фоллаут 4 мод восстановленный замок
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Castle Walls Repaired Ultimate Vanilla Edition
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Complete Vanilla Rebuild of the Castle to include Walls, Landscape, Armory and Entry point. No more lose blocks sticking out of repaired walls..Rubble piles removed..New entry point. Start with a new or current game.100% game and story line compatible
This mod does not have any known dependencies other than the base game.
Mods requiring this file
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I would like to give a special thanks to DeathLeopards for his patience and always being there with a helping hand, Please do yourself a favor and check out the project he and his colleagues are putting together.
LIBERTY HELL
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Thanks and I hope you enjoy
Castle Walls Repaired: Ultimate Vanilla Edition: Complete Vanilla Rebuild of the Castle to include Walls, Landscape, Armory and Entry point.
No more lose blocks sticking out of repaired walls..
Rubble piles removed..
New entry point
Start with a new or current game.
Compatibility: No known mod conflicts, with that said,running this mod in conjunction with another Castle mod may have strange
effects or conflicts.
Bugs:
New Game:No known bugs when starting a new game.
*The navmesh may be low in some areas.
NOTE/FIX : If you’re using Scrap Everything by shadowslasher410, there is a patch that fixes items sinking into the ground in places that have cement flooring.
Under:
«OPTIONAL FILES
*Building Placement Fix
«https://www.nexusmods.com/fallout4/mods/5320/?tab=2&navtag=https%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmodfiles%2F%3Fid%3D5320&pUp=1
*Some items will not be placed correctly on shelves and some armory objects
will not have transferred to new armory area..
Warning: As a mod user (before CK) I found it frustrating when some walls,items etc. were not scrap-able and I was not afforded the chance to try an idea out, with that said I left much of this mod scrap-able, so scrap at your own risk, I would personally move pieces out of the way before I scrapped to see if what I wanted to achieve was possible before I scrapped..
Installation: Install with NMM
Manuel Installation: Place esp in Data folder
Load Order: Place at end of load order above scrapping mods
Alternate ver 1.1 has been posted under Optional File.
Includes a front door on the main entrance
Road extended to diner ruins
Dirt mound in S.wall as well as conc. floor corner sticking out of S wall removed
Scrap-able crows nest added to N wall
Armor Smith room,the armor wb moved to the room w/stairs leading to main entrance wall as well as a few other improvements to that structure.
Many other minor improvements
Other Mods by Wonimal:
Mystic Pines Settlement With Overpass Lift
https://www.nexusmods.com/fallout4/mods/30545/
XBox
https://bethesda.net/en/mods/fallout4/mod-detail/4057593
General Atomics Galleria and Bowling Alley Settlements:
https://www.nexusmods.com/fallout4/mods/30249
https://bethesda.net/en/mods/fallout4/mod-detail/4055787
Xbox
https://bethesda.net/en/mods/fallout4/mod-detail/4055788
I would like to give a special thanks to DeathLeopards for his patience and always being there with a helping hand, Please do yourself a favor and check out the project he and his colleagues are putting together.
Fallout 4 «Восстановленный Замок 1.0»
Мод позволяет починить стены Замка Минитменов
1) желательно использовать установщик модов
2) (в ручную) распаковать содержимое в папку с игрой
-Открываем по пути documents/mygames/fallout4/ файл fallout4.ini
Добавляем строчки:
[Archive]
sResourceDataDirsFinal=STRINGS\, TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\
Разрабы(игры)-ленивые сволочи нельзя было так сначало сделать.
random3355 А это всё в дополнениях ожидается. Нетерпеливый…
О круто ато раньше уходило много бетона чтобы залатать дыры бетонным фундаментом
predator999 Целиковыми стенами? Я летал блоками из хоммейкера, то еще удовольствие над сказать, а автор красавчег
как по мне дыры в стенах = заделанные вручную предавали замку некоторого пост апокалиптического шарма. всё таки ему 600 лет кажись, ещё британцы строили. а вот функция уборки наростов аки водоросли или мох или бог его знает была бы заманчивее
Jewelyn А вот с уборка вышел пшик.У меня стоит мод scrapeverything, но даже с ним какахи болотников не убрать. Кусты с виноградом на стенах разбирает, в яйцекладки ни в какую
Doberrman699 в чём проблема удалить какахи через консоль?
Daredevil8442 А тут как сказать.есть ли смысл? Если их якобы собирают, то мы имеем противоречие есть минитмены в замке, нет какашек,они малость disable.и все, у народа когнитивный диссонанс😁 че собирать то,генерал,где вранье болотников? 😁
Doberrman699 грядки им построй пусть мутафрукты собирают) а то клешни повыростают от мяса болотников, или кто там у тебя))
Богомазов Николай Ты ще и крышу захерачил😁
Doberrman699 А то, ток немного недоделал её, надъедает вся эта возня. А по поводу кладок они со временем удалятся сами, тоже не мог, потом пришёл смотрю а их нет, жители постепенно всё убирают сами, подожди немного.
Богомазов Николай Я кстати замок без квеста взял.интересно как теперь сюжет повернется😒
Богомазов Николай А насчет крыши, хоммэйкер, там кирпичные здания с УГЛАМИ.может без дыр и получится
Ща посмотрим. Всё работает, ток правда завал/насыпь от щебёнки, где угол ставить, осталось, вот бы и его убрать.
Богомазов Николай Это по мини квесту.
Всё работает отлично. Спасибо.
Вот это Да!Ура!Ура.Оч,оч хорошо.
NEO2041 Скорей всего у тебя при строительстве с чем-то конфликтует, удали или передвинь подальше (потом вернёшь на место), рядом объекты. У меня такая же хрень была, 10 минут мучился пока не просёк это. Могут мешать как провода, так и переходники если на стенах установлены, ещё чтобы не было на этих местах жителей и других вещей, и если мод на роботов охранников стоит то и их тоже нужно отодвинуть, они так же мешают с установкой. Ещё попробуй покрутить ( сначала с одной стороны, потом поверни и попробуй поставить другую сторону). Jewelyn консоль, наводишь на объект, щёлк левой кнопкой мыши, в твоём случае это «наросты, водоросли, мох (мусор на полу и на стенах), или бог его знает, была бы заманчивее». Появляется ID, пишешь «Disable» и ву а ля оно исчезает, почаще перед этим сохраняйся. Ещё можно восстановить то что удалил, если конечно адрес ID ещё не изменил, командой «Enable». Надеюсь вам помогло.
Смотрел в кирпичных зданиях?
FENIX0345 Да и ко всему стык у полов потолков в мейкере с большим количеством положений, можно сыграть на этом
мод конечно интересный, но вот теряется изюминка замка.. мусор от стен есть и стены есть) откуда тогда мусор от стен взялся, как по мне так лучше обычными стенами восстановить, будет хотя бы видно что замок был разрушен а минитмены восстановили. кстати эти стены) у нас вот кирпичи в сседнем доме в стене меняли, так там разница в цвете) а тут прям идентичная стена а замку несколько сот лет)) не логично)
или у меня он не работает или я тупо не могу найти его. в каком разделе эти кубики находятся? вижу что спешил а конкретнее.
San-Chez в спец постройке где пушку делать а меня там находится.
Богомазов Николай да все появилось. спасибо. я просто задание на арсенал не выполнял вот и не было)
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Castle Tunnel Restoration
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This Mod restores the damaged castle tunnels into a functional part of your minutemen stronghold
DLC requirements
Author’s instructions
You can edit my mod for your self, I don’t mind you posting your versions on the nexus either so long as you do so for free, You must credit me for the original file and you must give credit to the resource creators who made assets for this mod.
You may NOT upload this to bethesda.net without expressed written permission from myself.
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This author has not credited anyone else in this file
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Translations available on the Nexus
Did you make an epic settlement at the Castle?
Did you use DDproductions mod to fix the walls?
did you make the Castle look epic again?
Shame that no matter how much work you put in to the settlement up top the tunnels supporting your castle are falling apart and collapsing.
This Mod I made for myself but I decided to share it on here, it repairs the castle tunnels and turns it into a nice part of your castle.
The Containers I used in this mod’s armory are from the Bunker 1 Alpha mod by Jpitner
http://www.nexusmods.com/fallout4/mods/13668/?
He gave me permission to use them in this mod.
I’ve also added some posters from this mod
http://www.nexusmods.com/fallout4/mods/11975/?
This Mod does require the DLC’s
It adds an armor and weapons workbench to the tunnels as well as a robot workbench.
I have left SARGE in the tunnels as and have NOT touched the final room of the tunnels at all, so in theory the quest line shouldn’t be broken by this mod and it should be safe to use any time however for immersion purposes at least I recommend completing the quest first and then switching it on.
This is just the first most basic version,
I plan to do an updated version that fills all the shelves out and adds alot more clutter which I will post when it is finished, but some people might prefer the more cut down version so I’m going to upload that now 🙂
I may also do a version 3 with a grave/tribute to the general which would definitely break the quest and could only be used post-quest but would look alot tidier and a bit more immersive (that you would honor the fallen rather than leave him to rot) let me know in the comments if you’d like to see this.
The tunnel has been re-navmeshed as it was obviously inaccessible and uneven before, many of the rooms also had to be re-navmeshed because of the debris removal, It should work fine (piper followed me ok when I tested) but it may not be perfect. I also don’t know if Ronnie follows a specific path during the questline or not.
WOW Guys, Thanks for so much love and support for this MOD.
Many many people have asked me about doing a DLCless version of this mod, Once a mod has been assigned a master in the creation kit you can’t remove it, I’ve tried to remove the items in the CK and then use FO4Edit to clean the masters and this has removed the Automatron and Wasteland workshop requirements but its still clinging on to the Far harbor Masterfile and I don’t know how to remove it,
I’ve added the version (1C) to files which now only requires far Harbor. if someone else wishes to take this file and remove the DLC association they are welcome to do so.
VERSION 2 is Up
This adds a workbench as requested which allows you to edit the cell, This took me like 2 hours this evening to figure out (even with the helpful instructions I’d been sent) Considering any changes I want to make to it i’d just do in the CK I made this version purely for you guys since you asked for it so much 🙂 This should prove how Much I love you!
Version 2C fixes the floor bug,
huge thanks to Jpitner for doing this, He also linked the workbenches to the workshop so he is amazing. Many thanks 🙂
I highly suggest checking out Eli’s faction housing mod, if you load mine after hers in the load order both are compatible and it gives you an amazing general’s quarters off the side of the tunnels.
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Rebuilt version of the Castle. Fully effective and heavily defended.
Minutemen approve this message.
DLC requirements
DLC name |
---|
Wasteland Workshop |
Far Harbor |
Contraptions Workshop |
Vault-Tec Workshop |
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This author has not provided any additional notes regarding file permissions
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This author has not credited anyone else in this file
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My own version of a full minuteman playthrough fortress. Things are going better this time, stonewalls have been rebuilt and they even brought some steel to the edifice. The settlement workshop capacity has been moderately increased, at least to build what i have planned to. Usually i increase the workshop capacity until the game starts lagging, two and half vanilla’s (903 objects to be precise). I don’t use anything that messes up with precombines, i build only on vanilla foundations so anyone can download and profit. The Castle is fully functional, it has tons of water, food, beds (one should add some if he’s planning to have 30+ settlers though), merchants and of course, plenty of defense. Sadly it has no secret door but it definitely has a lift (for some reasons, all my settlements have one or the other. ).
Many requirements aren’t mandatory, but all mods i’m using are always useful at some point. AWKCR is always needed for one reason, i build its specific workbench in many settlements. Same story for WATM, i use its workbench to be sure i only recruit far west minutemen to populate the area. Locksmith isn’t mandatory at all but i use it to lock doors and containers, it can be really helpful to help defending or just preventing your containers from being robbed by utterly dumb settlers (or even companions). I have no idea about how transfer settlement handles such thing so don’t panic if doors are stuck, maybe you need this mod.
Thanks for downloading and feel free to comment if some things are broken or even could be improved.
Light/shader mods i’m using on the screenshots:
Enb PRC (tweaked Hazmat preset), NAC climate overhaul, ELE Fo4 and ultra exterior lightning, Brighter Setllement lights (dim option if i ain’t wrong, i never use the bright options) and Brighter Wasteland Workshop Lights.
Edit. added the awesome Workshop Decoration Pack as a requirement. I missed this one.
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What happens when a War veteran such as yourself takes charge of the Minutemen?
Well, 1st of all you start building up your army and them you get a base of operations!
DLC requirements
DLC name |
---|
Automatron |
Wasteland Workshop |
Far Harbor |
Contraptions Workshop |
Nuka World |
Hi-Res Texture Pack |
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Off-site requirements
Credits and distribution permission
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This author has not provided any additional notes regarding file permissions
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This author has not credited anyone else in this file
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So you build your Army! Helped farms, gathered allies and one day Preston tells you about the castle.
Heavily Fortified base of operation the minutemen used to have before it was taken by some giant sea creature!
HEAVILY FORTIFIED? WOW Okay, Preston go ahead i will gather the Alpha Squadron and meat you there!
And a few hrs later here i go with Dogmeat and the Alpha Squadron on my way to the map marker Preston left me.
Was a great day to find out about that Heavily Fortified Military base.
Giant sea creature? No problem we brought all the Fatman’s and mini-nukes.
Then we finally come into view distance of that amazing Fortified Military Base.
«Preston wheres the base at? Are those walls it?»
Oh well, let’s start the cleanup operation and see its condition afterwards.
A long damn fight. seems to have taken ages. lost a few good men. But finaly the Queen was down!
We did it. We have the castle Preston tells me all happy after i test to see if the radio still works.
And so the Operation rebuilt The Castle started.
Afterwards, we had to hire some specialized Builders, Masons, Carpenters, Decorators and the like to get it fully working!
(Must have mods)
We are done?
Looks like that is it.
Overall special Notes
(depending on how you have your settlement and if you decide to nuke it please beware some items might require you manually adding them back. Example the table at the armory!
Other than that, i didn’t found any other issue!)
Sim settlement plans
They will be at either level 1 or 0! I had an issue with the 1st attempt sadly had to restructure then! Feel free to choose at your liking!
Missing/Ignored mods (I havent mentioned some mods that somehow got into the Blueprint just ignore and skip them as they arent needed)