AS Institute Workstations
This adds Environmental Design (building) and Crafting Stations to the Institute.
[This should be considered a hard alpha release, so please back up your saves to test.]
So, what does this add and where?
In the Director’s quarters, you’ll find a control panel, that functions as a settlement workbench.
Store your resources there, or enter building mode.
You can scrap most of the Director’s quarters.
You can also scrap a lot of stuff in the main concourse area. Scrap at your own risk.
There are Armor and Weapon stations outside of the SRB area.
There is a Food Synthesization Station in the cafeteria.
There is a Biochemistry station inside of Biosciences.
There is a Power Armor Station inside of Advanced Systems.
All the stations share resources. It’s like magic, but once again, it’s technology at its finest.
Crafted workstations, including the Armorsmith bench from Armorsmith Extended will share resources fine.
Be advised, this mod edits the main Institute cell, as well as the Advanced Systems and Bioscience division areas.
If other mods edit the same areas, a patch may be required (I don’t know enough about that right now honestly).
This should work out of the box.
As of Version .2 you can access build mode immediately.
Hopefully, I’ll figure out out to make it only functional AFTER you finish the main quest
and fully take over as Director. This should hopefully help from anything breaking.
The crafting stations are accessible immediately, so feel free to store your items there.
Be advised, if you decide the future of mankind shouldn’t be in the Institute’s superior hands
be sure to remove any items you might want to hold onto.
Install with your favorite mod manager.
Or manually install by unzipping the 7z archive and copying the .esp, and folders into your Fallout4/Data/ folder.
Extra notes: If you’re using the AS Power Armor Station mod, this will conflict with it.
Everything in that mod is in this mod, with the addition of shared storage to the “Director’s Resources.”
I need to make a version of this mod that works with that, for people who don’t want to remove ESPs on saved games.
Outside of blatant bugs, this is number one on my priority list.
The cell edits are mainly added items (all the stations and some flare around them).
My follower, Curie, now teleports with me into the Institute. This is across all saves.
This is an unintended bug, but perhaps she just really wants to find the men of science.
Also be advised, that I haven’t tried to fully break this mod yet. I’ve tested quite a bit after making
each significant edit change and haven’t had problems, but I could conceive of things going weird, especially
in settlement building mode.
There is a limit to the amount you can create, but it’s quite a lot.
Again, I tested this mod in an advanced Institute play-through (post main quest) with me as the Director.
Because you can build right away (as on V 0.2), you could potentially build stuff that could break quests.
I’m still working on adding the pre-req to access building mode.
If you have problems, spot bugs, or have any good suggestions, let me know in the comments!
I’ll keep a to-do list in the sticky post there as well.
CREDITS
This was created with Photoshop, NIFSkope,
FO4Edit, Bethesda Archive Extractor,
Material Editor, and Precise object moving and rotating.
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