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How to Get Rid of DC and Goodneighbor?


geala

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What would be the easiest way to remove Diamond City and Goodneighbor from the game? It would be enough for me if there were no access, so the big gate of DC would remain closed and there were no entry to GN.

 

Would it be possible in FO4Edit or had I to use the CK and make complicated edits to the cells?

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I believing 'Removing' These area's would cause massive game / Reference issues and multiple CTD's

 

Simply coding / scripting the door to close once it first opens may work better - simply blocking access to these area's.

 

Unless you are also disabling the main quest line & considerable amount other quests (Goes without saying) this idea may not work effectively.

 

-Edge

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Agreed. There are TONS of quest activators and quest markers involved in DC just itself. Removing those entirely is gonna mess up your game big time.

 

Easiest course of action would be to open those cells in the CK and block off the entrances to them with static walls or something similar. In DC, you would probly want to do that, in the area with the stairs that leads down to the cell load point, After the gate. Either that, or just completely move the activators for Piper's dialog that activates the opening of the gate. [Edit] Just to reiterate... I said "move" NOT "REmove". Removing the activator all together could cause some scripting errors from null references.[/edit]

 

Tho again, this advice is given under the header of "USE AT YOUR OWN RISK" as we've both warned you that this is going to screw up a lot of things.

Edited by StormWolf01
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Thank you for the replies. I don't play FO4 according to the lore, it is more a survival 3rd person shooter, still my favorite game. The main quest and some major factions in my game are suspended since long, poor Piper is mortal and does usually not survive the enemy patrols moving along DC. Unfortunately nevertheless the big gate was always open when I looked there. I don't use DC and GN in game but in addition I want to remove the lure of breaking my rules ...

 

The idea of simply installing some walls before the entrances seems to be the best one, I'll try my best. :happy:

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Interesting, thanks. I had to google "spawndupe", never before thought of or noticed such a command. Let's see, I got the thought to perhaps at the opportunity try to establish a small raider post at the DC entrance, so I needed the CK anyway.

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Interesting, thanks. I had to google "spawndupe", never before thought of or noticed such a command. Let's see, I got the thought to perhaps at the opportunity try to establish a small raider post at the DC entrance, so I needed the CK anyway.

Yea it's not perfect and the duplicate isnt always angled correctly. But I've used it to create things normally not available for settlement building. Many (not all) objects can be placed with the workshop, even if you can't craft them yourself.

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Hey again Gaela :)

Just a note on what I posted earlier when I mentioned moving Piper's dialog activator. I mentioned moving it, not removing it. Removing it could cause some scripting errors as a null reference. I know that's not the direction you said that you were wanting to take, but I did just want to clarify that, if anybody else is wanting to try this out.

 

 

I am not sure if this would work or not. But if you wanted to try it, I would definitely recommend doing so on a disposable savegame.

1) Use a mod that allows you to create a portable workshop. Not necessarily this one, but this is what I'm talking about https://www.nexusmods.com/fallout4/mods/11337/

Spawn a workshop, and create your walls or building to block off the area.

2) Use transfer settlements https://www.nexusmods.com/fallout4/mods/22442/ to create a blueprint. Then you can install the blueprint on any of your subsequent plays.

 

This solution wouldn't be an automatic install type option, so you'd have to install it in game, each time you made a new character that wanted to use it. But it might be an option, if using the CK turns out to be too difficult.

 

Now again, try this on a savegame that you don't care about. And test it for a while. I'd recommend making a test character for the job.

Also again, this is given under the header of "Do so at your own risk"

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