A new land and story to discover. Still in progress.
Requirements
DLC requirements
DLC name
Far Harbor
Permissions and credits
Author's instructions
File credits
Thanks to Alchestbreach for all the entertainment, Seddon for the tutorials and also anyone that left a comment here :)
Thanks to TeamDremora for helping with some scripts
Donation Points system
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Changelogs
Version 36
- Discovered custom voiceline names
- Added more detail to revere mansion, duval Island and futuristic electronics interior
- Fixed begining radio, ken's quest and rewriting noah's dialogue.
- 2018 will hopefully be new hull's final year to completion.
Version .39
- Added clutter to Inside and Outside Hull HighSchool
- Worked on Hull Elementary School Layout
Version .38
On and off work during the last few months to work on other projects
- Updated interior to duval island fort
- Extended Tunnels in Catacombs
- Layout for Elementary school half way done
- Updated voice lines and lip files for noah
Version .37
- Large Part of Hull Waste Water interior Cluttered
- Hull Coast Guard interior Completed
- Fixed a few other things here and there
Version .35
- More scripted quests and character lines.
- More work on the catacombs >:D
- More Navmesh generations.
I think i did more but cant remember.
Version .34
- Added a creamery with backstory and clutter
- Cluttered futuristic labs and a nearby house
- Added waves around start and duval island
- other stuffs
Version .33
Hey, i have returned after 3 months, here are some changes.
- Pirates have been added to hull around the beach cafe
- Lots of clutter done around duval island
- Revere Mansion and old church now complete.
- Coastal Cave, Coast Guard and Catacombs under work.
- Quests 1 and 2 have been updated to "work"
- My terible voice acting for noah has returned
- Navmeshes updated all around island
- Tiny easter egg in open church
Version .32
- Hopefully this version doesnt have purple lod
- Also adds coastal cave and changes lighting in a few interiors
- Tiny amount of clutter
Version .31
- Regenerated Lod, 2 quests, another in the works, removed dialogue for now
Much clutter done, fixed a bazilion bugs, added 8 new npcs.
Added a shopkeep and a barricade protecting the settlement from outside.
Added 2 new interiors and many new houses with clutter.
- Next is more quest work and interiors, i hope i pickup speed for future updates, see ya in .32
- Quest also autostarts at level 15 though you can listen to the broadcast or find the boat early
Version .30
- New Hull now fully archived and working.
- Some new clutter here and there.
Version .29
- Loads of clutter, loot and enemies added
- Work on Fort Duval Started fo real
- Fixed a million little detail issues
- Uploaded a version to Bethnet for pc
Version .28
- You now need to talk to noah before traveling, a script now fades you to hull and gives you a key to go back
- Minor clutter work
- Added 1 new decal for the first time as a joke
- I will work more on clutter for next update, im sick of quests and scripts
File is smaller ? wut ? i removed stupid stuff that found its way in the achieve files
Version .27
.27 will be released the 24th of december, It will add lots of clutter and loot in many remaining homes.
Merry Christmas !
Added Lots of detail, loot and bad guys all around the island
Added 1 new interior
Added 2 new easter egg items.
Added new navmeshes everywhere.
Version .26
Added hull highschool interior 1/2
Added some more ennemies around start
Slowly making quests
Worked a little more on waste water plant interior
Still sick, very annoying.
Version .25
- Added Static LOD, updated terrain LOD and added ennemies around cemetary
- Added Navmeshes around revere fort, revere cemetary, waste water plant and elementary school
- Added Map Markers for local map
- Added interior for waste water plant and random house
- Added working player and npc dialogue for quest beginning
- Added trees on fort andrews island west and a lighthouse and boat crash north
- Added other small details all around
I just uploaded a new version optimised with ba2 files, can anyone tell me if its missing things or different than the other previous file ?
Version .24
Extended the catacombs and fixed small things 2/5
Added clutter to fort Revere and more navmeshes
Added branching main quest dialogue and audio voice files
Version .23
Added Hull Catacombs 1/5
Added shrubs around top right of map
Added navmesh around most of revere fort
Fixed lighting for empty shop
Version .22
Added clutter in north part of map and updated navmeshes around soccer field
Added street lamps all around town
added rails and shrubs north
Added ghouls in newly cluttered big house and feral dogs in scrapyard
Added cute raider note in camper rv <3
Deleted low quality screenshots from months ago and recreated some.
Version .21
- Added a detailed interior to the library with ghouls and navmeshes.
- Added a bunker with gunners on Hog Island, aka spinnaker island aka fort duval ?
- added settlers and crops to the pemberton point settlement.
- Detailed some more house interiors.
Version .20
Added 2 new interior for future foundations and raiders at the big brick building.
.20 has the terrain LOD packaged with it, that would explain the size boost
Added some settlers at the docks for testing.
Version .19
- Added an easter egg for john, type in console "coc nhmegg" to make your school freak out
- Added navmeshes to half of the roads and paths in hull
- Added house clutter and small details
- Added raiders east of the waste water plant
Version .18
- Quick & Biggy update (World Detail)
- Added 1 more terminal and re-enabled the church one
- Added detail at Red Rocket, Library, houses and lots of shrubs and trees
- Added more detail beyond world and scary smoke stacks
- Soon will start writing more dialogue for voice actors
Version .17
- Fixed some objects around the beginning area
- Added more clutters, street signs and shop signs (HOT DOGS !!!)
- Added 1 terminal and reworked another
Version .16
Filled all exterior houses and buildings in the first 1/3 of the map with furniture and loot
Added some raiders and navmesh near an overturned flatbed truck
New region border with exploration music around playable islands
Update not as big as .15 because of less terrain expansion...?
Version .15
5+ new complete house and building interiors with containers and loot
New lights on the docks and bait shop details
Revere Mansion interior slightly updated and new deathclaw sleeping in front of pillar outside
More Navmeshes, More Details, more...
Taking weekend off, i'll be back monday and doin even more thangs...
Version .14
Added groups of raiders around downtown and the beach with navmeshes.
Extended the world all around, added nantasket beach land, peddocks island, bumkin island, ect...
Added details inside and around pemberton point houses.
Finally started working around spinnaker island.
Version .13
- Extented world further east
- Added mroe details around world
- New LOD
- Will soon get to work on spinnaker island
- New puppy is cute
Version .12
- Added Revere Cemetary
- Added 2 new interiors (Revere Mansion and Camping Van next to pond)
- Added gunners and clutter to the bridge
- Changed Prefab Building next to church to custom (aka not one static object anymore)
- Added much detail around church and other locations
Version .11
Added more stuff
Version .10
- Revere Hill Updated
- Hull Life Saving Museum Added
- More Telephone Poles, Trees and overall details
Version .09
Added lots of details to the waste water treatement plant
Added basic land for Spinnaker Island
Added new house on fort revere hill
Added more graves to cemetary
Generated World LOD, Cant generate static objects (missing tga files), need help.
Version .08
Added details to road along beach
Added 7 new images
Added fort revere cemetary wall
Version .07
Sorry its taken me 3 weeks to update to .07 , i was working on my mod when my computer restarted and it corrupted all the work i had done, i had to restart from .06, i lost around 10 hours of work, the last few days ive worked on getting it all that work back. I read and reply to all comments, for .08 i will try to work on the cemetary and spinnaker island before it was covered in condos.
Version .06
Added more houses and roads north and east.
Changing ground textures from asphalt to gravel and fieldgrass to forestfloor
Added a turret in the elementary school exterior room for future environment story telling.
Added evil gnomes
Version .05
- Many changes south of the island
Version
Small update, im thinking about only releasing a new version when i get something big done, right now ive been trying to get some dialogue in the mod but im getting really tired of the creation kit never working and always giving me new errors i have to check online to try and fix. Landscaping is the only thing im doing well at the moment, the creation kit recently started giving me weird errors that randomly disapear. The New Hull world cells right now dont update when i move to new areas, the lod i generated doesnt want to show itself in the editor even when ''show landscape lod'' is ticked in the preferences and the static object meshes wont generate because the textures are in the dds format, not tga. Also the 32 bit creation kit got removed when i updated it from bet.net ...
.15 will be uploaded soon, the " interior and lighting " update i could call it,
many houses now have furniture and loot.
Weapon, armor, food and chemistry workbenches have been added around the world.
More Navmesh done, and some more.
New Hull is a dense southern town at the peninsula of the boston harbor far away from the bigger conflicts inside the city. The Town is filled with small explorable areas, secrets, easter eggs, monsters and dark pre-war mysteries. (Dont forget to leave feedback or else i dont know if im doing this right)
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F.A.Q.
- This mod is still in the works and probably will be for a long time, once its finished i wont upload it to bethesda.net. - I have not visited Hull irl so dont expect 100% accuracy for all the houses that populate it. - This is my first mod ever and i'll try to update it every few days until its done. - You can get the boat ride to New Hull from Captain Noah's Boat South-East of the Atom Cats Garage or simply type "coc nhm000" in the console. - If you find a bug, post a comment or an image so i know what your talking about, it really helps.
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Known Bugs
- Distress signal missing - Main quest starting without listening to distress signal - Npc Noah walking into water - Ugly or Missing Lod Textures - Trees on house lod roof - Fort Revere deathclaw not playing animations during combat - Multiple Pirate Captains during beach cafe fight - Unused hatch in church - French Terminal - Broken Sprint key - Grammar errors in dialogue lines - Npc Greeting through walls - Broken quest stage scripts - Missing/No dialogue voice lines - Missing secret perk - Inaccessible doors for unfinished interiors - Npc's stuck under rocks - Dead ends for interiors still under construction - Unfinished lod along nantasket beach and Main land
Send me a PM on nexus if you want to help voice act, script or got some interesting ideas worth adding. Twitter : https://twitter.com/Supernath97 Youtube : https://www.youtube.com/channel/UCDArnvSAuMvbGSv4ENK0A7g Bethesda.net : Supernath97 Steam : SuperNath97