TheCheshireKhajiit
Jul 25 2018, 08:27 AM
Ok so we downloaded it and did a preliminary check on the raiders. Got into a big fight with maybe 7 or 8 of them and then when the smoke cleared, we went over to them and discovered none left alive. So we then ran down to The Combat Zone, grabbed Cait, and then fast traveled back to the boat. There were two more raiders spawned at the point across the water from the boat. We then fast traveled back to The Combat Zone and ran all the way down to the little neighborhood near Hangman’s Alley where the random encounter spawns. Finally, we fast traveled back to the tugboat and two more raiders spawned in that area. So it does seem they are respawning everyday, at least. That said, Khajiit thinks they are far enough away that they can mostly be avoided or easily taken out with a sniper rifle or whatever from the ship. Will try building stuff on it tomorrow.
TheCheshireKhajiit
Jul 25 2018, 07:01 PM
Annnnd Khajiit just broke his Script Extender again
TheCheshireKhajiit
Jul 26 2018, 04:10 PM
Thankfully the SE team is usually on it and the SE update doesn’t take too long to come out (of course, the should be pros at quickly patching it by now, lol). Khajiit is back up and running.
SubRosa
Jul 26 2018, 09:17 PM
If you keep Steam if offline mode, the game will never get updated and break F4SE.
TheCheshireKhajiit
Jul 26 2018, 09:39 PM
QUOTE(SubRosa @ Jul 26 2018, 03:17 PM)

If you keep Steam if offline mode, the game will never get updated and break F4SE.
Well this was entirely Khajiit’s fault. Stupidity on his part.
SubRosa
Jul 27 2018, 12:42 AM
I have had some good news on the USS Bunker Hill front. Since those first two firefights, I have not had any more trouble with the Raiders across the river. So I guess I just did not get them all the first time. Now that they are all dead, it looks like they have not respawned.
TheCheshireKhajiit
Jul 27 2018, 12:45 AM
QUOTE(SubRosa @ Jul 26 2018, 06:42 PM)

I have had some good news on the USS Bunker Hill front. Since those first two firefights, I have not had any more trouble with the Raiders across the river. So I guess I just did not get them all the first time. Now that they are all dead, it looks like they have not respawned.
Really? Well that is good news! Khajiit went into the CK and added a staircase to the roof of the bridge. This one hopes you don’t mind.
SubRosa
Jul 27 2018, 12:51 AM
QUOTE(TheCheshireKhajiit @ Jul 26 2018, 07:45 PM)

QUOTE(SubRosa @ Jul 26 2018, 06:42 PM)

I have had some good news on the USS Bunker Hill front. Since those first two firefights, I have not had any more trouble with the Raiders across the river. So I guess I just did not get them all the first time. Now that they are all dead, it looks like they have not respawned.
Really? Well that is good news! Khajiit went into the CK and added a staircase to the roof of the bridge. This one hopes you don’t mind.
You can do whatever you like. I have been looking for ways to get up to the top of the boat too. Its too bad ladders don't work in this game. I found a mod called Just A Ladder that is supposed to add ladders to the workshop. But I have not tried using it yet.
TheCheshireKhajiit
Jul 27 2018, 01:46 AM
QUOTE(SubRosa @ Jul 26 2018, 06:51 PM)

QUOTE(TheCheshireKhajiit @ Jul 26 2018, 07:45 PM)

QUOTE(SubRosa @ Jul 26 2018, 06:42 PM)

I have had some good news on the USS Bunker Hill front. Since those first two firefights, I have not had any more trouble with the Raiders across the river. So I guess I just did not get them all the first time. Now that they are all dead, it looks like they have not respawned.
Really? Well that is good news! Khajiit went into the CK and added a staircase to the roof of the bridge. This one hopes you don’t mind.
You can do whatever you like. I have been looking for ways to get up to the top of the boat too. Its too bad ladders don't work in this game. I found a mod called Just A Ladder that is supposed to add ladders to the workshop. But I have not tried using it yet.
Khajiit’s other thought was to just do a hatch on the ceiling of the bridge cabin and have it exit onto the roof (with a superficial ladder on the wall), but the stairs and platform he used was much simpler (and it looks like it fits in too).
TheCheshireKhajiit
Jul 27 2018, 03:50 PM
Some really weird [censored] happening with Khajiit’s game. This one clicked on the NMM “start F4SE” button and promptly discovered that Steam was no longer detecting Fallout4 being installed. WTF?
TheCheshireKhajiit
Jul 27 2018, 05:13 PM
Anyway, thankfully it detected all of the files already there so the game didn’t take 2 hrs to reinstall.
Got 2 pics:
Capt. JadeStairs added to access roof of Subbie’s tugboat player home.
SubRosa
Jul 27 2018, 09:05 PM
Captain Jade is looking ready for the Wasteland!
The stairs look good like that! I might do the same thing.
Lopov
Jul 29 2018, 01:23 PM
Captain Jade is a no-nonsense chick.
TheCheshireKhajiit
Jul 29 2018, 03:26 PM
Yeah, Khajiit had this idea that Jade is Désirée’s First Mate. Sort of a quiet, no nonsense kind of character to balance out the loud, free wheeling Désirée.
SubRosa
Jul 29 2018, 05:16 PM
I put a newer version of the USS Bunker Hill on Dropbox. I added in stairs to the roof and crows nest, and tweaked a few other things.
TheCheshireKhajiit
Jul 29 2018, 06:15 PM
QUOTE(SubRosa @ Jul 29 2018, 11:16 AM)

I put a newer version of the USS Bunker Hill on Dropbox. I added in stairs to the roof and crows nest, and tweaked a few other things.
Oooh, nice! Will definitely be checking this out!
TheCheshireKhajiit
Jul 30 2018, 07:18 AM
Checked it out. Really like what you did with the stairs! Are the electronics on the bridge new to the update?
SubRosa
Jul 30 2018, 07:28 PM
I did change the electronics on the bridge. Last night I came across a sunken ship that looked like it had a steering wheel. So I might change it again, if I can find it in the CK.
TheCheshireKhajiit
Jul 30 2018, 08:28 PM
QUOTE(SubRosa @ Jul 30 2018, 01:28 PM)

I did change the electronics on the bridge. Last night I came across a sunken ship that looked like it had a steering wheel. So I might change it again, if I can find it in the CK.
In anycase, the addition of that terminal was a great idea! The boat is really coming together! It’s cool that it’s very near a major settlement too so you can live close to services but not right in middle of all the activity.
SubRosa
Jul 30 2018, 08:53 PM
I put it there because I wanted to have a group of merchants nearby. There is no way to put a boat close to Diamond City, and the Drumlin is nowhere near the ocean or a river. So that left Bunker Hill. I know the traveling merchants stop at some of the settlements. Maybe all of them. But I am not sure about that. So decided not to count on them.
Thankfully that area is not too heavily populated, so the load times are not as excruciatingly long as they are in downtown Boston.
In retrospect, I probably should have put it on the other side of Bunker Hill. I thought the only way into the settlement was by the main gate in its south wall. But I realized recently that there is another gate in the east wall. The load times might be quicker on the northern river, and there is no Raider horde over there. Plus I might be able to put it in a spot where it is not in the middle of four cells (that is a biyotch to work with in the CK). I might still start over from scratch and move it up there.
BTW. I did go across the river to deal with those Raiders for good. It turns out they are part of the gang that is after Pickman. They don't seem to be respawning. There is just a lot of them spread out across that area. So as time goes more more wander into range and start gunfights.
TheCheshireKhajiit
Jul 30 2018, 10:26 PM
QUOTE(SubRosa @ Jul 30 2018, 02:53 PM)

I put it there because I wanted to have a group of merchants nearby. There is no way to put a boat close to Diamond City, and the Drumlin is nowhere near the ocean or a river. So that left Bunker Hill. I know the traveling merchants stop at some of the settlements. Maybe all of them. But I am not sure about that. So decided not to count on them.
Thankfully that area is not too heavily populated, so the load times are not as excruciatingly long as they are in downtown Boston.
In retrospect, I probably should have put it on the other side of Bunker Hill. I thought the only way into the settlement was by the main gate in its south wall. But I realized recently that there is another gate in the east wall. The load times might be quicker on the northern river, and there is no Raider horde over there. Plus I might be able to put it in a spot where it is not in the middle of four cells (that is a biyotch to work with in the CK). I might still start over from scratch and move it up there.
BTW. I did go across the river to deal with those Raiders for good. It turns out they are part of the gang that is after Pickman. They don't seem to be respawning. There is just a lot of them spread out across that area. So as time goes more more wander into range and start gunfights.
Yeah the other side has two Raiders and a dog near the water and a building called “Drug Den” with two more raiders inside. Might be worth checking out. If you put it there though, you’d need to get it far away from that north/south bridge down the road from Old Ironsides. There is a random encounter spawn on the other side of it and all kinds of nastiness comes across that bridge.
SubRosa
Jul 30 2018, 11:12 PM
QUOTE(TheCheshireKhajiit @ Jul 30 2018, 05:26 PM)

QUOTE(SubRosa @ Jul 30 2018, 02:53 PM)

I put it there because I wanted to have a group of merchants nearby. There is no way to put a boat close to Diamond City, and the Drumlin is nowhere near the ocean or a river. So that left Bunker Hill. I know the traveling merchants stop at some of the settlements. Maybe all of them. But I am not sure about that. So decided not to count on them.
Thankfully that area is not too heavily populated, so the load times are not as excruciatingly long as they are in downtown Boston.
In retrospect, I probably should have put it on the other side of Bunker Hill. I thought the only way into the settlement was by the main gate in its south wall. But I realized recently that there is another gate in the east wall. The load times might be quicker on the northern river, and there is no Raider horde over there. Plus I might be able to put it in a spot where it is not in the middle of four cells (that is a biyotch to work with in the CK). I might still start over from scratch and move it up there.
BTW. I did go across the river to deal with those Raiders for good. It turns out they are part of the gang that is after Pickman. They don't seem to be respawning. There is just a lot of them spread out across that area. So as time goes more more wander into range and start gunfights.
Yeah the other side has two Raiders and a dog near the water and a building called “Drug Den” with two more raiders inside. Might be worth checking out. If you put it there though, you’d need to get it far away from that north/south bridge down the road from Old Ironsides. There is a random encounter spawn on the other side of it and all kinds of nastiness comes across that bridge.
I started a new mod and put the boat near the Drug Den. This time I was able to keep it on a single cell, which I renamed USSBunker Hill. This way you can use the console to COC right to it, which is handy when you don't want to go through a load door just to fast travel, or when you are overburdened.
At least the raiders in the drug den are easier to get rid of, and now it has a direct line to the eastern door of Bunker Hill. There is a truck trailer kind of blocking the road, but you can get around it, and I put up some shack steps to make that easier.
I am thinking of replacing some of that bridge you mentioned. It is a permanent stone one, so there would be no way for the boat to get past it. So I will probably replace some of the meshes to make it a drawbridge.
TheCheshireKhajiit
Jul 30 2018, 11:36 PM
QUOTE(SubRosa @ Jul 30 2018, 05:12 PM)

QUOTE(TheCheshireKhajiit @ Jul 30 2018, 05:26 PM)

QUOTE(SubRosa @ Jul 30 2018, 02:53 PM)

I put it there because I wanted to have a group of merchants nearby. There is no way to put a boat close to Diamond City, and the Drumlin is nowhere near the ocean or a river. So that left Bunker Hill. I know the traveling merchants stop at some of the settlements. Maybe all of them. But I am not sure about that. So decided not to count on them.
Thankfully that area is not too heavily populated, so the load times are not as excruciatingly long as they are in downtown Boston.
In retrospect, I probably should have put it on the other side of Bunker Hill. I thought the only way into the settlement was by the main gate in its south wall. But I realized recently that there is another gate in the east wall. The load times might be quicker on the northern river, and there is no Raider horde over there. Plus I might be able to put it in a spot where it is not in the middle of four cells (that is a biyotch to work with in the CK). I might still start over from scratch and move it up there.
BTW. I did go across the river to deal with those Raiders for good. It turns out they are part of the gang that is after Pickman. They don't seem to be respawning. There is just a lot of them spread out across that area. So as time goes more more wander into range and start gunfights.
Yeah the other side has two Raiders and a dog near the water and a building called “Drug Den” with two more raiders inside. Might be worth checking out. If you put it there though, you’d need to get it far away from that north/south bridge down the road from Old Ironsides. There is a random encounter spawn on the other side of it and all kinds of nastiness comes across that bridge.
I am thinking of replacing some of that bridge you mentioned. It is a permanent stone one, so there would be no way for the boat to get past it. So I will probably replace some of the meshes to make it a drawbridge.
Ooh yeah that’s a good idea. Khajiit didn’t even think about the fact it wouldn’t be able to get in there. Might keep the nasties away too!
SubRosa
Aug 2 2018, 10:01 PM
I finished the new
USS Bunker Hill and put it on Dropbox. Far Harbor is required. I completely redid the electronics on the boat's bridge.
I was a little disappointed that you cannot actually use the scanner. I ended up using the console to markfordelete it, and replaced it with the scanner from Homemaker. That one has the animation to actually look through it like Mr. Spock used to do in the original Star Trek. I found another version of the scanner that uses the animation, and replaced the old static one with it. I reuploaded the file above with it.
I tried some new things
this tutorial on settlement creation. But none of it worked differently than the previous way I have documented in the CK topic. I even tried adding the quests in this new guide. But while everything in the settlement works, I still cannot dismiss companions to it.
Other than that, I really like how it turned out.
TheCheshireKhajiit
Aug 3 2018, 01:45 AM
QUOTE(SubRosa @ Aug 2 2018, 04:01 PM)

I finished the new
USS Bunker Hill and put it on Dropbox. Far Harbor is required. I completely redid the electronics on the boat's bridge.
I was a little disappointed that you cannot actually use the scanner. I ended up using the console to markfordelete it, and replaced it with the scanner from Homemaker. That one has the animation to actually look through it like Mr. Spock used to do in the original Star Trek. I found another version of the scanner that uses the animation, and replaced the old static one with it. I reuploaded the file above with it.
I tried some new things
this tutorial on settlement creation. But none of it worked differently than the previous way I have documented in the CK topic. I even tried adding the quests in this new guide. But while everything in the settlement works, I still cannot dismiss companions to it.
Other than that, I really like how it turned out.
Woo hoo!!! Khajiit will check this out as soon as he gets a chance to play again. Your boat was already pretty frickin’ sweet, can’t wait to see the improvements!
SubRosa
Aug 4 2018, 07:59 PM
I did a little more work, and redid the navmesh on the bridge to the east of the boat, that I turned into a drawbridge.
Here is the link to it. That should be the final update.
TheCheshireKhajiit
Aug 5 2018, 04:26 PM
QUOTE(SubRosa @ Aug 4 2018, 01:59 PM)

I did a little more work, and redid the navmesh on the bridge to the east of the boat, that I turned into a drawbridge.
Here is the link to it. That should be the final update.
Nice! Will download later after we figure out what’s going on with our textures. Khajiit is thinking “Vivid Fallout” is the culprit.
TheCheshireKhajiit
Aug 5 2018, 11:25 PM
Ok so it was Vivid Fallout that caused the weird discoloration in the mausoleums. Honestly not very happy with it anyway; it makes the debris and trash look weird.
TheCheshireKhajiit
Aug 6 2018, 08:40 PM
@Subbie-
Checked out the boat update and it’s new location is great! Much more peaceful. Love what you did with the bridge; if you didn’t know any better, you’d never think it wasn’t always a drawbridge.
SubRosa
Aug 6 2018, 11:36 PM
Here is a final update to the USS Bunker Hill. It fixes an issue with the LOD still showing the old bridge.
TheCheshireKhajiit
Aug 7 2018, 12:06 AM
QUOTE(SubRosa @ Aug 6 2018, 05:36 PM)

Here is a final update to the USS Bunker Hill. It fixes an issue with the LOD still showing the old bridge.
Hmmm, Khajiit didn’t notice a problem. What is LOD? Like if you are further away it still loads the image of the old bridge?
SubRosa
Aug 7 2018, 12:37 AM
QUOTE(TheCheshireKhajiit @ Aug 6 2018, 07:06 PM)

QUOTE(SubRosa @ Aug 6 2018, 05:36 PM)

Here is a final update to the USS Bunker Hill. It fixes an issue with the LOD still showing the old bridge.
Hmmm, Khajiit didn’t notice a problem. What is LOD? Like if you are further away it still loads the image of the old bridge?
LOD is Level of Detail. It is a common tactic games use, to swap to low detail textures for objects that are far away. That is why buildings in the distance look so boxy and plain. Then as you near they became detailed.
I discovered that the original bridge LOD was still showing up at long distance. Then it would change to the drawbridge when you got closer. I think I fixed it now to show the drawbridge at long distance.
Edit: Crap, I didn't fix it. I just backed away farther, and while the drawbridge LOD is now showing up, the original bridge LOD is still there too. It looks like the only way to change it is to completely redo the LODs for the world.
TheCheshireKhajiit
Aug 7 2018, 01:48 AM
QUOTE(SubRosa @ Aug 6 2018, 06:37 PM)

QUOTE(TheCheshireKhajiit @ Aug 6 2018, 07:06 PM)

QUOTE(SubRosa @ Aug 6 2018, 05:36 PM)

Here is a final update to the USS Bunker Hill. It fixes an issue with the LOD still showing the old bridge.
Hmmm, Khajiit didn’t notice a problem. What is LOD? Like if you are further away it still loads the image of the old bridge?
LOD is Level of Detail. It is a common tactic games use, to swap to low detail textures for objects that are far away. That is why buildings in the distance look so boxy and plain. Then as you near they became detailed.
I discovered that the original bridge LOD was still showing up at long distance. Then it would change to the drawbridge when you got closer. I think I fixed it now to show the drawbridge at long distance.
Edit: Crap, I didn't fix it. I just backed away farther, and while the drawbridge LOD is now showing up, the original bridge LOD is still there too. It looks like the only way to change it is to completely redo the LODs for the world.
Hmmm, so maybe just do it up to certain distance? You probably don’t even have good line of sight on it after a certain distance anyway, yeah?
TheCheshireKhajiit
Aug 9 2018, 03:37 PM
So now there is a mod that lets you build
Todd Howard Statues. Wtf? Khajiit doesn’t get it.
Kane
Aug 9 2018, 06:37 PM
We must all bow to Godd Howard.
SubRosa
Aug 9 2018, 09:30 PM
QUOTE(TheCheshireKhajiit @ Aug 9 2018, 10:37 AM)

So now there is a mod that lets you build
Todd Howard Statues. Wtf? Khajiit doesn’t get it.
You could shoot them.
TheCheshireKhajiit
Aug 9 2018, 10:22 PM
QUOTE(SubRosa @ Aug 9 2018, 03:30 PM)

QUOTE(TheCheshireKhajiit @ Aug 9 2018, 10:37 AM)

So now there is a mod that lets you build
Todd Howard Statues. Wtf? Khajiit doesn’t get it.
You could shoot them.
That would require Khajiit downloading the ridiculous mod first. Although, setting up a shooting range starring one of these statues at your settlement site o’choice, might be fun. Like that scaver shooting bottles near 111, except we’d be popping a likeness of the Todd.
*Note: Khajiit does not wish any ill on Mr. Howard, but this weird hero worship of him is annoying.
Lopov
Aug 10 2018, 12:59 PM
Mods I've been running so far:
1)
SofaSurfer - allows you to sleep on couches
2)
Everyone's Best Friend - allows you to keep Dogmeat alongside another companion
3)
Restore PA Frame - restores PA frame from corpses wearing PA
4)
KeyNuker - adds a keyring, making the Misc section less of a mess
5)
Lots more male hairstyles - transforms mayor of Diamond City into a Behemoth
6)
Unisex Pose Collection - some poses that are also suitable for male characters
7)
Player Head Tracking - as it should be by default
8)
Deacon Clothing Fix - prevents Deacon from changing his outfit every 5 seconds
9)
Rebuilt Home Plate - adds floor to the entire Home Plate, so you can furnish the workshop part of the house too
10)
J's Headwraps - adds four headwraps to random loot
11)
Smokeable cigarettes and cigars - as it should be in the vanilla game since you can consume a bunch of other drugs
12)
Build anything in interior cells - because why not?
13)
Darker Nights - because vanilla are too bright.
Kane
Aug 10 2018, 01:18 PM
QUOTE(Lopov @ Aug 10 2018, 07:59 AM)

I'd recommend this mod instead:
Player Comments and Head Tracking.
It still gives you the head tracking, but also lets your Sole Survivor chatter more about what's going on around you.
Lopov
Aug 14 2018, 05:34 PM
Thanks for your suggestion but I use an older version of FO4, which means older F4SE, which consequently means older MCM and I had some troubles setting this mod up, so I'll stick to the headtracking one.
14)
Eli's Armor - adds some great looking armor sets and outfits but I disabled adding them to leveled lists because they were appearing on too many NPCs, besides I prefer if only my character would wear them, making them unique. My issue with vanilla outfits (not armor sets), is that lots of them look oversized, baggy, most of them have long sleeves and as such aren't very appealing to wear for a long time.
15)
Rolled sleeves for army fatigues - a minor thing but while Logan was wearing the fatigues, it bothered me that it had long sleeves.
15)
Craftable mirrors - adds mirrors to crafting stations
16)
Build anything in interiors - does what it says.
17) I'm working on my own mod which disables some requirements for crafting so we'll be able to build kitchens without any requirements etc.
Kane
Aug 14 2018, 05:43 PM
QUOTE(Lopov @ Aug 14 2018, 12:34 PM)

17) I'm working on my own mod which disables some requirements for crafting so we'll be able to build kitchens without any requirements etc.
Before you get too far, this mod works great for that:
https://www.nexusmods.com/fallout4/mods/20983
Lopov
Aug 14 2018, 05:51 PM
Thanks, I was looking for something like this but obviously didn't search by exact enough keywords.
Kane
Aug 14 2018, 07:55 PM
Happy to help!
SubRosa
Aug 18 2018, 06:07 PM
Ak 5c = this is an good-looking Swedish assault rifle. I have not used it, but from the pics it looks very well done.
SubRosa
Aug 18 2018, 08:37 PM
111 Cloverfield Lane = is a good home mod that is located near Sanctuary. It looks just like the movie (which was good btw). I recognize a lot of the meshes and textures as Elianora's work, so the whole thing has the feel of one of her mods (which is a good thing). The author did some really interesting things with the workbenches, using different meshes for some. For example, the prewar stove is a real cooking station now. Kind of as it should be.
It is not a settlement, so you can't change things to dismiss companions there. Or build a robot workbench for the Automaton stuff. But it is really well done, perfect if you don't want to go to all the trouble of decorating.
Lopov
Aug 20 2018, 02:37 PM
In the CK, how do I set an addiction effects to kick in for example 10 minutes after the effect of some drug wears off?
TheCheshireKhajiit
Aug 20 2018, 03:58 PM
QUOTE(Lopov @ Aug 20 2018, 08:37 AM)

In the CK, how do I set an addiction effects to kick in for example 10 minutes after the effect of some drug wears off?
Hmm, Khajiit is not sure what factors affect addiction. This one is reasonably sure it’s an RNG rolling every time you take an item that can create dependency.
Lopov
Aug 20 2018, 04:05 PM
I know that if I prolonged a specific effect of a drug, for example prolonging fortified strength, addiction effects would kick in after this effect would wear off. But that requires changing specific effects for every possible drug, besides I don't want to prolong an effect just to delay addiction.
There was some mod in New Vegas which had this feature enabled - that addiction effects kicked in 10 minutes after the drug primary effects would wear off but I don't remember which mod it was.
Lopov
Aug 21 2018, 10:31 AM
18)
Craftable fridge - because you can't craft one.
19)
Craftable sinks, showers, ... - because crafting them in the vanilla game is very limited.
20)
Unlimited companion framework - allows you to have several companions at once. Judging by its comments on the Nexus I was afraid that the mod won't work because almost everyone says it's buggy but for me it's been working flawlessly.
SubRosa
Aug 21 2018, 09:01 PM
Homemaker adds the ability to craft a bunch of things that were left out of the vanilla crafting, like fridges, stoves, shower stalls, etc...
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.