Pier from which we travel to Harrisport is placed in the same space as Fort Davis from mod BoS and Enclave. Consider moving it few meters to the west and it shouldn't conflict. Some boats or bridges connecting more isolated sea houses would be welcome, cause the radiation when swimming is no joke.
Positives: As Kontarek1 said, floating town and its interiors looks awesome, nice work making it interesting, kinda hoping for some more fighting... :)
Negatives: - The clues in the notes are clearly not enough and sometimes even misleading. - In Atlantic Lines Company, I didn't have any reaction clicking on first two messages on terminal, dunno if it's by design or not. - I've got Pirate Card from the confiscated stuff of the imprisoned suspect, thinking it opens something, but when found the pirate submarine I still had to blow/lockpick its hatch. - Same with Underwater Lab key, from context it should open Underwater Lab B, but didn't work for me and I needed to console my way in (by the way I found the Lab by pure coincidence and not by following the notes, which for me were not helpful at all). - Floating half a dozen random holotapes from vanilla game found in Lab B.
The floating town looks really cool, but I cannot for the life of me figure out what I'm supposed to be doing. I have explored every building, including the mansion, found some stuff of interest but no clear indication of where to go or what to do. Been lost for like 40 minutes.
Found the entrance to the underwater lab, but don't have the key.
Found the hatch. Was able to finish the rest of the mod (I think). Never did find that briefcase (only hint I found was that it was "somewhere in town," which wasn't too helpful), so I just used console command to open Lab B lol.
In general I think stuff is a little too well-hidden here. If it weren't for the waterline sight glitch I never would have found half of the underwater stuff; swimming around blindly in murky water forever just isn't terribly fun. Giving some simple directional hints in the notes (ie "we think the submarine is somewhere east of here," "the lab is somewhere to the south") would make a huge difference. I get wanting to let people find stuff, but if it's too hard to find most people will just cheat/look it up/give up anyway. I also think if you're going to include clues about where to go in the terminal entries, you should consider adding them to the Pip boy notes as well so they can be referred back to more easily.
Oh and I had the same glitch that the user below mentioned about the floating holotapes in Lab B.
If you passed lab B and beyond you did it, I gess lol.
I get what you say about being underwater, but the idea in part is to take time in exploration, I know there's a few mods that change water fog a little to make it somehow easier.
I found a good thing to have for enjoy underwater scenes is Rebreather~ You need the ability to dive unworried.
In the old version of Fish Hunter Village there's a canoe with those items in the village. If augusto havent changed his idea, you should be able to find them in this new village. ---- Another good thing is clear water plane. You gotta install those mods that provided better water plane than vanilla, because vanilla murky look is no fun to dive. For example Clean Pure Water mod. I know, delta water is murky and muddy. Still, realism is not fun.
Just curious - I see repeated mentions about something being underneath the Waterfall Mansion, but I cannot find any entrance of any kind. Found the key for it too. Am I missing something?
Well, that helped with a bit of progress. Seems that Lab A does not appear on the local map for some reason. Now I seem to be hunting for that briefcase that was mentioned in there in addition to wherever the Lab B is. Plus, there is still the mystery of the locked door in the submarine occupied by pirates - the vault door.
If it is at all possible, a general (text) walkthrough would be an absolute delight. All the better to truly come this mod over and let you know if anything is up.
Indications of briefcase location are quite clear I think, If I used more exposition I would directly say, "hey, there is a crashed car in a route entering town".
Lab B, if tell you i would ruin the experience, I think.
The submarine Vault, well I think I forgot to place the key, the idea was that some pirate have it, or the captain, I forgot.
The map markers for undewater locations were not ment to be placed, only submarine has one but was a mistake from old versions.
New version add big changes to this mod, could be even a kind of remake (I even changed the name) and I didn´t want people to play a version that was going to get obsolete to say something. The new version is almost finished, just checking for some details. Anyway, is gonna be a beta.
24 comments
Consider moving it few meters to the west and it shouldn't conflict.
Some boats or bridges connecting more isolated sea houses would be welcome, cause the radiation when swimming is no joke.
Positives:
As Kontarek1 said, floating town and its interiors looks awesome, nice work making it interesting, kinda hoping for some more fighting... :)
Negatives:
- The clues in the notes are clearly not enough and sometimes even misleading.
- In Atlantic Lines Company, I didn't have any reaction clicking on first two messages on terminal, dunno if it's by design or not.
- I've got Pirate Card from the confiscated stuff of the imprisoned suspect, thinking it opens something, but when found the pirate submarine I still had to blow/lockpick its hatch.
- Same with Underwater Lab key, from context it should open Underwater Lab B, but didn't work for me and I needed to console my way in (by the way I found the Lab by pure coincidence and not by following the notes, which for me were not helpful at all).
- Floating half a dozen random holotapes from vanilla game found in Lab B.
Found the entrance to the underwater lab, but don't have the key.
In general I think stuff is a little too well-hidden here. If it weren't for the waterline sight glitch I never would have found half of the underwater stuff; swimming around blindly in murky water forever just isn't terribly fun. Giving some simple directional hints in the notes (ie "we think the submarine is somewhere east of here," "the lab is somewhere to the south") would make a huge difference. I get wanting to let people find stuff, but if it's too hard to find most people will just cheat/look it up/give up anyway. I also think if you're going to include clues about where to go in the terminal entries, you should consider adding them to the Pip boy notes as well so they can be referred back to more easily.
Oh and I had the same glitch that the user below mentioned about the floating holotapes in Lab B.
Overall, I thought it was a pretty cool mod.
I get what you say about being underwater, but the idea in part is to take time in exploration, I know there's a few mods that change water fog a little to make it somehow easier.
In the old version of Fish Hunter Village there's a canoe with those items in the village. If augusto havent changed his idea, you should be able to find them in this new village.
----
Another good thing is clear water plane. You gotta install those mods that provided better water plane than vanilla, because vanilla murky look is no fun to dive. For example Clean Pure Water mod. I know, delta water is murky and muddy. Still, realism is not fun.
Just curious - I see repeated mentions about something being underneath the Waterfall Mansion, but I cannot find any entrance of any kind. Found the key for it too. Am I missing something?
Check again bellow mansion, a little south you will see some rocks
If it is at all possible, a general (text) walkthrough would be an absolute delight. All the better to truly come this mod over and let you know if anything is up.
Lab B, if tell you i would ruin the experience, I think.
The submarine Vault, well I think I forgot to place the key, the idea was that some pirate have it, or the captain, I forgot.
The map markers for undewater locations were not ment to be placed, only submarine has one but was a mistake from old versions.
Also, got inside Lab B. There are a bunch of holotapes floating in there that are from the main game. That's the only bug I have to report so far.
Although I shall have to wait until waaaaay later to play this one~ For one thing, currently I just played too much PLO to replay in this area~