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Fallout 4

Ah.. as it is I was quite happy with round 1, and haven't had time to mess with round 2 today. We'll see how that goes.
 
CaptNumbNutz Can you post your load order in spoiler tags so I can take a look at it? If there are missing objects then I can help restore them. Never throw-aside the power of the Fallout series mod-logical Goober! :LOL:

sblantipodi Unless you are fast travelling, have Legendary Sprinter modified clothing or armor, or some other sprinter mod, Automatron should take the average person four to five hours to complete depending upon the challenges presented from point A to point B. There are also the other various factors which come into play: level, perks, weapons, etc. Keep those in-mind when criticizing add-on content.

Parja sblantipodi may not have been able to purchase the Season Pass prior to March 1. That said, Bethesda hasn't mentioned what future DLCs will be after Far Harbor. Much too early to pass judgement.
 
Survival mode is still in beta so wasn't expecting it to make it in time to be included in the Wasteland Workshop....

I couldn't get the season pass before the price hike so had to wait to buy the DLC's. That said, Automatron gave me around 4 hrs of play on the quest-line. That makes the cost around $2.50 per hour of entertainment. Since a movie ticket can cost between $8 to $12 for about 2 hours of entertainment avg ($12 is for evening showing of a 3D movie) I consider Automatron good value for my dollar. Wasteland Workshop at $5 gives me a lot of new options for settlement building and I've not even explored the arena building yet. Again, good value for my entertainment dollar.

Of course, your milage may vary..... :D
 
I love the Automatron DLC. Making the different bots is fun, and ADA is a pretty cool non-judging companion with 450 carry weight, a minigun, and a missle launcher. The eye-bot bench is kind of worthless though. I had it set to find ballistic fiber and it found 4 the first time and only 1 the second time. Not really worth it for having to trek into the middle of a facility to find. I'd rather buy it from vendors with my 15 charisma and a grape mentat.
 
As requested AceGoober

CaptNumbNutz Can you post your load order in spoiler tags so I can take a look at it? If there are missing objects then I can help restore them. Never throw-aside the power of the Fallout series mod-logical Goober! :LOL:
First my boot order:
upload_2016-4-14_1-46-19.png


I'm confused if I should enable DLCRobot and DLCworkshop01 yet. NMM did not enable them by default. I have only done the first mission of Automatron. I don't want to enable something yet if it is something I unlock playing the DLC. Your advice would be great.



==============================

Here's the Clark Mart. 3 Floors with a dormitory for the shop keepers on the 3rd floor.
It's dimensions are 8 panels wide by 3 panels deep. It mostly fits on a house foundation, but I did add some more concrete foundation pieces.

Clark Mart from the rear as you enter Sanctuary from the southeast bridge. I had to put the scaffolding there to access the roof. I can't even get up there with a jetpack. The two small fusion reactors on the roof are massive overkill, but I don't care. I will probably put more up there and start linking it to my other buildings. There is some massive Aliasing in these pics. I only have a GTX 760 4GB, at high settings without AA it gets a consistent 40-50fps.:cry:

Building it only took a couple hours, but stocking those shelves took a god damn lifetime. Even if you open the Workshop mode you can't place everything properly on those particular shelves. Enter workshop mode, pick up and place right side up, exit workshop mode pick up and place carefully. Back and forth... back and forth.

B24B8D61096D0A494085CA1964553078FDA70CC0




Clark Mart from the Front. Dual Entrances. Note the dual stair cases immediately after entering and out of the way for NPC's to use. For those that don't know how settlement shops work, all objects on the store shelves are display only and the real inventory is with the shop keepers.

Also, I need neon letters for my sign.

FA58CED77C590B1E7A63C87CDAFE1041B175507F


==============

First Floor: General Goods (Trader), Clothes, Weapons, Armor

Centralized Cashiers/Customer Service
I've got one shopping cart. I need to go steel some of those shopping baskets from my shitty competitor downtown called the Super Duper Mart. Their customer service sucks, and the employees keep trying to eat me.

8D9E50907DC2A5C266B6D16D2B59B51EFB5812D0



First Floor Left Side: General Goods and Clothing
Toys are stocked in the corner, and yes they are next to shelves with rat poison and anti-freeze. Life in the Fallout Universe sucks, but in my version of it kids learn early. I guess it could be worse, there are landmines and grenades at kid level on the other side of the store...

89BD49638F1996B7F7A65D9DCA9C1ACDD908815A




First Floor Right Side: Weapons/Ammo and Armor

Note the missing square in the ceiling. That's actually where a stair case is on the 2nd floor. I could not find a piece to fill that in and make it look nicer.

90B6F829F6D47C8A0AE6C3148F0D72ED22A8884C


I friggin hate these display cases. I need something better.
I'm fully aware of the bushes coming through the floor. I haven't used the scrapping mods yet, and by all counts I need to be reeeeeeeeaally careful when using them in Sanctuary. I'm actually scared to mess with them just yet. Please forgive the mess.

B10A79312A4AD96F8F3E01201A596358B9DF360F




First Floor Behind the Counter
For anyone that doesn't know already: The floor mats underneath the traders on the floor behind the counters are the new Shops. You assign a settler to a floor mat and don't have to build those goofy matchstick trader huts. I'm pulling in dozens of caps a day with these guys.
Each register and the safe is stocked with Pre-war money since I can't stock them with caps.


24729CF7AFECD85AD713E50AAA870DDD91DB59BC



==============

Second Floor: Restaurant and Groceries


Full Kitchen
I need to add some plates, cups, and silverware. I think I might put a couple stools along the counter too. 2 registers, but one store. Damn drinking buddy took up shop here and I can't get him to leave. Oh well. You can see Vault 111 in the distance in the upper right corner.

Don't ask about the special...

6AEA0B657360543B1EE38E23635983F97F4CDEF4




Foooooooood

55D1E93D92311041BE0C56299D90BD73F46C6DAC




Booze and Snacks/Candy
Stocking those bottles was a bitch and a half. They want to tip over no matter what you do. I'm not going to bother stocking the other shelves since that one was the easiest of the 3 shelves to place them on.

782242AFC73F6EACF658E9DFD953AAC31AE7C74F




Better shot of Diner
Note the stairs to first floor in lower left corner. This view faces towards the river and you can see the Red Rocket gas station in the distance.

713DA290D889CA83BE367390D45F17BA5ED88B3A


==============

3rd Floor: Dormitory

Laundry

5F5BBD8DEA9DD42693EC53674A60DE5B552D3B14




Third Floor Hallway:
Left Side is front of store. 5 apartments total for each of the vendors. Each has their own assigned bed. They get up in morning and go downstairs, then go to bed at night. It's beautifully automated. Each apartment is 2x1 in size. The laundry and bathroom are 1x1 in size.

Left Side - 4 apartments.
Right Side - Laundry (behind and right of camera's view), Apartment (center), Bathroom on the end. Note staircase in lower right of pic. It's position is mirrored on the other side of this hallway.


DAFB8E941A00E449D58D18A9AF751E8D7DE70F7C



Apartment

66FA8EE1D3C6E59EB73FD7327230844A64C4F8E0

F100666F46AE671E88B71BA7417917A3757B6588



Bathroom
They probably need a plunger soon. Mole rat stew is infamous for melting porcelain.

75B0687A374BB8494714953D0DF9B9AE14477421
 

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The new Wasteland Workshop DLC is out and I have it installed and all seems to be well but I'll be danged if I can find the options in my workshop menu. I wouldn't be surprised if there was some sort of "overlap" with certain mods but I'm content to wait things out before I mess up the good situation I've got.

My load order is below... maybe I'm just missing something? Where are the DLC options in the workshop?

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
Snap'n Build.esm=1
SpringCleaning.esm=1
Fusebox Generator.esp=1
BetterGenerators.esp=1
Crossbow.esp=1
CBBE.esp=1
EasyLockpicking.esp=1
EasyHacking.esp=1
Faster Terminal Displays (100x).esp=1
Homemaker - SK Integration Patch.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Homemaker - Greenhouse and Bunker Disabler SK.esp=1
Homemaker - Bunker Disabler SK.esp=1
Homemaker - Greenhouse Disabler SK.esp=1
Homemaker - Unlocked Institute Objects.esp=1
Armorsmith Extended.esp=1
Armorsmith Automatron.esp=1
MGSOutfit.esp=1
WET Clearer.esp=1
DarkerNights.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-NoConstantRads.esp=1
DarkerNightsDetection.esp=1
DarkerNights-TrueStorms.esp=1
Remove Interior Fog.esp=1
Remove Interior Fog - Automatron.esp=1
SkjAlert_RS+.esp=1
SkjAlert_DLC01+.esp=1
Snap'n Build - Bunker.esp=1
Snap'n Build - Capsule.esp=1
Snap'n Build - Greenhouse.esp=1
Snap'n Build - Industrial.esp=1
Snap'n Build - Real Estate.esp=1
Snap'n Build - Patches.esp=1
CleanSettlement Snap'n Build.esp=1
Clean Wasteland Workshop.esp=1
SC_ExpandedScrapList.esp=1
 
The new Wasteland Workshop DLC is out and I have it installed and all seems to be well but I'll be danged if I can find the options in my workshop menu. I wouldn't be surprised if there was some sort of "overlap" with certain mods but I'm content to wait things out before I mess up the good situation I've got.
You need to check Nexusmods, there is a mod to make wasteland behave with Homemaker and Settlement keywords. Wasteland Workshop Homemaker and Settlement Keywords Patch at Fallout 4 Nexus - Mods and community
 
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Another new building.

Curie Clinic

Building Dimensions are 4x4 panels, 2 stories.

Front Entrance
Located on first spare lot after crossing Sanctuary bridge.

1016D786C3DFBA788E416C304314228B65A91FE7





First Floor.
Curie gets all the workstations she could possibly desire and her own Clinic shop. Maybe now she will stop bugging me.


DFE6DFE373AFD9D15E42F62C154D9B4544AFB0F7





First Floor.
Waiting area and hospital beds

86F95E1152018EB1B726B278058DA6C73B3FE38F





First Floor, back corner.
More hospital beds, research equipment

622627EB3F3C7BAF9EDAD5B8F7AC5C871E35D403





Second Floor.


Bathroom. Stairs to first floor immediately to left.

4155DA30116D1AAB2C18BB630A081E29BBA428F5




Laundry and Office.
Bathroom from previous pic is to left of laundry.

BD14BBFF3BFBEA5F52F5012F03D796C314064226





Second Floor Hallway
2 Apartments (one assigned to Curie), Servers. Office to left. First floor stairs at bottom of pic. Bathroom and laundry behind where photo taken.

70A183CD8C01AF4B79067B2277767987525B68D0



 
New DLC completely fudged my install and I couldn't start the game with any of my previous save files in the folder. Back to the beginning I go!
 
CaptNumbNutz Your load order isn't organized. Close NMM, download then install LOOT.

Open NMM, at the top-middle of the menu there will be a yellow folder with a crossed wrench and screwdriver. Click the drop-down arrow then click LOOT.

Before sorting your load order you'll need to remove the read-only attribute from the plugins.txt file located in your \Users\[Your Profile Name]\AppData\Local\Fallout4 folder. Right-click on the file, un-check the box next to read-only then press OK.

On the LOOT main screen, click the underscored down arrow at the top-right. This will download the latest sorting database. You should see a notification at the lower-left corner. Once that is done, click the three line sort button to the left of the download database, LOOT will sort the load order then a Apply button will appear next to the sort button. Click apply then close LOOT. NMM should show the new load order under Plugins tab.

Please remember that LOOT is a WIP and doesn't cover every mod made for Fallout 4 thus far. You may have to perform manual sorting in order to get the mods to play with each other nicely.

If any of you all need help with manual sorting let me know. I've got plenty of practice with it. :LOL:

As requested AceGoober

First my boot order:

Here are a couple mod suggestions I'd like to make:

1. Fallout 4 Script Extender (F4SE): As with Skyrim Script Extender this utility adds greater functionality to FO4's scripts for mod authors to use. One such mod is Place Everywhere which is a F4SE plugin. PE allows you to place objects anywhere within and outside the settlement workshop area and embed in other objects. PE is one of my must have mods (coupled with pressing F2 to disable surface snap) as it has allowed me to replace the floor in Home Plate and the floor at Starlight Drive-In. PE also allows for greater ease of placing objects on shelves. You can do the same without PE but to me it is a bit of a hassle.

AceGoober_FO4_0135.jpg


AceGoober_FO4_0136.jpg


AceGoober_FO4_0137.jpg


One big benefit of F4SE is it bypasses the Fallout4_Launcher which can - and does - revert ini files back to stock which is very inconvenient for someone like me who has heavily modified ini files. F4SE has saved me a good deal of time by removing Fallout4_Launcher.exe out of the equation.

2. Scrap Dead Things: Another must have mod as it allows for scrapping dead bodies, mole rat holes and other things instead of waiting for the game remove them. One other cool feature of SDT is to scrap living things. On Spectacle Island even after activating the speaker which should have killed or made the Mirelurks run away, there were still a few Mirelurks left and a couple of them decided to attack me while I was in workshop mode. Scrapped the crabs right as they were swinging at me. I still get a good chuckle every time I think about it. :D

Edit: Created a short video of my character scrapping Mirelurks as they tried to run away from me.



I'd recommend enabling DLCworkshop01 at the least for the additional objects especially the neon letters.

Since you have already completed one mission then leave DLCRobot disabled for the time being unless you want to battle rogue robot squads no matter where you go.

I'm confused if I should enable DLCRobot and DLCworkshop01 yet. NMM did not enable them by default. I have only done the first mission of Automatron. I don't want to enable something yet if it is something I unlock playing the DLC. Your advice would be great.

For my current character I've got two big projects going on at Abernathy Farms and Egret Tours Marina. As soon as I get both settlements structures complete then I'll post pics. I'd guess a week give or take a day or two.
 
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Place Everywhere and Scrap Dead things... I can't believe I missed these until now. I need to learn how to use PE properly.
 
Place Scrap Dead Things at the very end of your load order otherwise it won't work properly.

Edit 1: for PE to work properly you'll need to place the object on the ground (F2 - Surface Snap must be turned-on), let go then grab it again to place it where you want.

Q-BZ I'm looking through your load order right now to see if there are any optimizations to recommend.

Edit 2: Move Snap'n Build - Patches.esp directly below Homemaker - SK Integration.esp and before any of the other Homemaker files.

Place Everywhere and Scrap Dead things... I can't believe I missed these until now. I need to learn how to use PE properly.
 
Last edited:
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Ace:

LOOT + You =

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
Homemaker.esm=1
SettlementKeywords.esm=1
ArmorKeywords.esm=1
Snap'n Build.esm=1
SpringCleaning.esm=1
Fusebox Generator.esp=1
BetterGenerators.esp=1
Crossbow.esp=1
CBBE.esp=1
EasyLockpicking.esp=1
EasyHacking.esp=1
Faster Terminal Displays (100x).esp=1
Homemaker - SK Integration Patch.esp=1
Snap'n Build - Patches.esp=1
Homemaker - Streetlights Use Passive Power.esp=1
Homemaker - Unlocked Institute Objects SK.esp=1
Homemaker - Greenhouse and Bunker Disabler SK.esp=1
Homemaker - Bunker Disabler SK.esp=1
Homemaker - Greenhouse Disabler SK.esp=1
Homemaker - Unlocked Institute Objects.esp=1
Armorsmith Extended.esp=1
Armorsmith Automatron.esp=1
MGSOutfit.esp=1
WET Clearer.esp=1
DarkerNights.esp=1
TrueStormsFO4.esp=1
TrueStormsFO4-ClimateSettings.esp=1
TrueStormsFO4-NoConstantRads.esp=1
DarkerNightsDetection.esp=1
DarkerNights-TrueStorms.esp=1
Remove Interior Fog.esp=1
Remove Interior Fog - Automatron.esp=1
SkjAlert_RS+.esp=1
SkjAlert_DLC01+.esp=1
Snap'n Build - Bunker.esp=1
Snap'n Build - Capsule.esp=1
Snap'n Build - Greenhouse.esp=1
Snap'n Build - Industrial.esp=1
Snap'n Build - Real Estate.esp=1
CleanSettlement Snap'n Build.esp=1
Clean Wasteland Workshop.esp=1
SC_ExpandedScrapList.esp=1
WastelandWorkshopPatch.esp=1
ScrapDeadThings.esp=1

How's that?
 
Q-BZ Move SC_ExpandedScrapList.esp below WastelandWorkshopPatch.esp.

WW has many scrappable objects which are covered by SC_ExpandedScrapList.esp. Moving the SC esp below WWP will allow you to scrap those objects. As of this moment, SC doesn't support all of WW objects but I'd imagine the mod author will update either as soon as they can or when Fallout 4 GECK/Creation Kit is released.
 
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Personally, I would be hesitant about going HAM on tools like LOOT and generally installing a bunch of mods at this time. The GECK is in beta and upon release, Bethesda will likely change a lot of things about how mods install and work. It's already known that there will be a new distribution channel for mods through Bethesda.net. The survival mode beta changes how mods are loaded, so we know that at least some sorts of changes are coming. If you want all your saves to work error free for Far Harbor and the next release of the game, it may be worth it to hold off on anything more complicated than simple replacer mods for a week or two. If nothing else, it is likely that some modders will abandon the Nexus in favor of Bethesda.net so their mods will work on consoles.
 
I sincerely doubt Fallout 4 mods on console will have the flexibility as on PC. I also believe Bethesda will, in partnership with Microsoft and Sony, put into place restrictive rules which will place much more pressure on mod authors to conform. And, since each company will be hosting said mods then I find it likely a fee will be charged for the hosting service.

Many modders have a real life with a real family, job and responsibilities. If the companies demand them to make changes to their mods to conform to the platform(s) restrictions then I believe there won't be a mass exodus from NexusMods as you say.

< snip > If nothing else, it is likely that some modders will abandon the Nexus in favor of Bethesda.net so their mods will work on consoles.
 
I think it's just the other way around. If I only have limited time to maintain my mod, I will likely move it to Beth.net so that console players can use it too.

Mods that require flexibility like script extenders will still be exclusively available through unofficial channels, but those are only a fraction of all mods. I totally see simple replacers and quality-of-life mods moving to Beth.net in a big way.

Don't underestimate what mods on consoles will do to the community. People have been wanting this for a long time. I just hope Bethesda handles it smoothly.
 
CaptNumbNutz Really digging your Curie Hospital and Clark Mart. Nice job!

One object I think would go well with the Clark Mart are those shopping baskets found in Super Duper Mart. Place a few around the store and it would really add to the look and feel.

I've been busy working on Egret Tours Marina for the past couple of days. Certainly has been a hair puller getting objects to line-up like I imagined. Great learning experience though.

Entrance to Egret Tours Marina:

AceGoober_FO4_0139.jpg


Did a patch job on the ceiling and walls of the existing structure. Looks much better than it did.

AceGoober_FO4_0140.jpg


Ffixed the second story floor which didn't have any collision applied so now I can place furniture and other stuff. Also moved the workbench up to the second floor as it is easier to access than behind the counter.

AceGoober_FO4_0141.jpg


Three story house for the settlers with 30 beds. Lots of decorating needs to be completed before it'll look like a home.

AceGoober_FO4_0144.jpg


Simple structure for various merchants. I'm thinking of expanding it out to the edge of the road so all of the Merchant 4 vendors will fit into the building.

AceGoober_FO4_0142.jpg


Interior of merchant's shop:

AceGoober_FO4_0143.jpg


Garden:

AceGoober_FO4_0145.jpg


Diner Front Entrance:

AceGoober_FO4_0146.jpg


Take Out Windows:

AceGoober_FO4_0147.jpg


Interior:

AceGoober_FO4_0148.jpg

Still lots of work left to do but I think it is turning out quite nice. :)
 
^^ Numbz, that looks awesome!
Thank you.
You inspired me to make my own Hospital with this. THANKS!
You're welcome.
CaptNumbNutz Your load order isn't organized. Close NMM, download then install LOOT.

Open NMM, at the top-middle of the menu there will be a yellow folder with a crossed wrench and screwdriver. Click the drop-down arrow then click LOOT.

Before sorting your load order you'll need to remove the read-only attribute from the plugins.txt file located in your \Users\[Your Profile Name]\AppData\Local\Fallout4 folder. Right-click on the file, un-check the box next to read-only then press OK.

On the LOOT main screen, click the underscored down arrow at the top-right. This will download the latest sorting database. You should see a notification at the lower-left corner. Once that is done, click the three line sort button to the left of the download database, LOOT will sort the load order then a Apply button will appear next to the sort button. Click apply then close LOOT. NMM should show the new load order under Plugins tab.

Please remember that LOOT is a WIP and doesn't cover every mod made for Fallout 4 thus far. You may have to perform manual sorting in order to get the mods to play with each other nicely.

If any of you all need help with manual sorting let me know. I've got plenty of practice with it. :LOL:



Here are a couple mod suggestions I'd like to make:

1. Fallout 4 Script Extender (F4SE): As with Skyrim Script Extender this utility adds greater functionality to FO4's scripts for mod authors to use. One such mod is Place Everywhere which is a F4SE plugin. PE allows you to place objects anywhere within and outside the settlement workshop area and embed in other objects. PE is one of my must have mods (coupled with pressing F2 to disable surface snap) as it has allowed me to replace the floor in Home Plate and the floor at Starlight Drive-In. PE also allows for greater ease of placing objects on shelves. You can do the same without PE but to me it is a bit of a hassle.

One big benefit of F4SE is it bypasses the Fallout4_Launcher which can - and does - revert ini files back to stock which is very inconvenient for someone like me who has heavily modified ini files. F4SE has saved me a good deal of time by removing Fallout4_Launcher.exe out of the equation.

2. Scrap Dead Things: Another must have mod as it allows for scrapping dead bodies, mole rat holes and other things instead of waiting for the game remove them. One other cool feature of SDT is to scrap living things. On Spectacle Island even after activating the speaker which should have killed or made the Mirelurks run away, there were still a few Mirelurks left and a couple of them decided to attack me while I was in workshop mode. Scrapped the crabs right as they were swinging at me. I still get a good chuckle every time I think about it. :D
Thanks. Took me a while to figure out LOOT, but I finally installed it and optimized my load order. I really want to figure out those scripts, but that will have to wait till this weekend when I have more time.

CaptNumbNutz Really digging your Curie Hospital and Clark Mart. Nice job!

One object I think would go well with the Clark Mart are those shopping baskets found in Super Duper Mart. Place a few around the store and it would really add to the look and feel.
I already stole a several baskets from my competitor Super Duper Mart. Screw that store, the customer service is horrible and the employee's tried to eat me.


Here's another new building I just finished tonight.

Cait's Club
Bar and Boxing/Gym. My residences are free to drink and take out their grievances and frustrations in a civil manner. MacReady is the bartender. Cait own's the place and stand's there and looks pretty. I figure I would make a building ideally suited to her nature while providing Sanctuary with much needed entertainment.


Entrance
Location is in the spare area near the rear walkway of Sanctuary that goes up to the Vault 111. Completely unused space.
Size is 5 units wide by 7 units deep, 8 units deep if you include front porch and entry way.
It's 8am, and already Preston Garvey has had a few. The stairs to the second floor are visible through the left window. Not pictured is the Fusion reactor on the roof powering the whole thing.

C222582F7DD66EECC93E4C65394AF3941FCD1CB9





First Floor: Entrances and corner
I reeeeeeeaally fucking hate those bushes. I need to install that mod to scrap them, but don't want to screw everything else up.

BE8710F08303D3D91ED55D6EEB957E78FAD81253






First Floor: Bar
Bathroom in far corner, Pool Table with 2 cues, triangle, and all 15 balls. Bar is fully stocked with every beer and liquor the game has. Fridge full of Gwinnett beers.
Today I learned Bethesda didn't scale the triangle for the pool table correctly. They are supposed to hold all 15 balls. Bethesda's barely hold's 4.


849D081BE182962AE47F3576D7F29717F4EFFC3C





First Floor: Bathroom
WTF is on the wall overlooking the urinal? Let's take a look...

C06374247F58C30EB934676523776F38AC8A7341



A Feral Ghoul with a very shocked face. Gotta liven the atmosphere a little.

F7569DFE14A17AB13FF9ED1CC0A0D2782B35AB32





First Floor: Stage
This is Cait's Club and she's dressed for the occasion. Cait's enjoying those spotlights, and she's got her own soundboard to the left.

The speaker's on the wall are special radio's tuned into Diamond City Radio for that bar atmosphere. I needed several of them to provide enough volume to fill the whole bar with music. The square hole in the ceiling is where the 3rd floor stairs are. Don't ask me why it does that.


F988899D5B52ECC0845C1E826A5F809D8F995791




More of the dance floor. There is a Disco Ball on the ceiling that you can't see. It's just out of frame in the upper right corner. The jukebox is for show only, for some stupid reason the jukeboxes only play classical.

BF77E8C53A83CAB429A60EF64083429008E74222






Second Floor: Boxing ring
As you enter the 2nd floor, you are immediately greeted with the boxing ring. Set of gloves, announcer's table complete with bell. Towels for the sweat. To the left is the stairs to the 3rd floor. To the right is the entrance to the locker room.

003B9AE54053EADFB5E92FC818CE4753CFD5E540






Second Floor: Gym
From left to right: Locker Room/Bathroom, Water fountain, barbells and Office for Bar and Gym

74F2B0452F44266454B643B249E20880FAD82833





Second Floor: Locker Room

Showers, bench, lockers, washer/dryer for towels. Spin 180 and you get the bathroom.

A9ED71BB487054C171F6F08798752E789200C836





Second Floor: Bathroom

C5EB49C6D82E638672ED610BE1275430B939A8E2





Second Floor: Gym

Clark Mart and Curie Clinic are visible outside window as well as Concord Water Tower in far distance.

523209D27F16A2EBCF7BF4CEE064E4FA7E41B783




Second Floor: Office

6778FEC63370E8094FAEE48506B813BB1A7B7B90



Third Floor: Executive Companion Suites

View from corner. Stairs to second floor in lower right. Left Side: MacReady's room. End of hall on left: Cait's room. Immediately in front of stair case on right: Laundry. Other side of laundry: Living room.

6B5329ED91BCC33B773EEC7F2C0E21355005D8E9





Third Floor: MacReady's room
Bedroom is 4x4 units, 1x1 bathroom with shower (same design as I've shown before) in corner. To get an idea of layout, MacReady's bathroom is adjacent to the wall where Cait's Bed is. Cait's bathroom is adjacent to the wall where MacReady's bathroom is. This design saved a hell of a lot of space.

899C4E6DA350FEAC7D6DDE8DDA6720F343108133



MacReady's Room: Opposite angle

53E9EDA8A1D4618E684A2A182C1010482C8D30DB



Third Floor: Laundry

D19A5FA22B6E44C0DB854EFEFF3587CB526568DF






Third Floor: Living Room

There's a houseplant in the far right corner you can't see.

7E86501DD353215BE7116D7A37EF7EF30F61D483






Third Floor: Cait's Room

Full Bathroom w/ shower, same design as the other bathrooms.

E5BCE6514E1CEDF0D761AC97DFC3F1A480C2EAB5



Cait's room: Opposite Angle

04C5DD3070C5CBBF9FBDA8F0EA0302BC72AAE843
 
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Damn CaptNumbNutz nice bar you got there.

One question: when Cait enters the ring, does she yell at her opponent, "I'm going to rip your lips off!"? :p
 
CaptNumbNutz Really digging your Curie Hospital and Clark Mart. Nice job!

One object I think would go well with the Clark Mart are those shopping baskets found in Super Duper Mart. Place a few around the store and it would really add to the look and feel.

I've been busy working on Egret Tours Marina for the past couple of days. Certainly has been a hair puller getting objects to line-up like I imagined. Great learning experience though.

Entrance to Egret Tours Marina:

View attachment 2150

Did a patch job on the ceiling and walls of the existing structure. Looks much better than it did.

View attachment 2151

Ffixed the second story floor which didn't have any collision applied so now I can place furniture and other stuff. Also moved the workbench up to the second floor as it is easier to access than behind the counter.

View attachment 2152

Three story house for the settlers with 30 beds. Lots of decorating needs to be completed before it'll look like a home.

View attachment 2154

Simple structure for various merchants. I'm thinking of expanding it out to the edge of the road so all of the Merchant 4 vendors will fit into the building.

View attachment 2153

Interior of merchant's shop:

View attachment 2155

Garden:

View attachment 2156

Diner Front Entrance:

View attachment 2157

Take Out Windows:

View attachment 2158

Interior:

View attachment 2159

Still lots of work left to do but I think it is turning out quite nice. :)


That look amazing man, what lighting mods are you using? those pics at night looks great.. are you using also a Darker Nights or similar? finally after 150+ hours of exploration (I always like to know the place first :bag:) I've decided to start to let it go skyrim finally after how knows how amount of thousands of hours and put some dedicated time to FO4.

I have already started with Homemaker which are making to stay ridiculous amount of times re-building settlements but one of the mods of which I have kinda more let's say "passion" is with lighting and environmental details. that's why im asking you that..

also.. a more general question for every other user here.. I have performance to spare with my OC'd 980TI but that's no the case of my cousin that playing with me daily this game, he is using a good ol' R9 280X the performance of his game is actually pretty good with everything ultra except god rays which are turned down to low, so what could be some recommendations for him about good but light mods?.
 
I'm using Darker Nights on max darkness with True Storms: Wasteland Edition. Combined they make for excellent lighting effects. The storms are unbelievable. Rain feels real, the radiation storm blowing in from Glowing Sea is amazing and the sounds provided by True Storms are very immersive. Each mod provides several options to tailor the installation to suit the performance of the PC. I'm running every Fallout 4 setting on Ultra with Bokeh disabled to allow me to see clearly underwater.

To put things into perspective, as of this moment I've invested 1,471 hours into Fallout 4 and am currently on my 7th character. My mod storage folder is 84 GB and growing. I currently have 132 mods with 92 active plugins with 46 of those mods being texture replacers. I like my eye candy. :LOL:

That look amazing man, what lighting mods are you using? those pics at night looks great.. are you using also a Darker Nights or similar? finally after 150+ hours of exploration (I always like to know the place first :bag:) I've decided to start to let it go skyrim finally after how knows how amount of thousands of hours and put some dedicated time to FO4.

I have already started with Homemaker which are making to stay ridiculous amount of times re-building settlements but one of the mods of which I have kinda more let's say "passion" is with lighting and environmental details. that's why im asking you that..

also.. a more general question for every other user here.. I have performance to spare with my OC'd 980TI but that's no the case of my cousin that playing with me daily this game, he is using a good ol' R9 280X the performance of his game is actually pretty good with everything ultra except god rays which are turned down to low, so what could be some recommendations for him about good but light mods?.
 
I'm using Darker Nights on max darkness with True Storms: Wasteland Edition. Combined they make for excellent lighting effects. The storms are unbelievable. Rain feels real, the radiation storm blowing in from Glowing Sea is amazing and the sounds provided by True Storms are very immersive. Each mod provides several options to tailor the installation to suit the performance of the PC. I'm running every Fallout 4 setting on Ultra with Bokeh disabled to allow me to see clearly underwater.

To put things into perspective, as of this moment I've invested 1,471 hours into Fallout 4 and am currently on my 7th character. My mod storage folder is 84 GB and growing. I currently have 132 mods with 92 active plugins with 46 of those mods being texture replacers. I like my eye candy. :LOL:

If you are on your 7th character, can you tell me if it's possible to enter a couple console commands and suddenly unlock every location on the map (for quick travel)? If I start over, I don't want to have explore the whole map again and I couldn't care less about the XP.
 
To unlock all locations enter console and type "tmm 1" without the quotes.
Awesome. Thanks.


Two things I really want for my settlements.

1. Pets: I know there is a wandering wastelander guy that sells dogs that you meet in a random encounter. I've read about him, but never encountered him. Is there some way to ensure that encounter or spawn a dog? Can I get or spawn cats like those at Covenant or Abernathy Farm?
2. Tunnels/underground: Is this even remotely possible or would it be too game breaking by tearing out the ground?
 
1a. Wasteland Workshop has cat and dog traps. Normally takes a couple of days before one is in the trap.

1b. Best area I've found to run into the dog merchant is:

Over near Longneck Lukowski's Cannery.

2. Separate tunnel/cave worldspace would need to be created with an entry point placed into the existing world space. If you were to try to scrap terrain pieces all you'd see the empty void underneath with maybe a body of water far, far below. So, no tunnels or such until the GECK/CK is released.

EDIT: one other point to add...a tunnel/cave can be placed on top of an existing landscape without having to create a separate worldspace. You'd need to know how to use various software (such as NIFScope, graphics editors (Photoshop, GIMP) and other various software tools in order to create the tunnel/cave visioned. Taking on an endeavor as described could take several weeks depending upon the complexity of the user created assets.

It is possible to piece-male existing assets together without creating new assets yet at the current time it is a huge challenge since Bethesda's organization of file structure is a mess. Every terrain object you want to use would have to be tracked down then adapted fit the need/want. Even then, topside caves are limited in size as there is barely enough ceiling height to allow a PA equipped character to go through without clipping through the terrain.

I, too, want to create a good cave mod as it would fit very well with one of my previous characters. But until the GECK/CK is released and we can view the entire list of assets available, creating such a place would be challenging on several levels.
 
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I'm using Darker Nights on max darkness with True Storms: Wasteland Edition. Combined they make for excellent lighting effects. The storms are unbelievable. Rain feels real, the radiation storm blowing in from Glowing Sea is amazing and the sounds provided by True Storms are very immersive. Each mod provides several options to tailor the installation to suit the performance of the PC. I'm running every Fallout 4 setting on Ultra with Bokeh disabled to allow me to see clearly underwater.

To put things into perspective, as of this moment I've invested 1,471 hours into Fallout 4 and am currently on my 7th character. My mod storage folder is 84 GB and growing. I currently have 132 mods with 92 active plugins with 46 of those mods being texture replacers. I like my eye candy. :LOL:

Thanks will be looking into it =D.
 
Damn CaptNumbNutz nice bar you got there.

One question: when Cait enters the ring, does she yell at her opponent, "I'm going to rip your lips off!"? :p
LOL. I need to test that theory. I wonder how I can get people to actually box rather than it being a simple decoration? I really want those animal cages because I want deathclaw/raider fights. That way I can force them to fight since they will be naturally aggro to each other.

1a. Wasteland Workshop has cat and dog traps. Normally takes a couple of days before one is in the trap.
I spent the better part of an hour last night going through my entire workshop looking for the animal traps. I will check the wiki link again for the exact list of Wasteland Workshop items that are new.

As of right now, the animal traps are the only thing missing from the workshop. I have a floor trap that looks like a shack floor. I have a few other human traps like saw blades and such. I've got large cages (simply labeled cage) and big enough for a couple humans, and I've got prison cells. What I've got isn't listed in the workshop DLC, so I believe it came from a mod. No deathclaw cages, no cat traps. Apparently there is some new "Beta Wave emitter" too that's supposed to tame the big animals? I didn't see that either.

Which section are they in?

FWIW, I did LOOT and let it sort automatically. The DLC plugin for workshop is activated in NMM, but automotron is not. If you want me to re-post my loot order, I will later tonight. I have not added any additional mods since I last posted it.

I also thought there were some neon signs in this DLC, at least according to the DLC advertisement from Bethesda (specifically the one showing Deathclaw fights).
 
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You should be seeing a "CAGES" section on the main Settlement level. If not then sounds like one of the mods is messing with it still. If you are running SK I'm guessing that is the culprit.
 
Install the Homemaker/WW compatibility patch and the cages will be on the main menu, far right.

LOL. I need to test that theory. I wonder how I can get people to actually box rather than it being a simple decoration? I really want those animal cages because I want deathclaw/raider fights. That way I can force them to fight since they will be naturally aggro to each other.

I spent the better part of an hour last night going through my entire workshop looking for the animal traps. I will check the wiki link again for the exact list of Wasteland Workshop items that are new.

As of right now, the animal traps are the only thing missing from the workshop. I have a floor trap that looks like a shack floor. I have a few other human traps like saw blades and such. I've got large cages (simply labeled cage) and big enough for a couple humans, and I've got prison cells. What I've got isn't listed in the workshop DLC, so I believe it came from a mod. No deathclaw cages, no cat traps. Apparently there is some new "Beta Wave emitter" too that's supposed to tame the big animals? I didn't see that either.

Which section are they in?

I'd like to see your load order since LOOT doesn't cover every Fallout 4 mod as of this date.

FWIW, I did LOOT and let it sort automatically. The DLC plugin for workshop is activated in NMM, but automotron is not. If you want me to re-post my loot order, I will later tonight. I have not added any additional mods since I last posted it.

Once the Homemaker/Wasteland Workshop compatibility patch is installed, neon lights are under Power ==> Lights ==> Neon

I also thought there were some neon signs in this DLC, at least according to the DLC advertisement from Bethesda (specifically the one showing Deathclaw fights).
 
Install the Homemaker/WW compatibility patch and the cages will be on the main menu, far right.



I'd like to see your load order since LOOT doesn't cover every Fallout 4 mod as of this date.



Once the Homemaker/Wasteland Workshop compatibility patch is installed, neon lights are under Power ==> Lights ==> Neon
I knew I was forgetting something. Compatibility patch. I think I read something about it before. For some reason I thought NMM did that automatically.
How do I update it? Simple download from Nexus? Any info you got is great, my internet is limited here at work and I will check it out after 10pm tonight.
 
Remembering the comics of his youth, Mr. Clark reminisces about a superhero by a similar name....Mr. Stark. He had a suit for every occasion and a robot butler.

Now, Mr. Clark just found the last few pieces to round out his collection...
Codsworth won't stop complaining about the renovations to the mansion. It's now 4 stories instead of 2, and he found the most efficient way to store "the collection".

The brotherhood made him turn against a friend, so he blew up the badyear blimp, hi-jacked one of their vertibirds and parked it on his roof as a prize.

The trade caravans keep whispering about the remains of a man pulled out of a deathclaw's gut on the edge of the glowing sea. The uniform was black and had a capital letter "E" on the chest. If he was traversing the glowing sea, he had to have come from another major city to the southwest. There's no way he would have lasted a day in the glowing sea without a suit. He must have ran out of fusion cores, and the deathclaw got the mercy kill. His suit must still be out there...

======

Okay, enough of the silly stories. Too little sleep and I've been playing way too much. Hopefully I will have screenshots of the Stark ....err I mean Clark Mansion this weekend.
 
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Man, I wish they would come out with DLC every few months for this game. I love it, but have pretty much done everything there is to do. Ok, I lied. Not everything there is to do, but doing the same stuff over and over gets boring.
 
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