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The Mighty Nine#9485

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  1. View File Mighty Power Armor Paints - Green Lives Matter Watch the video. Everything you need to know is explained in the video. Requires Fallout 4 Base Game and ALL of the DLCs Submitter The Mighty Nine#9485 Submitted 07/02/2020 Category Armor Co-Authors Guest  
  2. Version 1.0.0

    3 downloads

    Watch the video. Everything you need to know is explained in the video. Requires Fallout 4 Base Game and ALL of the DLCs
  3. View File Mighty Power Armor Paints Watch the video. No, seriously watch the video. It will tell you everything you need to know. Ok fine, its a standalone Power Armor Paint in the Schaken Mods website theme. Its Hazmat Orange and white. Comes in two versions. Fresh Paint and Post War. Its a legendary Paint which boosts your Charisma. The plugin is ESL flagged It requires ALL of the DLCs. Why? Because plugin limit is a real thing for me and because I want it to require all the DLCs. There will not be a version that doesn't require the DLCs. This is for T-51 Power Armor only. Depending on if people like it, I may work up textures for the other sets. So if you like it, let me know by endorsing the mod. Submitter The Mighty Nine#9485 Submitted 06/29/2020 Category Armor Co-Authors Guest  
  4. Version 1.0.0

    0 downloads

    Watch the video. No, seriously watch the video. It will tell you everything you need to know. Ok fine, its a standalone Power Armor Paint in the Schaken Mods website theme. Its Hazmat Orange and white. Comes in two versions. Fresh Paint and Post War. Its a legendary Paint which boosts your Charisma. The plugin is ESL flagged It requires ALL of the DLCs. Why? Because plugin limit is a real thing for me and because I want it to require all the DLCs. There will not be a version that doesn't require the DLCs. This is for T-51 Power Armor only. Depending on if people like it, I may work up textures for the other sets. So if you like it, let me know by endorsing the mod.
  5. Version 1.0.0

    0 downloads

    Watch the video. That is why I made it. Most of not all of your questions will be answered simply by watching the video in its entirety. Sometime ago the mod author Zorkaz made an absolutely wonderful mod Portable Bunker which by itself is a great mod, but for me personally it was far too small. I needed more, something bigger with more space to store all my power armors in as I tend to change power armors on my live streams on my Youtube Channel quite often. Luckily for me Zorkaz left the perms open on his mod which allowed me to build my own version of this mod. I sat down and put my mind to building an interior that gave me happy happy thoughts, and I failed miserably. I just couldn't make something that I felt lived up to what I envisioned. Then that evening on my live stream, after close to 5,000 hours logged in the game I finally went into the Boston Mayoral Shelter at a lvl 125. I immediately thought to myself hey I like this place. Well I liked it until the Legendary Deathclaw dropped out of the ceiling. Normally this wouldn't be much of a bother, but if you happen to using my Mighty Dangerous Creatures Insanity Version then you just might experience a brown pants moment. I sure did. So I sat down and copied the parts of the Boston Mayoral Shelter that I wanted (minus the Deathclaw of course!) and made a single static mesh out of it. And this was the result! I am rather happy with the outcome. Further testing after I made the video by my friend reveals that you can put up a Radio beacon to recruit settlers to the Pocket Manor. Personal testing using Cheat Terminal to spawn settlers proves that settlers will treat it as normal settlement and auto assign food and work assignments. The Pocket Manor comes with 200 power and 25 water. The images provided of the Pocket Manor all cluttered out are from the Blueprint, successfully installed and found working. Blueprint requires DLC version. How to get the Pocket Manor: Wait.. did you watch the video? How to get into Pocket Manor: The video... watch the video This mod is an ESL flagged ESP.
  6. View File Mighty Clean Pocket Manor NO DLC version Watch the video. That is why I made it. Most of not all of your questions will be answered simply by watching the video in its entirety. Sometime ago the mod author Zorkaz made an absolutely wonderful mod Portable Bunker which by itself is a great mod, but for me personally it was far too small. I needed more, something bigger with more space to store all my power armors in as I tend to change power armors on my live streams on my Youtube Channel quite often. Luckily for me Zorkaz left the perms open on his mod which allowed me to build my own version of this mod. I sat down and put my mind to building an interior that gave me happy happy thoughts, and I failed miserably. I just couldn't make something that I felt lived up to what I envisioned. Then that evening on my live stream, after close to 5,000 hours logged in the game I finally went into the Boston Mayoral Shelter at a lvl 125. I immediately thought to myself hey I like this place. Well I liked it until the Legendary Deathclaw dropped out of the ceiling. Normally this wouldn't be much of a bother, but if you happen to using my Mighty Dangerous Creatures Insanity Version then you just might experience a brown pants moment. I sure did. So I sat down and copied the parts of the Boston Mayoral Shelter that I wanted (minus the Deathclaw of course!) and made a single static mesh out of it. And this was the result! I am rather happy with the outcome. Further testing after I made the video by my friend reveals that you can put up a Radio beacon to recruit settlers to the Pocket Manor. Personal testing using Cheat Terminal to spawn settlers proves that settlers will treat it as normal settlement and auto assign food and work assignments. The Pocket Manor comes with 200 power and 25 water. The images provided of the Pocket Manor all cluttered out are from the Blueprint, successfully installed and found working. Blueprint requires DLC version. How to get the Pocket Manor: Wait.. did you watch the video? How to get into Pocket Manor: The video... watch the video This mod is an ESL flagged ESP. Submitter The Mighty Nine#9485 Submitted 06/27/2020 Category Structures Co-Authors Guest  
  7. View File Mighty Clean Pocket Manor DLC version Watch the video. That is why I made it. Most of not all of your questions will be answered simply by watching the video in its entirety. Sometime ago the mod author Zorkaz made an absolutely wonderful mod Portable Bunker which by itself is a great mod, but for me personally it was far too small. I needed more, something bigger with more space to store all my power armors in as I tend to change power armors on my live streams on my Youtube Channel quite often. Luckily for me Zorkaz left the perms open on his mod which allowed me to build my own version of this mod. I sat down and put my mind to building an interior that gave me happy happy thoughts, and I failed miserably. I just couldn't make something that I felt lived up to what I envisioned. Then that evening on my live stream, after close to 5,000 hours logged in the game I finally went into the Boston Mayoral Shelter at a lvl 125. I immediately thought to myself hey I like this place. Well I liked it until the Legendary Deathclaw dropped out of the ceiling. Normally this wouldn't be much of a bother, but if you happen to using my Mighty Dangerous Creatures Insanity Version then you just might experience a brown pants moment. I sure did. So I sat down and copied the parts of the Boston Mayoral Shelter that I wanted (minus the Deathclaw of course!) and made a single static mesh out of it. And this was the result! I am rather happy with the outcome. Further testing after I made the video by my friend reveals that you can put up a Radio beacon to recruit settlers to the Pocket Manor. Personal testing using Cheat Terminal to spawn settlers proves that settlers will treat it as normal settlement and auto assign food and work assignments. The Pocket Manor comes with 200 power and 25 water. Load Order: This mod should be as low in your load order as possible especially after installing the blueprint. If you install the blue print and you do not place the mod in a very low priority you may encounter lighting issues and missing texture issues with the power armor displays. This can be fixed easily by saving, exiting and moving the plugin to a very low priority. The images provided of the Pocket Manor all cluttered out are from the Blueprint, successfully installed and found working. How to get the Pocket Manor: Wait.. did you watch the video? How to get into Pocket Manor: The video... watch the video This mod is an ESL flagged ESP. I am providing a Transfer Settlements Blueprint with this mod as an optional file for those people who do not want to take the time to clutter out the Manor. Just install the blueprint with Transfer Settlements and you are good to go. A list of the required mods for the Pocket manor Blueprint will be available in the Articles Section along with links to each required mod. The Blueprint requires the DLC version of the mod ONLY. If you decide to post a blueprint of the non DLC version, let me know and I will link it through on this page To install and use the Blueprint, watch the Blueprint video Submitter The Mighty Nine#9485 Submitted 06/27/2020 Category Structures Co-Authors Guest  
  8. Version 1.0.1

    3 downloads

    Watch the video. That is why I made it. Most of not all of your questions will be answered simply by watching the video in its entirety. Sometime ago the mod author Zorkaz made an absolutely wonderful mod Portable Bunker which by itself is a great mod, but for me personally it was far too small. I needed more, something bigger with more space to store all my power armors in as I tend to change power armors on my live streams on my Youtube Channel quite often. Luckily for me Zorkaz left the perms open on his mod which allowed me to build my own version of this mod. I sat down and put my mind to building an interior that gave me happy happy thoughts, and I failed miserably. I just couldn't make something that I felt lived up to what I envisioned. Then that evening on my live stream, after close to 5,000 hours logged in the game I finally went into the Boston Mayoral Shelter at a lvl 125. I immediately thought to myself hey I like this place. Well I liked it until the Legendary Deathclaw dropped out of the ceiling. Normally this wouldn't be much of a bother, but if you happen to using my Mighty Dangerous Creatures Insanity Version then you just might experience a brown pants moment. I sure did. So I sat down and copied the parts of the Boston Mayoral Shelter that I wanted (minus the Deathclaw of course!) and made a single static mesh out of it. And this was the result! I am rather happy with the outcome. Further testing after I made the video by my friend reveals that you can put up a Radio beacon to recruit settlers to the Pocket Manor. Personal testing using Cheat Terminal to spawn settlers proves that settlers will treat it as normal settlement and auto assign food and work assignments. The Pocket Manor comes with 200 power and 25 water. Load Order: This mod should be as low in your load order as possible especially after installing the blueprint. If you install the blue print and you do not place the mod in a very low priority you may encounter lighting issues and missing texture issues with the power armor displays. This can be fixed easily by saving, exiting and moving the plugin to a very low priority. The images provided of the Pocket Manor all cluttered out are from the Blueprint, successfully installed and found working. How to get the Pocket Manor: Wait.. did you watch the video? How to get into Pocket Manor: The video... watch the video This mod is an ESL flagged ESP. I am providing a Transfer Settlements Blueprint with this mod as an optional file for those people who do not want to take the time to clutter out the Manor. Just install the blueprint with Transfer Settlements and you are good to go. A list of the required mods for the Pocket manor Blueprint will be available in the Articles Section along with links to each required mod. The Blueprint requires the DLC version of the mod ONLY. If you decide to post a blueprint of the non DLC version, let me know and I will link it through on this page To install and use the Blueprint, watch the Blueprint video
  9. View File Mighty Fallout 4 Texture Pack What this mod does: Covers a huge range of textures in the game. It is a combination of Vivid Landscapes, Vivid Roads and Bridges, and about 7 other re-textures, plus some textures of my own (Snactuary Road and sidewalks for example) These textures all have been re-optimized with game performance in mind. Most are 2K textures enhanced and optimized from 4K textures. I did not make all of the textures included in this mod but I have modified most of them to be more performance friendly. This will LITERALLY change the look of your game. Install with a Mod Manager - Mod Organizer 2 is the BEST. Vortex and NMM are utter hot garbage. There is not an ESP included as this is just textures so be aware other texture mods may overwrite this mod if installed after this Submitter The Mighty Nine#9485 Submitted 06/20/2020 Category Overhauls Co-Authors Guest  
  10. Version 1.0.0

    4 downloads

    What this mod does: Covers a huge range of textures in the game. It is a combination of Vivid Landscapes, Vivid Roads and Bridges, and about 7 other re-textures, plus some textures of my own (Snactuary Road and sidewalks for example) These textures all have been re-optimized with game performance in mind. Most are 2K textures enhanced and optimized from 4K textures. I did not make all of the textures included in this mod but I have modified most of them to be more performance friendly. This will LITERALLY change the look of your game. Install with a Mod Manager - Mod Organizer 2 is the BEST. Vortex and NMM are utter hot garbage. There is not an ESP included as this is just textures so be aware other texture mods may overwrite this mod if installed after this
  11. View File Mighty Scrap Button What this mod does: This mod lets the player scrap items in the game world without having to haul them back to the settlement to recycle them. Simply put your cursor on the misc object and push the key that displays on screen to scrap. I did not make this mod originally, it was on the Nexus but only had support for objects in the base game.. and then for whatever reason it was deleted. So I took the version I had and added support for DLCs Now its Mighty Scrap Button. The scrap goes into your Junk menu as its components allowing you to carry more. Making Scrapping Great Again! Submitter The Mighty Nine#9485 Submitted 06/18/2020 Category Other Co-Authors Guest  
  12. Version 1.0.0

    3 downloads

    What this mod does: This mod lets the player scrap items in the game world without having to haul them back to the settlement to recycle them. Simply put your cursor on the misc object and push the key that displays on screen to scrap. I did not make this mod originally, it was on the Nexus but only had support for objects in the base game.. and then for whatever reason it was deleted. So I took the version I had and added support for DLCs Now its Mighty Scrap Button. The scrap goes into your Junk menu as its components allowing you to carry more. Making Scrapping Great Again!
  13. View File Mighty Clean Settlements Watch the video. That's what I made it for. Most if not all of your questions will be answered simply by watching the entire video. This is the next installment in the Mighty Clean Series. The are two versions. The Standalone version is just Croup Manor. The All in One version incorporates ALL of the prior settlements of the Mighty Clean Series, including Home Plate. What this mod does: This mod cleans up Croup Manor and expands the Build Area to encompass a much larger area. Within the new Build Area, the destroyed houses have been repaired completely with new fully functional models. Many of the houses were not accessible before have been rebuilt and opened for use with exception of one. That single house model has been linked to the scrap Mr Handy model on the Workshop which finishes the clean up of numerous items. It has been pre-cut navmeshed beneath it to account for being scrapped, however one is not required to use the scrap bot. Fully crafting workbenches have been added and linked to the Workshop at the Red Rocket which itself was replaced with a repaired model used by permission from Hozsa. The All in One version carries forward all of the prior settlements, including the two custom settlements and Home Plate, as well as all of the buffs made to power and water resources and equipment. Here are the Settlements covered in the AIO version Sanctuary Red Rocket Abernathy Farm Ten Pines Bluff Starlight Drive In Oberland Station Sunshine Tidings Hangman's Alley Greentop Nursery Lil Timmy's Filling Station County Crossing Gray Garden The Slog Nordhagen Beach Breakheart Banks The Castle Finch Farm Somervile Place Outpost Zimonja Warwick Homestead Taffington Boat House Jamaica Plain Home Plate Installation and Load Order: Install using a mod manager (Mod Organizer 2 is recommended) If installing the Standalone version make sure it is placed at the bottom of your load order. If updating MCS from a former version when installing your mod manager will mostly ask if you want to merge or replace you should choose the Replace option. The result will not make any changes to your settlements from a previous version. (What you have built/cluttered/placed will still be there) This mod will merely add Croup Manor and Home Plate into the cleaned settlements. As for Load Order, the plugin MCS should always go at the very bottom of your load order. The only other mod (that I use) I have found that does not affect MCS is The Castle Fully Restored by Hozsa. If you have found others that are 100% completely compatible with MCS and can be placed below please put those in the comments section. Requirements: This mod REQUIRES ALL of the DLCs Q & A: Does this mod break Pre-combines? Short Answer... yes. That is the nature of how Settlement Cleanups work. Any time you even click on a piece of a pre-combine mesh in the CK it breaks the pre-combines for the entire cell. If I re-gen the pre-combines the file size (in the last attempt) exceeds 5 GB. You can however do it yourself if it is such a huge issue for you. I recommend you follow this wonderful tutorial by RedRocketTV although you need not worry about Pre-Vis Data as I've spent a great amount of time regening those specific files for the All in One version. Will you make a patch for... No. Make your own, or don't use my mod. This is a YOU problem. If you do make a patch for (insert mod name here) let me know via DM and I will post the link to it on the pages of this mod series. I use Videos of the Wasteland is the A.I.O. compatible? The AIO is NOT 100% compatible with Videos Starlight module (IMO) There is some wonkiness with the screen, so if you don't mind that little bit, then fine. If someone can make it patch for it, let me know. If you install the MCS AIO and then complain that's a YOU problem. I do not have the required knowledge to make it work Is this mod compatible with Red Rocket Settlements? I'm almost fairly certain that it isn't and never will be. I like to torture myself by building 100 small generators in a box to power my settlements, will you please change it back? Seriously? Are you really asking that question? No, just no. Why does Mighty Clean Settlements require all of the DLCs? Because I like having the DLC assets available for use should I need them. I don't see how it is my responsibility to cater to a small number of people who either didn't buy the GOTY edition or are too cheap to upgrade with the Season Pass. You are seriously missing out on some of the best content of the game as a whole. My friend said he can't even find your content even tho I gave him the link. Why is that? First question you need to ask "your friend" is if they were being a D-bag to me in the comments without even downloading the mod. If the answer to that is even remotely a well maybe then you have your answer. D-bag Blocking is like a past time for me. Why do you remove the Workshop Border? I don't actually remove it. Its just sank so far into the ground you don't see it. With the expansions I make it doesn't make any sense to leave it. However, in the future, I intend to make new Workshop Border models to fit the new expanded size. This however is a very long, and very laborious process so in the meantime I will use stop gap measures such as I did in Somerville Place. Credits: Hozsa for allowing me to use his meshes - thanks man you rock! NovaCoru for Generator, closet and pocket door meshes Terry Beer for Water Tower Mesh JennCave for inspiration and all the help she has given me Darkfox127 for the Auto Close Door Script and because DarkFox is the Master Jedi of Modding, I am but a mere Padawan. PetiteOmnivore for fireplace mesh and for putting up with me. Check her channel out & show her some love Neeher for his EXCELLENT custom settlement tutorial RedRocket TV for his help and EXCELLENT with questions I had dealing with Pre-Vis This is a work in progress. As I complete more of the settlements this file will be updated. Submitter The Mighty Nine#9485 Submitted 06/12/2020 Category Other Co-Authors Guest  
  14. Version 1.0.1

    7 downloads

    Watch the video. That's what I made it for. Most if not all of your questions will be answered simply by watching the entire video. This is the next installment in the Mighty Clean Series. The are two versions. The Standalone version is just Croup Manor. The All in One version incorporates ALL of the prior settlements of the Mighty Clean Series, including Home Plate. What this mod does: This mod cleans up Croup Manor and expands the Build Area to encompass a much larger area. Within the new Build Area, the destroyed houses have been repaired completely with new fully functional models. Many of the houses were not accessible before have been rebuilt and opened for use with exception of one. That single house model has been linked to the scrap Mr Handy model on the Workshop which finishes the clean up of numerous items. It has been pre-cut navmeshed beneath it to account for being scrapped, however one is not required to use the scrap bot. Fully crafting workbenches have been added and linked to the Workshop at the Red Rocket which itself was replaced with a repaired model used by permission from Hozsa. The All in One version carries forward all of the prior settlements, including the two custom settlements and Home Plate, as well as all of the buffs made to power and water resources and equipment. Here are the Settlements covered in the AIO version Sanctuary Red Rocket Abernathy Farm Ten Pines Bluff Starlight Drive In Oberland Station Sunshine Tidings Hangman's Alley Greentop Nursery Lil Timmy's Filling Station County Crossing Gray Garden The Slog Nordhagen Beach Breakheart Banks The Castle Finch Farm Somervile Place Outpost Zimonja Warwick Homestead Taffington Boat House Jamaica Plain Home Plate Installation and Load Order: Install using a mod manager (Mod Organizer 2 is recommended) If installing the Standalone version make sure it is placed at the bottom of your load order. If updating MCS from a former version when installing your mod manager will mostly ask if you want to merge or replace you should choose the Replace option. The result will not make any changes to your settlements from a previous version. (What you have built/cluttered/placed will still be there) This mod will merely add Croup Manor and Home Plate into the cleaned settlements. As for Load Order, the plugin MCS should always go at the very bottom of your load order. The only other mod (that I use) I have found that does not affect MCS is The Castle Fully Restored by Hozsa. If you have found others that are 100% completely compatible with MCS and can be placed below please put those in the comments section. Requirements: This mod REQUIRES ALL of the DLCs Q & A: Does this mod break Pre-combines? Short Answer... yes. That is the nature of how Settlement Cleanups work. Any time you even click on a piece of a pre-combine mesh in the CK it breaks the pre-combines for the entire cell. If I re-gen the pre-combines the file size (in the last attempt) exceeds 5 GB. You can however do it yourself if it is such a huge issue for you. I recommend you follow this wonderful tutorial by RedRocketTV although you need not worry about Pre-Vis Data as I've spent a great amount of time regening those specific files for the All in One version. Will you make a patch for... No. Make your own, or don't use my mod. This is a YOU problem. If you do make a patch for (insert mod name here) let me know via DM and I will post the link to it on the pages of this mod series. I use Videos of the Wasteland is the A.I.O. compatible? The AIO is NOT 100% compatible with Videos Starlight module (IMO) There is some wonkiness with the screen, so if you don't mind that little bit, then fine. If someone can make it patch for it, let me know. If you install the MCS AIO and then complain that's a YOU problem. I do not have the required knowledge to make it work Is this mod compatible with Red Rocket Settlements? I'm almost fairly certain that it isn't and never will be. I like to torture myself by building 100 small generators in a box to power my settlements, will you please change it back? Seriously? Are you really asking that question? No, just no. Why does Mighty Clean Settlements require all of the DLCs? Because I like having the DLC assets available for use should I need them. I don't see how it is my responsibility to cater to a small number of people who either didn't buy the GOTY edition or are too cheap to upgrade with the Season Pass. You are seriously missing out on some of the best content of the game as a whole. My friend said he can't even find your content even tho I gave him the link. Why is that? First question you need to ask "your friend" is if they were being a D-bag to me in the comments without even downloading the mod. If the answer to that is even remotely a well maybe then you have your answer. D-bag Blocking is like a past time for me. Why do you remove the Workshop Border? I don't actually remove it. Its just sank so far into the ground you don't see it. With the expansions I make it doesn't make any sense to leave it. However, in the future, I intend to make new Workshop Border models to fit the new expanded size. This however is a very long, and very laborious process so in the meantime I will use stop gap measures such as I did in Somerville Place. Credits: Hozsa for allowing me to use his meshes - thanks man you rock! NovaCoru for Generator, closet and pocket door meshes Terry Beer for Water Tower Mesh JennCave for inspiration and all the help she has given me Darkfox127 for the Auto Close Door Script and because DarkFox is the Master Jedi of Modding, I am but a mere Padawan. PetiteOmnivore for fireplace mesh and for putting up with me. Check her channel out & show her some love Neeher for his EXCELLENT custom settlement tutorial RedRocket TV for his help and EXCELLENT with questions I had dealing with Pre-Vis This is a work in progress. As I complete more of the settlements this file will be updated.
  15. View File Mighty Clean Settlements Home Plate Watch the video. That's what I made it for. I realize it is about 3 minutes longer than most people's attention spans but I still have faith in people (strangely enough). Most if not ALL of your questions will be answered simply by watching the entire video. What this mod does: Cleans up Home Plate completely. Navmesh fixed. Supplies added to the Workbench. Steamer Trunk full of a Vault Dweller's favorite things. What this mod does not do: Doesn't change anything outside of Home Plate Requirements: Fallout 4.esm Load Order: Place near the bottom. If you use Mighty Clean Settlements AIO it is safe to place this mod just above that one. You would already know that if you watched the video... you did watch the video.. didn't you? This mod is an ESL flagged ESP and has been cleaned with FO4Edit Quick Clean Submitter The Mighty Nine#9485 Submitted 05/14/2020 Category Fallout 4  
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