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Posted

Today I managed to move a little in the basement,


After getting to know the NX1 better, Susy to me, I realized that:

she likes to read, so I left in the room a couple of books and some shelves for magazines,

 

As her favorite place is the pool, I thought it would be nice to give it a boost there, so the first things were:
A bar, of course, a music box, showers outside the pool, a bathroom in the back ...
in the room before the pool a fireplace and sofas, a table for whatever you want

 

Since Dr Steim is a fugitive from the Institute, it seems natural to me that there are some Institute items in this basement, such as an entrance ward and radiation controls,

 

As Nx1 is a skilled trader, it is only natural that she has security traps and a map to see the movement around, after all, the community is not the safest place in the world ...

somewhere I must do a mini lab, I imagine if the basement was ever a safe spot for Dr Stein he should have equipped the place for his work, and of course set up a good kitchen and a good cleaning service area after all Susy's main functions are Cleaning and Cooking

 

It's all just experimentation, but I'm really enjoying the basement and the NX1 context in it.

 

 

Posted

Idea:

 

reginald and group...

very innocent question,
not wanting to complicate your life too much ...

I found this mod very interesting, does it have a simple way to add the NX1 feature to change the outfit you are wearing for a bikine, automatically when you enter the pool and after you automatically return to the clothes you were wearing before?

 

I don't know if the auto-change feature that the mod does is for the player only or if it can be applied to others ...

but it's just an idea of a curious effect, look what you think:


it's the   Wasteland Dress Code    https://www.nexusmods.com/fallout4/mods/36024

 

which in turn runs on the    Outfit Switcher - Hotkey Loadouts   https://www.nexusmods.com/fallout4/mods/10282

 

 

Posted
1 hour ago, Fiona159 said:

We need to teach girls to swim, then the pool will be real).

I think for that the pool has to be deeper, and then it would not be possible the chairs that they sit inside ...

The option would be a larger pool, which also implies a larger room, which had two depths on one side a more shallow part with the chairs as it is now and on the other side a deeper part that can swim there, just wondering ...
Almost that:

 

780466788_cap19-07-3105_31PM.JPG.3795f1c13ad1b872fee6905e1ab58c82.JPG


But I don't know if this kind of bigger building escapes the NX1 plot, let's see what

Posted

Hmmm.

Shame most NPC's/'settlers' tend to auto-leave/not stay where told.

:D

Oh, word of advice to anyone use Transfer Settlements.
Nuke the fucking thing first, so you don't have doubled-up fuse boxes, or other shit I'm currently unaware of. ?

 

Also, not sure if it'll be helpful, since I'm also sorting out whether Transfer Settlements and/or somethin else has caused issues [90k line papyrus log ftw. 95% of it being stack dump], but here:


[08/02/2019 - 12:14:45AM] IVY has detected the player has moved, she's checking her chatter routines.
[08/02/2019 - 12:14:50AM] error:  (00000014): cannot be moved to a None object's location.
stack:
	[ (00000014)].ObjectReference.MoveTo() - "<native>" Line ?
	[ (960011FE)].REObject02FakeDoorScript.OnActivate() - "g:\_F4\Art\Raw\Scripts\REObject02FakeDoorScript.psc" Line 7
[08/02/2019 - 12:15:02AM] IVY has detected the player has moved, she's checking her chatter routines.
[08/02/2019 - 12:15:02AM] error:  (1208598C): cannot be moved to a None object's location.
stack:
	[ (1208598C)].companionactorscript.MoveTo() - "<native>" Line ?
	[ (960011FE)].REObject02FakeDoorScript.OnActivate() - "g:\_F4\Art\Raw\Scripts\REObject02FakeDoorScript.psc" Line 7
[08/02/2019 - 12:15:39AM] warning: Property AO_Companion_AlreadySearched on script Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3 attached to AO_Companion_LoiterSearch (000F4AC3) cannot be initialized because the script no longer contains that property
[08/02/2019 - 12:15:42AM] error: Cannot call Ref1() on a None object, aborting function call
stack:
	[AO_Companion_LoiterSearch (000F4AC3)].Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3.Fragment_Stage_0000_Item_00() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_AO_Companion_LoiterSearch_000F4AC3.psc" Line 16
[08/02/2019 - 12:15:42AM] error: Cannot call Ref1() on a None object, aborting function call
stack:
	[AO_Companion_LoiterSearch (000F4AC3)].Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3.Fragment_Stage_0255_Item_00() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_AO_Companion_LoiterSearch_000F4AC3.psc" Line 46
[08/02/2019 - 12:15:42AM] error: Cannot call Ref1() on a None object, aborting function call
stack:
	[AO_Companion_LoiterSearch (000F4AC3)].Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3.Fragment_Stage_0255_Item_00() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_AO_Companion_LoiterSearch_000F4AC3.psc" Line 54
[08/02/2019 - 12:15:42AM] error: Cannot call ClearAll() on a None object, aborting function call
stack:
	[AO_Companion_LoiterSearch (000F4AC3)].Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3.Fragment_Stage_0255_Item_00() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_AO_Companion_LoiterSearch_000F4AC3.psc" Line 57

Also, that's on a sub-three-hour save, so shouldn't have screwed shit like scripts, but never know, I guess ?

Especially when I now see:
 

[08/01/2019 - 10:23:19PM] Cannot open store for class "Fragments:Quests:QF__0A091492", missing file?

Up top of the log...

Bonus:

[08/01/2019 - 10:21:33PM] error: Extra bind data version too old. Must be version 2 or newer

Least fucking helpful log output...

Posted
21 hours ago, urbanoantigo said:

Idea:

 

reginald and group...

very innocent question,
not wanting to complicate your life too much ...

I found this mod very interesting, does it have a simple way to add the NX1 feature to change the outfit you are wearing for a bikine, automatically when you enter the pool and after you automatically return to the clothes you were wearing before?

 

I don't know if the auto-change feature that the mod does is for the player only or if it can be applied to others ...

but it's just an idea of a curious effect, look what you think:


it's the   Wasteland Dress Code    https://www.nexusmods.com/fallout4/mods/36024

 

which in turn runs on the    Outfit Switcher - Hotkey Loadouts   https://www.nexusmods.com/fallout4/mods/10282

I didn't want to invest too much time into that. Especially for players it'd be an issue with the pipboy and such. I could add a simple trigger to the doorway, making it so the NX automatically changes her clothes to a bikini, but I'm not sure how to 'store' her original chosen outfit, as customized by the player. Long story short, it'd be a pain to get consistent and would introduce bugs and support.

 

But I'll definitely look into it, perhaps there's an easy way to overcome the caveats I'm seeing. ;)

 

21 hours ago, urbanoantigo said:

I think for that the pool has to be deeper, and then it would not be possible the chairs that they sit inside ...

The option would be a larger pool, which also implies a larger room, which had two depths on one side a more shallow part with the chairs as it is now and on the other side a deeper part that can swim there, just wondering ...
Almost that:

 

780466788_cap19-07-3105_31PM.JPG.3795f1c13ad1b872fee6905e1ab58c82.JPG


But I don't know if this kind of bigger building escapes the NX1 plot, let's see what

It was initially deeper, but the problem is that there's no smooth transition for NPC's to move from swimming to standing, sitting. It all just looked very clumsy. So I lowered the water, to make it so there's no swim transitions. You should really see it more of like a Roman bath, as opposed to a swimming pool. ;) *realizes he should have named it Roman bath to begin with*

 

2 hours ago, Nebuchadnezzer2 said:

Hmmm.

Shame most NPC's/'settlers' tend to auto-leave/not stay where told.

:D

Oh, word of advice to anyone use Transfer Settlements.
Nuke the fucking thing first, so you don't have doubled-up fuse boxes, or other shit I'm currently unaware of. ?

 

Also, not sure if it'll be helpful, since I'm also sorting out whether Transfer Settlements and/or somethin else has caused issues [90k line papyrus log ftw. 95% of it being stack dump], but here:


[08/02/2019 - 12:14:45AM] IVY has detected the player has moved, she's checking her chatter routines.
[08/02/2019 - 12:14:50AM] error:  (00000014): cannot be moved to a None object's location.
stack:
	[ (00000014)].ObjectReference.MoveTo() - "<native>" Line ?
	[ (960011FE)].REObject02FakeDoorScript.OnActivate() - "g:\_F4\Art\Raw\Scripts\REObject02FakeDoorScript.psc" Line 7
[08/02/2019 - 12:15:02AM] IVY has detected the player has moved, she's checking her chatter routines.
[08/02/2019 - 12:15:02AM] error:  (1208598C): cannot be moved to a None object's location.
stack:
	[ (1208598C)].companionactorscript.MoveTo() - "<native>" Line ?
	[ (960011FE)].REObject02FakeDoorScript.OnActivate() - "g:\_F4\Art\Raw\Scripts\REObject02FakeDoorScript.psc" Line 7
[08/02/2019 - 12:15:39AM] warning: Property AO_Companion_AlreadySearched on script Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3 attached to AO_Companion_LoiterSearch (000F4AC3) cannot be initialized because the script no longer contains that property
[08/02/2019 - 12:15:42AM] error: Cannot call Ref1() on a None object, aborting function call
stack:
	[AO_Companion_LoiterSearch (000F4AC3)].Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3.Fragment_Stage_0000_Item_00() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_AO_Companion_LoiterSearch_000F4AC3.psc" Line 16
[08/02/2019 - 12:15:42AM] error: Cannot call Ref1() on a None object, aborting function call
stack:
	[AO_Companion_LoiterSearch (000F4AC3)].Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3.Fragment_Stage_0255_Item_00() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_AO_Companion_LoiterSearch_000F4AC3.psc" Line 46
[08/02/2019 - 12:15:42AM] error: Cannot call Ref1() on a None object, aborting function call
stack:
	[AO_Companion_LoiterSearch (000F4AC3)].Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3.Fragment_Stage_0255_Item_00() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_AO_Companion_LoiterSearch_000F4AC3.psc" Line 54
[08/02/2019 - 12:15:42AM] error: Cannot call ClearAll() on a None object, aborting function call
stack:
	[AO_Companion_LoiterSearch (000F4AC3)].Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3.Fragment_Stage_0255_Item_00() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_AO_Companion_LoiterSearch_000F4AC3.psc" Line 57

Also, that's on a sub-three-hour save, so shouldn't have screwed shit like scripts, but never know, I guess ?

Especially when I now see:
 


[08/01/2019 - 10:23:19PM] Cannot open store for class "Fragments:Quests:QF__0A091492", missing file?

Up top of the log...

Bonus:


[08/01/2019 - 10:21:33PM] error: Extra bind data version too old. Must be version 2 or newer

Least fucking helpful log output...

 

Most errors are coming from the REObject02FakeDoorScript file.

I found it in one mod, but it looks like an override: https://www.nexusmods.com/Core/Libs/Common/Widgets/FileContentPopUp?game_id=1151&file_id=89918

That mod is called 'The Bounty Office', it could possibly be this mod that is causing these errors, or some other mod that overrides the REObject02FakeDoorScript file.

 

2nd line of the script is for object ID 14. It says that the player cannot be moved to a 'none' object. Meaning that the REObject02FakeDoorScript is trying to move the player to some position, somewhere, right after entering a new area. This is likely related to some kind of script that alters stuff with doors.

 

My final guesstimate: One of your mods overrides the vanilla REObject02FakeDoorScript and it's properties aren't filled correctly, causing these 'none' errors. It could be something as simple as opening the mod in the CK, finding the script, press 'Autofill' for the properties and save to restore functionality.

 

I don't see Ivy or RR related errors here. Those AO companion loitersearch errors are also in my scriptlog and I think they are in the vanilla game as well. The code is trying to use unfilled references, then bombs out. Happens quite a lot. That companion loiter script makes it so that companions find something, then say 'hey come look over here, I found some (ammo/junk/weapons/chems)'.

Posted

@Nebuchadnezzer2 It IS an interior settlement, so it would make sense that companions leave or don't stay in it. I haven't found any problems myself with exporting/importing through Transfer Settlements, but at the same time my RR Basement plugin is modified to omit the power boxes, in addition to material swaps to the walls, floor and ceiling.

Posted
13 hours ago, Adviser69 said:

@Nebuchadnezzer2 It IS an interior settlement, so it would make sense that companions leave or don't stay in it. I haven't found any problems myself with exporting/importing through Transfer Settlements, but at the same time my RR Basement plugin is modified to omit the power boxes, in addition to material swaps to the walls, floor and ceiling.

From what I've seen, the companions default to a certain proximity from the settlements' original/base Workbench, so they fuck off and stick near the bench until you exit workshop mode again.

 

Yeah, the boxes can import as well, which doubles em up if you don't nuke the damn thing first :joy:

@Reginald_001 Went diggin in the CK for that. Presumably it's from Locksmith, which I added recently. Main annoyance is War of the Commonwealth tends to be a bit problematic at times, and combined with trying to un-fuck my PC from the mistake that was Windows Updates, it's kinda hard to tell where performance issues are stemming from at this point. Such as fuckin 30 FPS walkin 'round the Commonwealth, when it was, and should be, ~60FPS.

ugh
 

Posted
On 8/2/2019 at 1:49 PM, Nebuchadnezzer2 said:

From what I've seen, the companions default to a certain proximity from the settlements' original/base Workbench, so they fuck off and stick near the bench until you exit workshop mode again.

 

Yeah, the boxes can import as well, which doubles em up if you don't nuke the damn thing first :joy:

@Reginald_001 Went diggin in the CK for that. Presumably it's from Locksmith, which I added recently. Main annoyance is War of the Commonwealth tends to be a bit problematic at times, and combined with trying to un-fuck my PC from the mistake that was Windows Updates, it's kinda hard to tell where performance issues are stemming from at this point. Such as fuckin 30 FPS walkin 'round the Commonwealth, when it was, and should be, ~60FPS.

ugh
 

For me Ivy, usually stays seated for a while when I point her to a chair. The trick is to let her settle completely into her Idles before going into workshop mode.

As for the FPS.. perhaps something reset your INI file to enable some features that were off before? I had that happen once and was surprised I didn't even really notice the difference. :D

 

 

Posted
12 hours ago, Reginald_001 said:

As for the FPS.. perhaps something reset your INI file to enable some features that were off before? I had that happen once and was surprised I didn't even really notice the difference. :D

I'll have to poke around, I'm usually fairly on top of anything that could touch my INI's for that reason. It's probably partly from Firefox resource-hogging with videos, combined with the fuckery around the windows update. More prone to memory overuse, and I might need to go undo a few things somewhere.

 

Ivy's usually good about stayin put, provided you let the animation finish, as you mentioned.
something something Well trained ;)

Posted
On 8/8/2019 at 10:04 AM, Nebuchadnezzer2 said:

Ivy's usually good about stayin put, provided you let the animation finish, as you mentioned.

something something Well trained ;)

Indeed, but she will always have a mind of her own. ;)

  • 3 weeks later...
Posted
On 9/5/2019 at 7:46 PM, jonattttt said:

How do you get the maid to have sex with you?

You likely need a mod that will allow NPCs to have sex with you. AAF is currently the most popular and currently heavily developed mod framework for this.

Posted

I have a workshop issue I can't figure out. All my settlement workshops give me access to all  items to build. They might be grayed out because of lack of raw materials or locked per not having a needed perk but the items are there to be available when requirements are met. With the RR basement workshop, all the items are not listed. It seems to be missing a lot of buildable items that should be there. Is the RR basement workshop limited by the mod itself?

 

NVM, I fixed it.

Posted
On 9/8/2019 at 8:11 PM, Rebel-moon said:

I have a workshop issue I can't figure out. All my settlement workshops give me access to all  items to build. They might be grayed out because of lack of raw materials or locked per not having a needed perk but the items are there to be available when requirements are met. With the RR basement workshop, all the items are not listed. It seems to be missing a lot of buildable items that should be there. Is the RR basement workshop limited by the mod itself?

 

NVM, I fixed it.

Thanks for following back up and informing us that you fixed the issue. I can't speak for the OP and others here but I do personally appreciate it when someone does that for one of my threads or when I am supporting them.

Posted
2 hours ago, RitualClarity said:

Thanks for following back up and informing us that you fixed the issue. I can't speak for the OP and others here but I do personally appreciate it when someone does that for one of my threads or when I am supporting them.

Couldn't have said it better myself, thanks! :)

Posted
8 hours ago, RitualClarity said:

The only thing better would have been the solution that person found for their issue :D 

Which would seem odd, since it seems the basement area is a bit limited in my game too - though I wasn't trying to build anything big, just considering if I needed to build a generator, and realizing the category wasn't appearing, and then seeing that the switches generate 100 power, which can be extended to an entire room, so long as you start building more connectors. Possibly the area has that same limited bench as the Mechanist's Lair, though I'm not 100% sure about that. 

 

One thing I'd suggest is something to make the walls/floors look better, though that may be something solved with a retexture mod, though I'm not sure what mod would effect it.

Posted
On 8/18/2019 at 3:43 PM, Reginald_001 said:

I made a poll regarding player homes, before I make a decorated version of the basement. If you want to chip in, you can find it here:

 

https://www.loverslab.com/topic/128254-decorated-player-homes/

 

Decorated please.  It's so fucking annoying to scrap and build where I could fuck and shoot. Not necessarily in that order.  Something that Ivy would TOTALLY approve of.

 

Posted
10 hours ago, RitualClarity said:

The only thing better would have been the solution that person found for their issue :D 

Sorry, my bad.

 

The RR Basement Workshop needed a couple of Keywords added to the container to enable items that must be classified somehow as exterior items only. I added "WorkshopWorkbenchTypeExerior" & "WorkshopWorkbenchTypeSettlement".

Posted
15 hours ago, RitualClarity said:

The only thing better would have been the solution that person found for their issue :D 

 

6 hours ago, Kuroyami said:

Which would seem odd, since it seems the basement area is a bit limited in my game too - though I wasn't trying to build anything big, just considering if I needed to build a generator, and realizing the category wasn't appearing, and then seeing that the switches generate 100 power, which can be extended to an entire room, so long as you start building more connectors. Possibly the area has that same limited bench as the Mechanist's Lair, though I'm not 100% sure about that. 

 

One thing I'd suggest is something to make the walls/floors look better, though that may be something solved with a retexture mod, though I'm not sure what mod would effect it.

It is an indoor settlement, like all other indoor settlements (e.g. Home Plate) all outside stuff is blocked from the workbench.

Posted

The dialogue for the maid reminded me of Ivy...just a way more sanitized and sex-free Ivy.   Can the maid's looks be changed via slm just like Ivy?  Do they have specific conversations between those two?  Cause I've always wondered what a sex bot and a maid bot could possibly have in way of conversation...especially considering how filthy Ivy's mouth is.  XD

Posted
17 hours ago, RitualClarity said:

The only thing better would have been the solution that person found for their issue :D 

I am confused with the quotes of my above statement..
I meant that the person that found their issue come back and post what it was. Perhaps others might have the same issue.  if I am mis-understanding the quotes then great!

Posted
1 hour ago, RitualClarity said:

I am confused with the quotes of my above statement..
I meant that the person that found their issue come back and post what it was. Perhaps others might have the same issue.  if I am mis-understanding the quotes then great!

I quoted you since I thought you were referencing my issue and that I hadn't posted what i did to fix it. The reason it didn't have all the items I expected was because it was an interior workshop only. Some of the add-on mods I am using need an exterior workshop even though they could be used both outside and inside. I just added keywords to give the RR Basement Workshop both interior/exterior options.

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