down. I will add that on the next release.

      The shuttle stays. I like it. Also eventually it will be flyable like a vertibird. I just haven't figured it out yet. But the author of Flyable Vertibirds is helping me.

      The rooms are pretty well fixed. I am using Institute rooms because I was having issues with collisions for my custom rooms. Using premade Institute rooms fixed my collision issues, Maybe someday I will take the time to learn collisions but that will be in the future.

      Interesting comments on the space scenes. The are hand made skyboxes placed over windows except for the hangar which has an open roof for future shuttle improvements. But I will look at the mods you suggested and see if they will work better than my skyboxes.

      And I am far from done with this mod. Right now I deciding whether to expand the Alien War, make it a stand alone add-on or drop it. Plus the afore mentioned shuttle improvements. I did take sometime from working on this to pop out a couple of other mods ("A change is as good as a rest") both for Fallout 4 and Skyrim SE.
  11. Drivinghard
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    seeing as if nobody was having quest bugs... there wouldn't be any comments pages .. wouldn't it make sense (for popularity) to just scrap all of the quest junk? thousands of people would otherwise like to have this otherwise Spartan, Nifty, Elitist, Safe getaway placee to call home wouldn't they?

    it isn't like the base game is 'benefic' by nature wholy cow.. why ADD too malificness :
    I tried this mods too but experience zeroo functioning quest anythings..

    looks nice othewrwise though
    1. SantaMatt
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      Well it so happens I'm working on the next release, expanding the shuttle functionality. The quest is a major pain in the .... Let's just say it is no where as clean as I would like it. So, I'm ok with dropping teh quest. Anybody else reading these comments have an opinion?
    2. Grund400
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      The mod was almost perfect but the lighting issue made it not fun. Now the lighting is fixed. The quest was not as fun. Without the quest it would be awesome.
    3. Drivinghard
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      thanks for your consideration.. perhaps there will SO be an awesome reason to start using those Star Trek Clothes :) .. 
    4. SantaMatt
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      Well I guess that answers my question. Right now I have changed the mod so that when you enter the DC Science Center to get the holotape to start the quest, there is a safe on the wall above the work station next to the door. In the safe are the two things you need to enter the Orbital Station. So, want the quest? Get the holotape. Don't want the quest? Open the safe and take the contents. Warning though, either way, quest or no quest, you will have to defeat the station guardian when you reach the station. Also quest or no quest, Space Port island still exists. So if you use the teleport arch in  the control room, all of the encounters will still be active. If you don't use the quest though, you don't need to go to Space Port island.
    5. Drivinghard
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      WOW I wiish i would have checked in sooner are you serious this is awesome I am going to test this out right now THANKS!!