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  1. timeline67
    timeline67
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    I'm having trouble activating the workshops. I fast traveled to CIT which put me in the Institute, where I then completed Institutionalized (thanks for the screenshot showing where the crate is!). But now I cannot activate any of the workshops. SRB's tells me I'm not allied to the settlement, and the one in the area near the crate tells me that I can't use the workshop yet. I tried fast traveling out of the Institute and then back in, but no luck activating the workshops. Any clues for what to do next?
    1. GoArray
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      Update: Moved in 0.1.1 (and that's all that was changed). No need to update otherwise.

      ----  

      Crap! Forgot to add "Go into the light" or some such instructions.

      Basically, just walk past the terminal and concorse workbench (behind the lobby) to the stack of chairs. This should unlock everything.  

      Turning around and approaching the bench should inform you that it's now available.

      I should probably just get rid of that. 
  2. MrBradlerz
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    I tried starting this mod on an old playthrough where I already completed the main questline, but there is no way to activate any workshops. I don't even see any workshops at all in the Institute. Not only that, but it makes everything invisible in SRB!
  3. Aetheriumdovakiin
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    This sounds like a super cool mod! I have to try this!

    When I figure out how to make my game stop crashing. :-:
  4. cavalerius
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    I think this mod might change the way the game handles fast travel for the institute. By default, the Institute teleport relay is meant to be instantaneous with no time passing (besides maybe 2 minutes) regardless of where you travel to. However with this mod installed that doesn't seem to happen, time passes and when playing in survival this means that survival stats kick in with almost every teleport. I've given this a test by disabling all mods & only having this installed so it doesn't seem to be a mod conflict, and without mods (or with all installed but this one) teleport works instantaneously as youd expect 
    1. GoArray
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      Hm, I didn't mess with that any of the teleport scripts iirc (it's been a minute), although... I may have changed a location flag which does.  

      Fwiw, in survival you're not actually allowed to use the teleporter except to travel to the institute and from there to the CIT ruins. Which, just being allowed to travel anywhere is what I may have broken.  

      I'll see if I can spot the issue, if nothing else I imagine I just need to add the condition "ifSurvival, cannot fast travel" which, idk, should I?
    2. cavalerius
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      Teleporting from anywhere in the Commonwealth into the institute still warps time for me much like typical fast travel even with just this mod (and its requirements) active, I'm keen to know if this issue can be replicated on your end too or if it is just me (I probably need to validate files at some point). As for the fast travel, it always bugged me that you cant relay to anywhere in survival. BoS have Vertibirds which you can use if your allied with them as a fun glorified version of fast travel, but whilst the Institute has teleporting which is established can send and retrieve you from anywhere, they refuse to do the former for you outside of the main storyline? If anything I think you should correct that ;)  ...of course that's not what your mod is intended for and there are mods that do that which I'm currently using. Otherwise if you ever get bored, another option could be a console next to (or inside) the relay that had a dozen or so destinations that you could choose from to relay to as an immersive alternative.
    3. GoArray
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      So, yeah. The mod itself is breaking something. I'll dig around a bit and see if I can sort it out.  

      While in there, maybe I'll hook the other 5 srb tubes to points in the commonwealtht but leave travel times intact? (not that I have any idea how to eliminate them, yet) This seems like a fair survival compromise between no travel & instant anywhere in the cw.
    4. GoArray
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      Well, I dug and dug and really can't figure it out. There aren't a lot of things in this mod which change the game's actual mechanics. Even tried removing the keywords that make the concourse a settlement or the flags that allow for those, no dice. idk.

      I did try to add in a bit of relief. You can now (instantly, well, like ~2minutes) travel to one of 5 strategically located (ie. corners of the map lol) locations from within the SRB. That's all that was changed in this new version though, none of my other edits had any effect of "TO" the institute travel time so I didn't include them.
    5. Haryk1
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      i think the problem of fast travel in survival is the elevator that connects the institute to the surface, try to make a version without it maybe solve the problem
  5. cavalerius
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    Had an interesting occurrence happen today where the workshop stopped working. So I go to the workstation which returned access however at this point a fight broke out in the concourse, either hostile synths spawned or some turned hostile, I'm thinking the latter cause one of them had a fatman and had the name 'institute control'. Was this meant to happen? Both the synth vendors are now gone (no idea what happened to them) & I've got all sorts of bricabrack and synths parts strewn across the place. Now granted I installed this mod after having finished the game already so I'm not sure if a fresh save is necessary for stability or not?
    1. GoArray
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      Fresh save shouldn't be necessary, but institute ally is for the synths / scientists to be friendly (which sounds like you have). The gen 2 synths (the 2 vendors) are a bit weird, even allied to the institute every now and then one would turn hostile. Like something in the game overrides the workshop script, idk. Or maybe just bad wiring? Lol

      I did set it up to trigger an attack by a mixed group, radier+synth+others (ie. Actual institute spies / rebels) as soon at you claim the concourse workbench, this sounds like that. No idea why or how the workbench & trigger would reset though.  

      There should be radiant attacks as well, but this doesn't sound like one of those.
    2. cavalerius
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      So, I know you made this with the idea of using it alongside 'Lets make the Institute great again', but admittedly I don't use that mod & just wanted something that didnt interfere with my other institute mods (seems like a finicky place for modding). Would you be able to add compatibility for us vanilla institute directors? Im thinking something on a terminal, or a button that opens/closes access to the surface which would disable attacks or something?
  6. MrBradlerz
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    It causes the game to crash when loading a save. I really wanted to try out this mod and it doesn't even work...

    I'm using a downgraded version of Fallout 4 BTW; I am very disappointed that the mod isn't compatible with older versions of the game as it looks so cool!
    1. GoArray
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      This was actually made on and for the pre next gen (old) version, so that shouldn't be the issue. Granted, I'm still very green when it comes to fo4 modding so.. much of it could likely be done better. I'm willing to bet if there is an issue it lies with the way I tried to incorporate the institute's base game NPCs. 

      I might try going over it again when I get a chance. Rather disappointed someone more skilled than I hasn't taken my mod and turned it into something truly great :/
  7. btrippe96
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    Any chance you have considered adding one more settlement in the CIT ruins as an 'externally facing' Institute settlement?
    1. GoArray
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      See update comment below.

      ---- 

      Right, great spot! 

      Definitly considered it but (*spoilers*) that may be tricky as that whole area is built over a lake (well, crater that is revealed in playthroughs that attack the institute). So all that flat open area isn't actually "ground" but a ton of parts (more than the institute concourse iirc), there's actually a lot going on there. 

      Idk. I might try it just to see what issues arise (if any) when I get a chance in the next week or so.
    2. GoArray
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      Update: not done. Only the workshop works. Fixed a missing quest and dupe center mark but this still refuses to work. Recommend do not use unless you want to play with editing it in the CK.

      ----  

      Done! -ish. I only had a few minutes to test it and yeah, building there is a bit funky. Feel free to grab the patch and try it out. If you do, let me know if settlers spawn. I had to run before any did. Should be working.. but didn't confirm :/
    3. btrippe96
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      Awesome, thanks so much. I'll try and find a compatible save and give it a shot!
    4. GoArray
      GoArray
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      Nevermind. Left the file up but it's broken. Only the workshop functions at the moment. Tried a few quick edits but no luck. If you've already installed it you should be able to remove with no issue.
    5. btrippe96
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      All good. BTW, you making an interior settlement got me thinking. Would something like this work with a dungeon like Corvega? That could be really sick if so.
  8. fickleton
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    id love to check this one out but of course nexus quarantines it.

    ive had this happen. just delete and reupload the file again. just the file not the page. it should fix it
    1. GoArray
      GoArray
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      Uploading as a zip file seems to have pleased the mod gods.
  9. bionicyardiff
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    Try uploading as a .zip file, from what I understand the Nexus has started having some false positives with .7z files.
    1. GoArray
      GoArray
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      That did it! 3x the size but the nexus is happy.