FYI - To move to any world space the usual console command is COW "world space name" 0 0. That puts you at the 0 - X and 0 - Y coordinates of the new world space. Depending upon where the modder started building you may have to swim a bit OR you could just find out the RefID to ANY persistent reference in the worldspace and type player.Moveto "REFID" in the console.
IMHO, Using a static boat mesh as a door to a new land which is an island is a much more elegant and realistic means of transporting the player to it and it adds to the suspension of disbelief, i.e., immersion.
You could REALLY go all out and use the Vertibird door that they have at the Boston Airport, if you felt like having one also sitting on a pad at your island. The possibilities are only limited by your imagination but the idea is to bring the player to your new world with as little Commonwealth impact as possible. Using a regular door in an area that some other "interior" creating mod used or put in the same place will cause an unneeded conflict.
Concord has been done to death and so your door is probably going to conflict with something to the detriment of any who try to use it.
Just my 2cp. Thank you for sharing!
EDIT - Oops....one last thing.....I see a lot of stone used for the edges of the island but I don't actually see a screenshot of a "beach." Is there an actual beach type area that I could add some Palm trees to?
This is pretty cool. I like it for the most part. There are a few little things that I'll point out, just in case it helps you:
* When in workshop mode, I get kicked out a lot. Seems to happen more when I'm moving while in workshop. * The draw distance is very short. From the fountains, the lighthouse is not visible until I'm almost at the stairs in the middle of the island. (And visa-versa - Fountains are invisible from lighthouse, until I get close to the same stairs. * One of the requirements listed is "Creation Club Content", but does not specify which one(s).
Question: Is it always windy on the island? When I was there, the trees never stopped moving.
One other positive note: The load time from Concord to the Island was super fast. ;)
I hope that helps. I hope you keep making more of these world space mods.
thank you so much i am still trying to learn lod as for the trees i have no ideal why they keep moving there is no animation attached to them they even move in ck i mad e the build area 2x the islands size so not sure about the kick out will look into it
I'm trying to make a small personal edit just for immersion's sake (moving the access to a river and replacing the door with a boat, like I suggested, if I can figure out how to use the CK well enough to do that), but I'm getting lots of navmesh errors from the CK about triangles having invalid area, or two triangles having opposite normals but are linked, and stuff like that. I don't know if those are significant/game-breaking in terms of using it as a settlement, but just thought you should know.
EDIT: And I just don't get the CK, apparently I won't be making that edit even just for myself. I guess immersion isn't that big a deal, the TARDIS has canonically appeared in earlier Fallout games, why not a magic door that takes you to an island paradise?
in ck you double click on the door uncheck the teleport and then you will be able to delete the door and make a new one you have to that for both doors this video was my go to for linking cells https://www.youtube.com/watch?v=qKbOLdzC6-k&t
How to get to the island. The command via the console does not work."coc EchoBeachCenter" What changed in update 1.1. Compared Echo Beach.esp files. There is no icon on the map "Echo Beach Departure". Thanks.
It looks beautiful from the screenshots. I'm tempted, might just download it, but one suggestion: Maybe, since it's an island, the access point should be a boat on a river instead of a door in Concord? More immersive that way. Even if it's just a "interact with the boat and the load screen comes up, when it's done you're there" thing rather than anything elaborate like Point Lookout mod's riverboat with a person to interact with to start the journey and a cutscene playing showing the approach.
One question, is it a full settlement, or just a Home Plate-type setup where it's a pared-down workshop menu and no settlers and can't dismiss followers to go there/send settlers there from your other settlements?
The command does not work: "coc EchoBeachCenter", there is no movement here. I can't switch to Concord, it crashes to the desktop. Youcan delete texture files: SalemMuseumWindow01_s.dds, SalemMuseumWindow01_n.dds, dinerchrometrim01_n.dds, dinerquad02_n.dds, DinerSignNames_n.dds, reswindowsheet_s.dds, dinerquad01_n.dds, DinerSignNames_s.dds, GlassTile01_n.dds, reswindowsheet_n.dds. The editor does not open texture files. Please check the textures. Thanks.
24 comments
IMHO, Using a static boat mesh as a door to a new land which is an island is a much more elegant and realistic means of transporting the player to it and it adds to the suspension of disbelief, i.e., immersion.
You could REALLY go all out and use the Vertibird door that they have at the Boston Airport, if you felt like having one also sitting on a pad at your island. The possibilities are only limited by your imagination but the idea is to bring the player to your new world with as little Commonwealth impact as possible. Using a regular door in an area that some other "interior" creating mod used or put in the same place will cause an unneeded conflict.
Concord has been done to death and so your door is probably going to conflict with something to the detriment of any who try to use it.
Just my 2cp. Thank you for sharing!
EDIT - Oops....one last thing.....I see a lot of stone used for the edges of the island but I don't actually see a screenshot of a "beach." Is there an actual beach type area that I could add some Palm trees to?
Thanks for the reminder....and the mod.
* When in workshop mode, I get kicked out a lot. Seems to happen more when I'm moving while in workshop.
* The draw distance is very short. From the fountains, the lighthouse is not visible until I'm almost at the stairs in the middle of the island.
(And visa-versa - Fountains are invisible from lighthouse, until I get close to the same stairs.
* One of the requirements listed is "Creation Club Content", but does not specify which one(s).
Question: Is it always windy on the island? When I was there, the trees never stopped moving.
One other positive note: The load time from Concord to the Island was super fast. ;)
I hope that helps. I hope you keep making more of these world space mods.
There is no icon on the map "Echo Beach Departure".
Thanks.
EDIT: And I just don't get the CK, apparently I won't be making that edit even just for myself. I guess immersion isn't that big a deal, the TARDIS has canonically appeared in earlier Fallout games, why not a magic door that takes you to an island paradise?
What changed in update 1.1.
Compared Echo Beach.esp files.
There is no icon on the map "Echo Beach Departure".
Thanks.
*EchoBeach.esp
*AngelIsland.esp
The command does not work: "coc EchoBeachCenter", there is no movement here.
I can't switch to Concord, it crashes to the desktop.
Youcan delete texture files: SalemMuseumWindow01_s.dds, SalemMuseumWindow01_n.dds,
dinerchrometrim01_n.dds, dinerquad02_n.dds, DinerSignNames_n.dds, reswindowsheet_s.dds,
dinerquad01_n.dds, DinerSignNames_s.dds, GlassTile01_n.dds, reswindowsheet_n.dds.
The editor does not open texture files.
Please check the textures.
Thanks.
tired of whats' IN the world.. ;)
Under Data > Parent Masters, it says:
Fallout4.esm
DLCCoast.esm
DLCNukaWorld.esm
UKNOWN
Under "Warnings", it says
"MASTERFILE: Missing Masterfile: Homemaker.esm"
However, I don't have the "Hi-Res Texture Pack", so I'm assuming that's the problem?