This mod takes that thought one step further, and makes said concrete blocks match The Castle's walls. I am quite pleased with the outcome, and Preston seems to be too. USE OUR INTERACTIVE MAP Our Fallout 4 Interactive Maps is a Google-style map that anyone can add to. It points out Power Armor, Books, Bobbleheads, and mo. “We've gotten big enough that we're having trouble communicating with all our settlements. It's a good problem to have. And I have a solution. I think it's time to retake the Castle. It used to be the Minuteman HQ, way before my time. Well-fortified, centrally-located, and most important - it has a powerful radio transmitter we can use to broadcast to the whole Commonwealth.” —The Castle, also known as Fort Independence, was the of the until, and is also a now. This granite that once provided defenses for, is located on. Nov 28, 2015 Greetings. I finally went over to the castle to try and restore it. It was a god damn nightmare. 99% of the entire place is mirelurk eggs and rubble. Absolutely horrible to build there. I wont be able to make something Im happy with when the entire place looks like a huge pile of rubble all the damn time. So what I would like to see happen, is a mod that restores the castle's walls, or maybe. Feb 24, 2019 Game: Fallout 4. When logged in, you can choose up to 8 games that will be displayed as favourites in this menu. Empty favourite. Empty favourite. My mod repairs the wall of the Castle. So it is a real defensible one. The are 3 versions in 1 file to download. 1 with no door, 1 with a door facing the diner and 1 with a direct entrance in the. Jan 16, 2016 I don't think a mod is necessary for the clean up I'm talking about. When I did my 1st play through I rescued Preston, did some missions, retook the castle with the minute men, and left for awhile. When i returned they had cleaned up quite a bit (not everything but, a good amount). But, since I skipped on Preston it seems the castle will not. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. I rebuilt the castle with vanilla parts and scrapping mods to clean it. Welcome to /r/fo4! A place for any and all discussion about Fallout 4. Rumors, leaks, announcements, fan art, and everything in between are allowed, as long as it's directly related to Fallout 4. Contents.Background For the pre-war history, seeThe first earthen fortification was constructed on the site in 1634 to defend the colonial town of from attack by sea. The first fort soon fell into disrepair and was rebuilt mainly out of timber, in the 1640s. The timber fort was taken down and a new fort of brick was constructed in its place in 1701. Although the earlier incarnations of the fort were simply known as 'the Castle,' this larger brick fort was called 'Castle William' in honor of their King,. In the centuries following the it, interestingly has taken its original name; 'The Castle.' It served as the headquarters for the until, when by a gigantic, and most of the Minutemen leadership died. Their General at the time, was cut off from the battle early on when the tunnel to his quarters collapsed. While waiting for rescue he secured the armory by activating its security. Eventually, as he ran out of supplies – and conceded that help was not coming – he drank wine he found, easing his passing into oblivion. Rebirth Almost fifty years later, the Commonwealth Minutemen under (as General) retook the fort. Culling the that since made it their nest, they cleaned out the egg clutches and corpses and reactivated their equipment, returning a critical asset back into Minutemen hands. Once this is done an from before the Castle's loss calls the General back to open it's West Bastion, and access its Armory. Giving the Minutemen access to their artillery once more. Settlement information The Castle's courtyard is spacious with plenty of room for growing crops of constructing buildings if desired. There is also accessible open water to the north (outside the walls of the fort) which can be useful for large scale water production. Being a fort, the Castle is already well fortified from attack, which is good seeing that the area is prone to raids. Most notably, there is almost no junk that can be scrapped for building materials, so will likely be needed to supplement the Castle's resources.Layout The Fort's walls have been destroyed and ripped open by the invading Mirelurk queen, but it's otherwise in good condition. The battlements contain remnants of the Minutemen artillery units and offer excellent vantage points against encroaching enemies. The courtyard includes the main antenna and radio center and the settlement, while the fort rooms contain a well developed settlement with a well developed infrastructure, available after is completed. Notably, these rooms contain a kitchen with a, chem store, a , and a meeting room.The Castle tunnels The tunnels can only be accessed during the quest, by going down the stairs in the meeting room in the east corner of the fort. The tunnels are just that: a winding series of tunnels underneath the Castle. Lined with various storerooms, the hallways spiral around to room containing an emergency generator. The halls continue down toward some barracks, where is still operational. A nearby door leads to the western bastion, where the Castles armory lies.Inhabitants.Notable loot. An issue of is on the desk below the radio tower. A and are found in the armory. The is also found here. A is found in the emergency generator in the Castle tunnels. Three can be found in the armory: one has a four crank modification, another has a medium scope modification, and the last one has a beam splitter modification. The and the.Appearances The Castle appears only in.References. Collector's Edition p.517: ' 18.08 THE CASTLEHistorians have noted the original name for this settlement was Fort Independence, but the people of the Commonwealth now refer to it simply as the Castle. This place has a long and storied history; it is one of the first forts in America and predates the Revolutionary War. In recent times, it served as the base of operations for the Minutemen as they attempted (and failed) to establish a Provisional government. In 2240, the Castle was partly destroyed by gigantic Mirelurk, and most of the Minutemen leadership died.Still, it is generally agreed that the location could yet become an excellent base of operations for the Minutemen (and an exceptional settlement) if it can be reclaimed from the sea creatures. Fallout 4 The Castle ModsNote that the map information refers to interior corridors within the fortification walls.' .: ' We've gotten big enough that we're having trouble communicating with all our settlements. It's a good problem to have. And I have a solution. I think it's time to retake the Castle. It used to be the Minuteman HQ, way before my time. Well-fortified, centrally-located, and most important - it has a powerful radio transmitter we can use to broadcast to the whole Commonwealth.' LocationsZone 1: and Northwest Commonwealth Zone 2: North Central Commonwealth Zone 3: Western Commonwealth Zone 4: Coastal Commonwealth Zone 5: and the Zone 6: and Southern Commonwealth. Okay, so back when I had the quest to power up the radio transmitter within the castle, after taking it back, everything worked just fine. I threw in the usual mini fusion reactor from the Settlement Objects Expanded Mod, powered the thing up and left the place for good - until recently.I'll have to put up some defense if I want to stay with the minutemen (and yes, I will, so siding with another faction is neither a sollution nor something I'd consider) So I went there after I powered up 10 settlements and got some settlers, made them happy, you know itt.So I still had the good old mini fusion reactor att the Castle, and thought: Well why not use it for further energy? And guess what happened? As soon as I ttried to attach a wire to it, it gave me a CTD.Same goes for everytthing passively powered - I can't place it, ti justt gives me a CTD on placing.I can however place actively powered stuff - as long as I do NOT attach a wire to it.I can place anything else, mechanic MGs, beds, candles. I just can't put it back into storage again, or scrap it, this will lead to another CTD.I tested the SoOE Pack stuff on another settlement again, just to make sure it's not the cause, and it worked just as before. Everything is working outside the Castle.I've checked other mods like scrap everything or my restoration mod, non of them seem to be the cause for this. Does anyone know what that might be o how to fix it maybe? I searched the net for hours, but I can hardly find anything about that issue, or how to fix it.I can't believe all my small settlements have the greatest technology available while I have to equip my base with medieval waterpumps and mechanic stuff and candles. O.oOh I just forgot, my workshop randomly closes sometimes, which it only does in the castle.Edited by Kuschel-Drow, 09 January 2017 - 12:33 AM. None that I would know of. I use place everywhere, but that doesn't expand anything, nor do I build stuff outside the green borders. O.o'I only have a wall restoration mod going on there, which I installed after these problems already ocurred so.shrug.One of the spots where the workshop closes all tthe time is a few steps away from the workbench into the yard, which is strange. That didn't happen when I first took the castle.Another spot is at one of the gates. Very strange. O.oI can still put things there aftere reopening the workshop, but it's quite annoying sometimes.And the 'electricity-problem' continues after these 'breaks' or cell changes or whatever that might be, so well. My Castle will probably be a true medieval castle.sighs. Anyway, I guess. 500 protection is enough? Somehow I don't wantt to be there when all the MGs fire at the same time.coughes. That'll surely be fun.After all I do not suffer from the CTD on fast travel or walking in issue. (Not yet at least) It still sucks, though. I use 'Castle Deep Clean', but I installed it after the problem ocurred, so it's not the cause at all.I also upgraded my 'Scrap Everything' lately, butt the problem ocurred before I did, I'm using 'Faction Housing Overhaul AIO' since the very beginning, butt using it I had been able to power up the radio transmitter when reclaiming the castle.Other than that, I went through my entire Modlist, and checked on every mod that might actively or passively change anything with the casttle or it's surrounding cells, including Grass/Tree mods, but non of them seem to be the cause. Browsing the net I found out that other people seem to have the problem as well, but no one had ever found a fix for it.:SFirt I thought the Settlement Objects Expanded mod was the cause,because the mini fusion generator belonged to it, but after I did 10 settlements using all the stuff, and checked again on a 11th one, which worked perfectly I can pretty much narrow the whole thing down to the castle, and only the castle.:SI can't even say when it started, because I left it untouched for a while. Maybe I should have worked on it before I did with the settlement PAM sends me to, I don't know. It's not necessarily a mod directly related to the Castle. In the CK, there's quite a lot of stuff that connects to settlements and their workings that on first sight one would not think would be connected, like a house in Concord that for some unfathomable reason is connected to Sanctuary: changing the house in Concord breaks stuff in Sanctuary (this is just a non-existing example to give you an idea). So, it can be any mod.If and when you are using settlement mods (mods that add settlements), please check the Data/WorkShops list in the PipBoy to see if you have a Commonwealth entry there. If you do, some settlement mod has issues and those issues spread like a virus throughout the game and affects other settlements, vanilla or added. There are only vanilla settlements in the list, except for the Institute Safe House, which is a player home (interior cell) with its entrance linked to the door of an unused building in Concord.I even tried to disable that one, to see if it helps, but no luck here. Also, I can open the workshop inside the institute - I can only scrap stuff that suffers from the disappearing texture bug AND is added by other mods (Director's Quarters in my case) but. In Office, you can use a password to help prevent other people from opening or modifying your documents, workbooks, and presentations. Then you can easily remove passwords to unprotect a document or workbook if read only is no longer required. Also, you can use document protection to restrict the types of changes that reviewers can make. Ms word unprotect document. Type the password in the Unprotect Document pop-up window and click 'OK.' Save the document, which is no longer protected and can be edited by anyone. A Word Document That Requires an Unknown. How can the answer be improved? I shouldn't be able to open the workshop in there in the first place. God knows why this is even possible if I don't have the Institute as a settlement mod active. (If I do have it active, it doesn't appear in the workshoplist though)Must modding really become more and more frustrating with each new Beth game? The whole flickering and disappearing texture stuff got me so mad I disabled ALL preculling for good. It's not exactly the perfect solution but it actually works.sighs.Anyway, with all my mods still active, I went back to a veeeery old savegame that still had the quest to retake the castle and power up the radio transmitter still active. So I went there, I did this, and guess what? I can friggin' use anything I want. I can even put up generators until my power level exceeds 600! I can wire them and I could possibly build up a whole metropolis on that ground, everything works just fine.So I assume it's rather a vanilla thing than something with my mods.So next time I'll do the whole building up defense stuff right away then. What abummer. Can't go back to that savegame though, I won't spend days to build up my settlements again. This is just tedious, especially if you're that much of a perfectionist as I am and have to have everything placed exactly right and even and stuff. X.xI guess 62 mechanic MGs plus some artillery should be enough to defend the old ruin. If nott there's still TGM x.x As long as Preston is essential idc anyway. There are only vanilla settlements in the list, except for the Institute Safe House, which is a player home (interior cell) with its entrance linked to the door of an unused building in Concord.I even tried to disable that one, to see if it helps, but no luck here. Also, I can open the workshop inside the institute - I can only scrap stuff that suffers from the disappearing texture bug AND is added by other mods (Director's Quarters in my case) but. I shouldn't be able to open the workshop in there in the first place. God knows why this is even possible if I don't have the Institute as a settlement mod active. (If I do have it active, it doesn't appear in the workshoplist though)Must modding really become more and more frustrating with each new Beth game? The whole flickering and disappearing texture stuff got me so mad I disabled ALL preculling for good. It's not exactly the perfect solution but it actually works.sighs.Anyway, with all my mods still active, I went back to a veeeery old savegame that still had the quest to retake the castle and power up the radio transmitter still active. So I went there, I did this, and guess what? I can friggin' use anything I want. I can even put up generators until my power level exceeds 600! I can wire them and I could possibly build up a whole metropolis on that ground, everything works just fine.So I assume it's rather a vanilla thing than something with my mods.So next time I'll do the whole building up defense stuff right away then. What abummer. Can't go back to that savegame though, I won't spend days to build up my settlements again. This is just tedious, especially if you're that much of a perfectionist as I am and have to have everything placed exactly right and even and stuff. X.xI guess 62 mechanic MGs plus some artillery should be enough to defend the old ruin. If nott there's still TGM x.x As long as Preston is essential idc anyway.I had a problem with Vault 88 a few months ago where if I scrapped or moved any installed item the game would CTD. If I scrapped an object I had brought in or installed a new item, there was no problem. And no solution. Fallout 4 best legendary armor. Eventually I tried loading a previous save and it worked without any problems, so I had to lose a solid weeks workjust to get Vault 88 running properly and it has never happened again. Greetings.I finally went over to the castle to try and restore it. It was a god damn nightmare. 99% of the entire place is mirelurk eggs and rubble. Absolutely horrible to build there. I wont be able to make something Im happy with when the entire place looks like a huge pile of rubble all the damn time.So what I would like to see happen, is a mod that restores the castle's walls, or maybe even just remove the rubble and mirelurk egg leftovers.ALSO: I KNOW YOU CAN USE CONCRETE TO SEAL THE WALLS, IM NOT TALKING ABOUT THAT. Originally posted by:Your butthurt makes me laugh.If it bothers you that much, just disable stuff with the command and, maybe, get over it a bit because this is a wasteland and someone's gonna make one anyway. ![]() So other people's problems is your enjoyment? What a lovely individual you are. Hardly on topic though.You can't diable the rubble with command -facepalm- You have no idea.But on topic: the artillery rubble can be scrapped normally if you haven't tried that (presumably you have)Otherwise. Maybe it's not for you. Personally, I've only ever done much with Red Rocket and the castle. If you're looking for a blank slate, go for that; my iteration of Red Rocket is far more impressive (to me) than anything I ever bothered to do with the Castle. That said, a truly good red rocket settlement is probably gonna be harder on your system than the castle.I've heard the CK comes out in Jan., although I thought it was 6 months after launch. Hit up red Rocket and wait a bit I guess:P. Originally posted by:So other people's problems is your enjoyment? What a lovely individual you are. Hardly on topic though.You can't diable the rubble with command -facepalm- You have no idea.But on topic: the artillery rubble can be scrapped normally if you haven't tried that (presumably you have)Otherwise. Maybe it's not for you. Personally, I've only ever done much with Red Rocket and the castle. If you're looking for a blank slate, go for that; my iteration of Red Rocket is far more impressive (to me) than anything I ever bothered to do with the Castle. That said, a truly good red rocket settlement is probably gonna be harder on your system than the castle.I've heard the CK comes out in Jan., although I thought it was 6 months after launch. Hit up red Rocket and wait a bit I guess:P Ive build a fantastic settlement at sanctuary, that Im quite happy with. But I had hoped that the castle would provide more freedom, and sense of security. But the large♥♥♥♥♥piles of rubble ruins it for me.I'm not sure about the mirelurk eggs, because they are still there for me, despite having played for 2 days, and the artillery is not an issue really. It's the piles around the walls, and at entrances that bothers me.I'm not sure what CK is, but regardless, I would love to be able to clear the rubble away. I want the castle to be my next project. Originally posted by:I was going to do that, but we dont have any ramps, just ladders and stairs that only works if you place 1.But there is already stairs going to the top of the wall anyways. And it's not hard to get your own stairs in place.This said a restoration mod would be nice, tho difficult to implement without messing up anything the player has alerady put in place. As for many other mods though. For someone like me who hasnt touched it, it wouldnt be an issue, and people have the choice to download it or not. So if you build something you are happy with, then you wouldnt need to download it. Originally posted by:I built housing over the rubble.You can use the rubble to make some nice raised villages, platforms and bridges fit really well in it for a nice support beam look.I actually didnt seal the front wall, I made a entrance otu of it that looked like some stacked train cars with a walkway above, holes actually allow for some artistic freedom. I was going to do that, but we dont have any ramps, just ladders and stairs that only works if you place 1.The ladders are very leanient on placment, they can litteraly be halfway in the ground, worked well enough for houses.
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