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MissWinter77

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MissWinter77

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61 comments

  1. Bore72
    Bore72
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    Idea-- At the Taffington boathouse a small raft with a minuteman on it maybe for like fishing for something? or patrolling the river?
  2. swedishguy1
    swedishguy1
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    I love this mod, aswell as most of the other C.R.P mods, however one of the largest issues from this is that the sailors added by this mod should have protected status so that random NPCs don't wipe out whole ships before you can even see them.
  3. MarkusTay
    MarkusTay
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    First off, this looks REALLY cool. I want to use this in my next play-through.
    That being said, a must-have mod for me is one that rebuilds the Nakano residence into TWO fully realized settlements. Its just too awesome not to use, and since it changes so much, I am sure its going to a conflict with the Nakao MMM boat.
    There are a couple of smaller docks you pass on the way to Nakano's, and if the boat could be moved there in future versions of this mod, that would be awesome.
    Number three, I read through the comments, and the America Rising thing does seem to be another problem. However, I only use that mod sometimes, but it IS very popular, so moving the MMM ship there as well would probably be a good idea. I used to use another mod (Moon Palace) that created a sailboat outside the castle to get to FH, which would probably also conflict, but that's not all that popular anymore so I wouldn't worry about it.

    Lastly, point lookout also adds a boat, but I don't think any of your locations conflicts with that. That's another popular mod, but I've only used it once because of the EDI requirement (I really don't know why modders insist on doing things an outdated way).
    Anyhow, i will be following this for updates. Thank you for making it! Cheers
  4. ffnbbq
    ffnbbq
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    The area edits for the CSS McGann (the ship docked at Salem) seem larger than necessary for a ship and NPCs that are mainly there for immersion. I use  Flourishing Salem which allows me to scrap various objects and foundations around the docks (the broken pickup trucks, the piles of wooden boats and general trash piles on the boardwalk), but this mod reintroduces them back as part of the static map. For example, I use the large boat shed next to where the McGann is docked as a factory for my Sim Settlements 2 plots, but with this mod a vanilla wooden boat is spawned on top of them.;
    1. MarkusTay
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      Have you tried placing the Salem mod AFTER this one?
      I'm 90% sure that will fix your scrapping problem.
      I am also 50% sure it will cause a new problem (since this mod is getting over-written). Howver, if that boat and NPCs is just for immersion, then them getting glitched by the Salem mod seems preferrable to the other way around.
  5. adamndirtyape
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    A conflict with America Rising 2:

    This a cool mod but if you install America Rising 2 the tugboat C.S.S. Hollis at the Castle is almost entirely engulfed by a large docked ship that the mod adds. I don't see how this could be patched because both boat and ship occupy the same space.

    I suggest an America Rising 2 version of this mod that omits the Castle tugboat, or moves it further down the docks. I suspect many people are going to use America Rising 2 because it is a fantastic mod that will probably never leave their load order, so a new version of this mod, if possible, would be great. Thanks
    1. jakov235
      jakov235
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      do you still have this problem, or was it fixed by final version of America Rising 2?
  6. boxerbeast1
    boxerbeast1
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    will we see an AIO of your mods at some point?
  7. desnutty
    desnutty
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    this mod is so awesome, only suggestion is to cahnge the captains so they look like minutemen and not random raiders
  8. Themaddeningjester
    Themaddeningjester
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    It has been some time since I last checked up on this mod. If nothing else, keep going! I rather do like the idea for a minutemen navy, and something you may find useful to know is that the United States navy has outfitted it soldiers with blue camo fatigues and green camo fatigues. If your aim is to make the Minutemen navy an echo of the United States navy, you could maybe recolor the military fatigues blue as their standard uniform.

    Regardless, my main message to you, sir, is please keep working on this and never give up.
  9. Hbcda
    Hbcda
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    Have not downloaded or tried this mod yet, but, a suggestion...

    When you finally learn to tie this in with a quest trigger, prior to that trigger you might consider fishermen (just regular settlers, maybe some raider-types).

    The reason for my suggestion... The whole Commonwealth is sitting right next to the biggest grocery store in the wasteland - the Atlantic Ocean! It is obvious that the people of the Commonwealth can live after eating from the Atlantic - they eat Mirelurk with no issues! There are plenty of boats (some of them still floating), platforms, etc. in and around the water - all susceptible to repair or being used as a building pattern! Clearly generators, for engine power, still exist!

    Yet, in Bethesda's wisdom, no one is even trying to use this resource in anyway... in fact, except for one Chinese sub, and one raider quest piece, no one even seems to realize that there is an inexhaustible source of food or large body of (salt) water within easy reach...

    Adding some fisherman, that you can see fishing, very immersive!

    (Currently tracking your mods for future download.)
    1. kit7777
      kit7777
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      I have thought that many times. Why are there not more people fishing? Why are there not fishing settlements and more people in the Commonwealth on fishing boats fishing. It is clear to me from Far Harbor that fishing boats are being used and that they fish with nets. You see evidence all over the Commonwealth that somebody fish's because there are fishing poles everywhere. But I have only seen one guy (ONE GUY) near Covenant actually fishing in the Commonwealth. There are so many things missing from this game that if they were there would improve immersion that the devs just did not think about, ran out of time, or did not care to put in and figured "ah the modders will".  
  10. tim457
    tim457
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