New ship can be used like any other static (sorry took out the vines in the process cause it was agony trying to align a big a$$ ship to 30 decorations.
I suggest scrapping the plank that leads to the ship and add your own walkway and stairs so npc's and followers will board the ship easier.
If anyone has built stuff on the ship before this version...simply use modpos to align it as the old one was.
have fun..
Now a well deserved rest and FOOD!!!!!!! Its fricking 11pm and i havent eaten lunch yet...
Still havent figured out why settlers wont go near the central gate even though all my dogs (have 4 )and followers use the area just fine.
I am trying to place stuff on some of the floors and they fall right through. I wanted to make the little building to the right of the entrance (when you are inside the place looking out) into a Slocum Joe's and it wouldn't let me put anything down. I tried to delete it and build something else and the same thing happened. I do have place everything mod installed to no avail. What can I do please????
seems like you have a conflict of some sort... Using place everywhere and still not being able to place stuff is weird...since it places EVERYWHERE as in where its usually red...
First let me say that your work is amazing. Everything really looks beautiful in all of your locations. I have endorsed all of them so far.
My only issue is with settlers, they seem to really love to swim. Or go to the exact places where there are no stairs to escape after they get into them. I tried to open this location with the CK to tweak the navmesh, but none of the modded info shows up (granted I am a complete n00b in the CK and may be doing something wrong).
I am aware that navmesh is a boring, tedious nightmare and it isn't game breaking in any way. I just hate that having 15 swimming settlers at the bottom of the lake takes away from the badassery of these amazing locations.
Wow looks great and has nice ideas. I like the Ship, the Sea and the complete Area. I hope you patch the problem with the 2 rooms soon. (The Big Main House and the Garage on the left side is not ready for building - but you know that)
Nice Settlement. I looking forward to test it again when the problems are solved
Just cleaning that craphole that the mutants have made is gonna take 100 hours ahahahaha. I mean there is so much trash that i think the rest of the commonwealth in total doesnt have that much...
Its allready in my TO-DO list But im not renovating those houses cause it feels like a bad copy of sanctuary. Ill probably do some nice streets and a couple of buildingsto get you started (after ive cleaned it ). Also thinking about a bridge to taffington and a dock etc. (lol you know me..i cant live without water..) and ofc a nice wall around it..
Forgot to mention that the central building/player home is gonna be nasty...
Also i suggest you clean out the mutants and empty the hidden underground bunker (trap door behind the house close to the water tower ) so you wont have any issuescause i cant have the mutants inside the build area
Its safe to say that it took me 2 1/2 hours to clean up about 80% of it... If im lucky ill have it ready by noon tomorrow. So go and clean the mutants and any loot you need...
About that mod...seen and didnt like it... Whats the point of having an island if you cant see over the 10 foot walls ??
Look atthisthat im not gonna finish due too many quest related references on it... http://prntscr.com/ch564t
Mutants cleaned and waiting. Don't give an FF about the loot Merely mentioned the wall as indicator to the mod, but in saying that, I like it because it is an open canvas on which you can build battlements along the walls and what ever your imagination desires within its walls.
Sorry hardkopy but the estate is a no go.. Even though i spent close to 10 hours on it...i wasnt feeling it...
Its way too big to do a good job (seriously its allmost as big as sanctuary). The issue isnt the size to build it though its the fact that its so big that LODs kick in and you cant see youre whole settlementas it is. Im sure people will have a lot of "disappearing act " and the complaints will be endless so im dumping it..
BUT!!
Heres a teaser..
http://prntscr.com/chkvhh
Its got quite a bit to go but you should get the idea... ( and yes..thats spectacle Island or should i say islands ) hehehe
Thanks for trying and for the heads up. I'm getting the same lod issues with mods in Egret Marina and other locales where I scrap un-scrappable objects. didn't know what was causing it until your explanation.
Islands are looking great, I can see major potential in those for the Artistatech <-new word
This is a really nice and beautiful place, but I have an issue with placing things. I wanted to add a crafting bench and some other things inside one of the houses, but they can't be placed on the floor for some reason. Basically the floor doesn't act like a floor with settlement item placing, but not everything is experiencing this. Is there a fix for this? I love this mod, but I won't be able to use it as my own hub if I can't decorate it and place things I need
Oh, didn't notice you had already noted this. It's the biggest one, the one that's to the right of the doghouse. I don't really like using Place Anywhere so I just use setpos, setangle, modpos, and whatever other console commands there are. Regardless of this, great mod. This one looks almost as nice as your Serenity mod, which is my current favorite. That place is beautiful. Endorsing both mods
Use place in red...its simple and VERY handy. Also take a look at My chapel mod . Here is a nice review with it https://www.youtube.com/watch?v=5QtIwlLt0a4
I really like the look of it, so thank you very much for the time and work you've put into this mod. I have endorsed, even if I have some minor issues with it. In the main building, in the right room, I can't place anything, no furniture. It's not possible. In the main room and in the left room I can, but not in the right one and I don't know why. Still, I love the look of it, so thank you very much again for sharing.
Edit: I have just seen, that you've uloaded an update. Maybe this will solve my issues. Who knows? Take a look at the version number. It says 1.0 even if it's 1.1 now. You should change that.
New version with added floors so people not using placing mods can place furniture . I could have added a collision matrix but if someone scrapped the building the collision would remain causing issues so i took a logical route and added floors over the floors. To be honest i didnt have an issue placing even without the placing mod but i suspect its because im using a house kit mod that has those pieces .( the ones in this mod are vanillaand maybe not complete ) Also some small nav mesh fixes .
If anyone is having issues with NPC's not going towards the guard houses tell me... Either way im working on the navmesh on the whole area since in my tests the npc's didnt go to assigned guard posts in that area.
And im also working on making the constitution a static object with proper navmesh since i stole it from the prelaunch in that quest and it might not be walkable for npc's. It will ofc be a extra file in the mod that will install itself in the meshes but as an added bonus im making it a workshop recipe as well so as long as you have the westing mod loaded you will also have the ship for any area/build you want to use it in.
I just realised i am missing the DLCCoast.esm, and the 2 Workshop ones. It looks like a great mod, but maybe you could clarify that you requiere the DLCs ;)
34 comments
You can all upgrade (switch the esp files) .
New ship can be used like any other static (sorry took out the vines in the process cause it was agony trying to align a big a$$ ship to 30 decorations.
I suggest scrapping the plank that leads to the ship and add your own walkway and stairs so npc's and followers will board the ship easier.
If anyone has built stuff on the ship before this version...simply use modpos to align it as the old one was.
have fun..
Now a well deserved rest and FOOD!!!!!!! Its fricking 11pm and i havent eaten lunch yet...
Still havent figured out why settlers wont go near the central gate even though all my dogs (have 4 )and followers use the area just fine.
Using place everywhere and still not being able to place stuff is weird...since it places EVERYWHERE as in where its usually red...
My only issue is with settlers, they seem to really love to swim. Or go to the exact places where there are no stairs to escape after they get into them. I tried to open this location with the CK to tweak the navmesh, but none of the modded info shows up (granted I am a complete n00b in the CK and may be doing something wrong).
I am aware that navmesh is a boring, tedious nightmare and it isn't game breaking in any way. I just hate that having 15 swimming settlers at the bottom of the lake takes away from the badassery of these amazing locations.
Nice Settlement. I looking forward to test it again when the problems are solved
Oh well..
"oh dogmeat !!! c'mon boy...were going location hunting ""
...time to look for a "clean location"...
IM dying to use the bunker hill building that i rebuilt somewhere. ( i have it as a SCOL if you want it )
Oh i also have the whole boston airport asa scol...hehehe now i need a location the size of Spectacle island but flat...
LOl my brother !!!
Just cleaning that craphole that the mutants have made is gonna take 100 hours ahahahaha.
I mean there is so much trash that i think the rest of the commonwealth in total doesnt have that much...
Its allready in my TO-DO list
But im not renovating those houses cause it feels like a bad copy of sanctuary.
Ill probably do some nice streets and a couple of buildingsto get you started (after ive cleaned it ).
Also thinking about a bridge to taffington and a dock etc. (lol you know me..i cant live without water..) and ofc a nice wall around it..
Forgot to mention that the central building/player home is gonna be nasty...
Also i suggest you clean out the mutants and empty the hidden underground bunker (trap door behind the house close to the water tower ) so you wont have any issuescause i cant have the mutants inside the build area
But wait till you see Everette...
Its safe to say that it took me 2 1/2 hours to clean up about 80% of it...
If im lucky ill have it ready by noon tomorrow.
So go and clean the mutants and any loot you need...
About that mod...seen and didnt like it...
Whats the point of having an island if you cant see over the 10 foot walls ??
Look atthisthat im not gonna finish due too many quest related references on it... http://prntscr.com/ch564t
Even though i spent close to 10 hours on it...i wasnt feeling it...
Its way too big to do a good job (seriously its allmost as big as sanctuary).
The issue isnt the size to build it though its the fact that its so big that LODs kick in and you cant see youre whole settlementas it is.
Im sure people will have a lot of "disappearing act " and the complaints will be endless so im dumping it..
BUT!!
Heres a teaser..
http://prntscr.com/chkvhh
Its got quite a bit to go but you should get the idea... ( and yes..thats spectacle Island or should i say islands ) hehehe
Islands are looking great, I can see major potential in those for the Artistatech <-new word
and btw there a 5 buildings of which 3 are homes..
The big one and 2 small ones...which one is it ??
Also take a look at My chapel mod . Here is a nice review with it https://www.youtube.com/watch?v=5QtIwlLt0a4
In the main building, in the right room, I can't place anything, no furniture. It's not possible. In the main room and in the left room I can, but not in the right one and I don't know why.
Still, I love the look of it, so thank you very much again for sharing.
Edit: I have just seen, that you've uloaded an update. Maybe this will solve my issues. Who knows?
Take a look at the version number. It says 1.0 even if it's 1.1 now. You should change that.
and thanks for the kind words..
I could have added a collision matrix but if someone scrapped the building the collision would remain causing issues so i took a logical route and added floors over the floors.
To be honest i didnt have an issue placing even without the placing mod but i suspect its because im using a house kit mod that has those pieces .( the ones in this mod are vanillaand maybe not complete )
Also some small nav mesh fixes .
Either way im working on the navmesh on the whole area since in my tests the npc's didnt go to assigned guard posts in that area.
And im also working on making the constitution a static object with proper navmesh since i stole it from the prelaunch in that quest and it might not be walkable for npc's. It will ofc be a extra file in the mod that will install itself in the meshes but as an added bonus im making it a workshop recipe as well so as long as you have the westing mod loaded you will also have the ship for any area/build you want to use it in.