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Craftable Institute Elevator
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About this mod
Want a high tech elevator in your settlement? here you go.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
If you have any better idea or want to use in your mod, please PM me
File credits
This author has not credited anyone else in this file
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This mod is not opted-in to receive Donation Points
Version Mark6
Version Mark5
Version Mark4
Version Mark3
Version Mark2
Both straight donations and premium membership donations accepted
Available on Bethesda.net!
IMPORTANT NOTES
Install it with Nexus Mod Manager (NMM) OR
manually copy the corresponding version of ESP file and Main ba2 archive file in Data\ and enable the esp
After installing/enabling the file, you should be able to use the items in the Workshop Menu, Enjoy your new toys!
***Troubleshooting***
If you still encounter crash or cannot find objects while using this mod, it may caused by the following:
Permission:
You CANNOT reupload any part or entire content of this mod without my permission.
You CAN ONLY use, modify any part or entire content of this mod for individual use.
If you have any better idea or want to use asset in this mod, please PM me.
Created with Creation Kit, FO4edit, NifSkope, 3ds Max, MultiXWM
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AS Craftable Institute Stations
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This adds custom made Institute themed crafting stations to the building menu.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Minor changes
— Armor bench: spec and normal maps cleaned up just a bit (WIP).
— Armor bench: replaced Gen 1 Synth with Gen 2 armored Synth with pedestal.
This adds Craftable Institute-themed crafting stations to the settlement building menu.
These are basic mash-ups, so any re-textures for weapons and armor will show on stations.
I liked the way Homemaker deals with Institute items, so.
There’s a patch available in the downloads ( just texture changes ) if you use the Evil Institute texture mod.
Install with your favorite mod manager.
Or manually install by unzipping the 7z archive and copying the folders, along with your choice of ESP into your Fallout4/Data/ folder.
These use vanilla keywords and will appear under the Crafting category.
If you have the Settlement Keywords mod, items will appear in the Workbenches category.
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Craftable Vault Elevator for DLC
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Vault-Tec approved elevators for your vault! Reach floors with ease and forget those stairs!
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
If you have any better idea or want to use in your mod, please PM me
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
| Language | Name |
|---|---|
| Portuguese Author: ccmads | Craftable Vault Elevator for DLC Pt-Br |
Version Mark4
Version Mark3
Version Mark2
*For existing built elevators, you may need to select and place again in workshop mode
as to refresh the power transmit function.
Both straight donations and premium membership donations accepted
Available on Bethesda.net!
—Vault-Tec Workshop DLC REQUIRED—
Vault-Tec approved elevators for your vault!
Reach floors with ease and forget those stairs!
IMPORTANT NOTES
Install it with Nexus Mod Manager (NMM) OR
manually copy the ESP plugin file and Main ba2 archive file in Data\ and enable the plugin
After installing/enabling the file, you should be able to use the items in the Workshop Menu, Enjoy your new toys!
Permission:
You CANNOT reupload any part or entire content of this mod without my permission.
You CAN ONLY use, modify any part or entire content of this mod for individual use.
If you have any better idea or want to use asset in this mod, please PM me.
Created with Creation Kit, FO4edit, NifSkope, MultiXWM
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Institute Safe House
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A Player house in the Institute Architecture.
Author’s instructions
All of the data is from the standard set included with the game, so it would be simple to recreate what I have here.
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The house is in Concord, in Fallon’s Department store. It would be a safe house for Institute agents, to allow for both extended surface missions, along with a potential fallback position, should it not be possible for any reason to reach the institute. This is a simple player house that is an interior cell. It has a player owned bed, a firing range, and a workshop.
For people with issues, or if you prefer, I have created and uploaded a FOMOD, that can be downloaded from the optional files. I would recommend this for anyone having problems with textures, or scripts.
Versions
ESP Version 6.5- Version 6.5 combines the Teleport remote with the ISH Admin Tape, into the Admin remote. It is located at the same point as the teleport remote used to be. It allows you to teleport to many more places, as requested, and is shown through the Pipboy to add to immersion. For those who wish to use the old teleport remote, or the Admin tape, you can get them from the requisition terminal. The Admin remote can be built from any chemistry station under utilities.
ESP Version 6.0- Version 6 Update adds some new items to the Requisition Terminal, and modifies the way it works slightly. It Adds the Administrative Terminal Tape, (on the same table as the Requisition terminal and teleport remote) that will allow the following actions anywhere in the game:
1) Access the Requisition terminal
2) Heal the player
3) fill empty bottles with purified water
4) create a temporary Power Armor Workbench
5) Create a temporary Campfire Stove
6) Save the game(Survival mode)
7) Summon a companion- You must have already signed up to travel with this companion. It simply brings that companion to you.
8) Reset the ISH Finding quest (for those that have trouble getting the quest to kick off.
V6.01-Added a small container in the entrance with the key, in case the quest script doesn’t fire.
Also I am adding an overwrite file for the Synth Workshop Production mod by Kentington. The overwrite file, will require both the Institute safe house and Workshop Synth Production, and this file. Make sure the Add On file is lower in your load sequence than the other two. This file will add the workshop directly into the Production Synth room in the ISH, you just need to hook it up. If you are using a current version of ISH, you may experience clipping, new players will have it without the clipping. You can get the required tape to use the Synth Workshop at the place Kentington put them in or you can craft it under utility at the Chem station. A BIG THANKS to Kentington for allowing me to link to his mod.
ESP Version 5.6- Version 5.6 Update allows for five alternate start states for the Institute Safe House.
1) Start in Concord, Unlocked (standard state)
2) Start in Concord, Locked (you will need to find the key along the Main Quest)
3)Institute Start- The Safe House front door is linked to the bedroom door, of the temp quarters the institute provides.
4)Downtown Start(Unlocked)- East of the CIT Ruins
5)Downtown Start(locked)- East of the CIT Ruins, House is locked, need key to get in.
The menu kicks off when you leave the elevator pad of Vault 111. If you have a character already started and want to use this, just take them to the Vault 111 pad and head back to Sanctuary.
5.65- Added full Quest scripting, so now no matter which option you choose, it will provide an updated quest status, along with headers/pointers. This makes it much easier to find the downtown location the first time.
ESP Version 5.5/5.51- Version 5.5 1fixes a few bugs and adds space to the warehouse, to allow for bigger items/machines. Also adds support for Workshop Synth production. Added a new menu in the requisition terminal that will add the items you need for the production of Synths, and the Fabricator. The items are added directly into the Workshop container, instead of the players inventory as there are quite a few.
ESP Version 5.4- Version 5.4 adds several settlements to the teleporter.
ESP Version 5.3- Version 5.3 updates the Synth Production area with the ability to set workshop items on the floor. It also updates the sonic shower, to cure Damage, Radiation, Addictions, and Disease.
ESP Version 5.2- Version 5.2 bug fix to remove two errant lights at the end of the curved hallway leading to the dome, and added the auto door select feature which allows you to turn all of the auto doors on or off, using the terminal in the teleport room.
ESP Version 5.1- Version 5.1 is a small bug fix, I have fixed the screw not coming from the requisition terminal. I also recompiled the teleport to insure it works correctly.
ESP Version 5.0- Version 5.0 Adds 3 new areas.
The first is the Warehouse. It is designed with high bay ceilings, to allow for manufacturing, under the new DLC Contraptions. An additional companion file under Optional files will add a few different looking presses to you workshop, however they work the same as the vanillia. It also will add an additional fusion switch under generators that will look appropriate, and power most of the presses, or lights you wish to place.
The second is the Synth Production room. Right now, it is just for show. I may release a companion file, or an updated file that will allow you to use this room as your robot build room (DLC 1 Mechanist’s ) if there is interest.
The third room is the Dome. It is a very large area, with dirt, a small pond, and trees. You can put wells, or plants in the dirt, or most anything else I imagine.
The last neat addition is automatic doors. I never understood why the doors look like doors off of the Enterprise, but you have to manually open them. Now you can just walk up to them and they automatically open.
There were a few additional items added to the Requisition terminal to support manufacturing.
Contraptions Add On Version 1.1- Version 1.1 Adds Institute style manufacturing machines, a fusion switch to power, and both Power armor and standard displays in the institute style/materials.
Sonic Shower- Step into the shower and wash those rads away. Heals you and your aching limbs after a hard day of adventuring.
Transfer and Requisition terminals- For all of those times you just need a spring, or a gear, or when you wish you could get the contents of another workshop in your workshop.
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The Institute
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About this mod
The Institute is the premier R&D organization in the known world. We expect it to be clean and more advanced than a Vault. This mod adds additional functionality that will make The Institute better.
Credits and distribution permission
Author notes
The scripts are assigned to the bp (brotherhoodpaladin) namespace. I think bp is better for all of us who need to type.
File credits
This author has not credited anyone else in this file
Donation Points system
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Version 2.3.2
Version 2.3.1
Version 2.3.0
Version 2.2.1
Version 2.2.0
Version 2.1.1
Version 2.1.0
Version 2.0.1
Version 2.0.0
Version 1.1.0
Version 1.0.0
Premium membership donations accepted
Introduction
The Institute is technologically advanced. This is apparent when you look at the Synth projects including Gen 3s. They work on fusion reactors, and genetically engineer seeds. They produce all of their own food, power, and water. Medical care and education are provided. They are truly the best future for mankind.
What this mod provides
Mod Inspirations
I saw a couple of mods that do simple things to The Institute like clean it up, or add more food. These ideas were incorporated into this mod in some ways because I didn’t like having a bunch of tiny mods in my load order, and because I didn’t like some of the changes. I thought some broke the lore.
Recommended Institute Mods
Future Updates
I have additional code and updates that I need to complete testing on which attempt to address the other items.
I did create a new interior workspace which has a workbench which I tested. I like it, but think I may require AS Institute Workstations since they are done so very well along with Doobot’s other mods.
I am trying to be careful not to make too many changes to the vanilla game space which may come into conflict with other mods. I have looked at the containers in the Director’s Quarters and found that they are not marked safe. However in my numerous games I have not noticed any respawns or losing goods I have placed in them. I did note that the personally assigned room does have containers marked as safe. In any event, I will see about changing the Director’s quarters to help ensure that there are no issues.
References
The version controlled source code and releases are available on GitHub here: TheInstitute

