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About this mod
Just a small settlement in the ocean, surrounded on 5-1/3 sides by water.
- Permissions and credits
The Small Addition
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Request:
Would someone please care to check if the new (well, "reworked" at least, heh) 2 meshes and 2 textures are being unpacked correctly?
Either by checking the files themselves or, more simply, posting a pic of a water barrier wall or the settlement entryway so that I can verify it myself.
Thank you! =)
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Just a small settlement in the ocean, surrounded on 5-1/3 sides by water.
(2-3 cells South of Fort Strong)
Another test I was doing, this one based around water, but it's not what I intended originally.
I had an idea in my mind, but realized after much fooling around with the water that it just isn't going to do what I want it to do...at least not by my hands.
So, while not being the proof-of-concept that I had hoped (as Open Stands was), it did turn out kind of cute and so we're putting it here.
So to account for the water, for now, we're going with "the way the water looks is an unexpected effect stemming from the close proximity of (and thus, combined effects of) the Gravity Distortion Generator's *walls* to the Atmospheric Density Modifier's liquid *ceiling*...and it's not really supposed to be *secret* so much as *hard to get to* (if it wasn't a game)". =P
Working settlement:
-Settlers (how they get there, roleplay wise, I have no idea...boat?)
-Supply Lines (Someone follow one and see...I'd assume brahmin's float? They're chubby)
-Attacks
-Full Workshop
-A vertibird for travel from/to
-The place is sparsely furnished, but of what is there, most of it is scrap'able (save for a few computers, tables and bits of flotsam and jetsam)
About the vertibird:
The included vertibird can be used from the settlement to go anywhere you like (provided you have previously discovered said location) and back, because...4 teh immersions, son.
According to KataPUMB, another modder here, there is a better way to setup the vertibird and I will be looking into that later.
However, as of right now, the vertibird:
-Will not pick up companions.
-Stays where you land it until you take it back (honestly, to me, this way feels more immersive anyway, because well, who's gonna fly it back? No pilot yet! We're gonna say you're "directing the aircraft by manipulating sensors embedded in the cushioning/touching/bracing/latching area of the Pip-Boy using the fine motor movement of the bones and muscles in your left forearm" ;-) ).
-I have no idea what happens with it if it dies. It's set to respawn and is hard to kill with 5000hp...but really, if you lose your toys, who's to blame, huh? Huh?! =P ...would be good to know for future reference though so I am looking into it.
Warning:
If you are intent upon swimming there, don't swim into the settlement from above...there's a reason it doesn't need to be as secured in that direction...you will fall, you will die.
There is an entryway (tunnel'ette?) on the north side, ocean floor.
Edits cells:
19,-7
18,-8
18,-7
18,-6
17,-8
17,-7
17,-6
NO spawn points were moved and no random encounters were changed. These cells before were all unused, open ocean space.
Known issues:
-The sprint bug. To fix it, edit the Fallout4.ini to include these 2 lines (minus the quotes):
"[Gameplay]
fPlayerDisableSprintingLoadingCellDistance=0"
Alternatively, there is a mod here on the Nexus that will do it for you.
-Vertibird will not carry companions. According to another poster, there is a better way to do the vertibird thing anyway, so I will work on that and see if that allows for companions as well.
-Upper hatch navmesh. Settlers go out, but not back in. Companions are fine, however. Very odd.
Uninstall:
-Make sure to delete any supply lines to/from this settlement before uninstalling. Not sure if this is specific to my settlements or all settlement mods, but I do apologize if it's caused anyone any issues.
Change log:
1.6:
Edits to Precombine and Previs to alleviate some object placement issues in Workshop mode.
1.5:
Packed into ba2's
No other changes
1.4:
A few random edits to the doors areas navmeshes. They are still a bit odd, but I'll keep looking at them. A solution for the top hatch still eludes me, where settlers (companions have no problem, which in and of itself is odd, because a navmesh shouldn't care what type of NPC it is) can go out, but will not even try to go back down through. <shrug>
1.3:
Optimized its specific WorkshopInitializeLocation quest a bit.
1.2:
-Adjusted East wall's X axis and South wall's Y axis...ever so slightly.
-Reverted back to vanilla water "ExtOceanWater" for both cell and water object water planes (and changed some images here to match).