COME BACK! no one elses mystic pines is working now, either. I dont understand how one of the most "wtf did bethesda not" locations is also apparently impossible to mod.
Maybe one day - but I doubt it'll be soon. In the meantime as per description anyone is still welcome to take the mod and fix the known issues or any other issues I never came across. The vision was basically just making that place a viable settlement, without removing any existing elements or adding anything.
If I were to continue making the mod I would probably end up making optional files where the walls were perhaps fixed, and the place cleaned up.
Well as far i see, there is lots of things to Scrap and we can't do it for example, the Generator... the car & trees..
it looks great, honestly! one one can really scrap everything (Cleaning the floors too) without mud etc.. one can without any problem make it a great settlement at their choice!
So, i will wait till you Finish it.
It looks great! more because if there is some problem (if need Backup) you have at your side a Minutemen Checkpoint... so just one run there or Shoot a Flare and everybody will be there! hehe.
Keep Working! i can't wait to play with your Settlement! ^v^
Hello.First, let me say that I am enjoying the mod, although I am trying to work through some issues with it.Most of my issues involve the items that are scrapable. For some odd reason, it seems (just my impression) that the closer I am to the workshop, the more items I can scrap to clean up the property. As I move toward the front of the property (the side facing the road outside) I have less and less luck in scrapping things. The entry desk...the unusable filing cabinets behind it, and all those irritating piles of trash won't scrap, which of course leaves that space practically worthless for decorating. Also on the outside porches , the trash won't scrap...not even the big freakin auto outside the front of the building will scrap. But as I run around the building, as I get closer to the rear of the building, I started to get options to scrap items once again. VERY strange.Although there are still more oddities inside. In the small rooms that had beds and small furnishings like a curio cabinet...the cabinet would scrap..but its doors would not. The beds in those rooms show the option to sleep...but those same beds do not show up in the bed count for a settlement. Not an issue to me, I would rather replace those ugly beds with something less...disease ridden anyway ....butthe beds won't scrap. In the area where the double bathrooms are located, the wall separating the mens and womens bathroom, the wall scraps...but not the pipes inside the wall, so now I have a lot of odd pipework just hanging there. Not sure why some things will scrap and others will not, but it is detracting from the enjoyment of this location. I was disappointed that that heap of garbage in the lower room with the generator, would not totally scrap...a few small piles of trash along the main pile...went away...but the option to scrap the biggest heap, would not show. Some wheelchairs scrap...others don't....I scrapped a shelf unit in the small security room off to the side of the greenhouse are, but the 5 clay pots that had been on the shelf...remained and resist attempts to scrap them. So now they just hang there...in mid air.
I know I am having some big issues with the mod, but....still having fun as the property has tons of potential and I already sort of repaired the roof by laying down new roofing tiles on top of the cracked and holed old roof. I am working on a sort of workaround to the fact that the tables in the greenhouse area...aren't movable...the planters with veggies ----some will move...others only give an option to scrap. So until I get enough plants to make more planters, I am leaving those alone. Eventually I would like to install tables that I can move...but then I also have to place some floor tiles that will allow me to place furniture in that area.
So, as of right now.... I can't really endorse this mod, but I'm not giving up on it yet either, so lets see if it improves with future visits
It's something I'm going to be working on don't worry.
Beds will be replaced with workshop beds, and linked. Unscrappable stuff will be replaced with scrappable versions (if there are any, otherwise you may benefit from the spring cleaning mod).
I'm sort of taking a break. I don't feel the motivation to really mod right now especially after work.
I'll definitely take notes from your feedback and add them to my notes. I intend to get a big update out instead of releasing bits at a time.
Hello. Thank you for your reply. I made my comments only with the sincere desire to see this mod become more fantastic. I thought I would leave an update quickly as well.I left the Mystic Pines settlement to pursue some other quests and left the recruitment beacon on while I was away After 8 days (game time) I returned and now have 4 settlers in Mystic Pines I brought back enough veggies to create some new planters so I could scrap some of the original ones. (BTW I do use 'Spring Cleaning' and 'Scrap Dead things' as Mods). I was able to create 5 new planters so I got rid of most of the unmovable ones. I tried going into Workshop Mode and a few...very few additional items scrapped, mostly some outside bushes, a couple of ceiling fans; so yes when you bring out an update it will of course be very welcome. One other odd item to share though. When I am inside an interior cell and check on progress of my settlements, Mystic Pines shows as a settlement (showing population and happiness), but for some reason if I am in an outside cell and check my Pip-Boy...Mystic Pines only shows as a location, not a settlement.
I hope that you continue having fun playing and modding when you find the time. The additions to the game world are very well received and I thank you for the time and effort you put in.
Hello to Skyrimlu. I wasn't previously aware of your mod, or the additions/improvements made on this Mystic Pines Mod. I looked at the screen shots from your mod and it is certainly a relief to see a debris free area in many places that are currently unscrappable to me. I will look into it further tomorrow when I have time to play more than an hour. lol.
Sorry for those following my cleanup "Mystic Pines Renovation", if I didn't update it as fast as possible. My hearth as been playing tricks on me and I have been to tired to do anything, still alive I have done something already.
UPDATES
"Mystic Pines Renovation" has been updated to Beta Version and it's up for testing so it works together with "Mystic Pines Settlement"
- Mystic Militia - New Faction (they can be sent to any settlement or stay in Mystic Pines and work as settlers, doctors, protectors...) - New NPCs - Mystic Pines is a medical center as it was before the war so there will be plenty of doctors and scientists around - The Aliens are back and this time to help - Aliens in Mystic Pines (they helped the people there survive in an Underground Base, already in the mod but not yet fully functional). - A totally new area "Mystic Sea Bay" - New settlement near "Libertalia" - Very experimental but inovative (it's almost a copy of Mystic Pines building but completely clean and empty so you can change it like "Lego") - You will be able to build even under water (tips: scrap what you want and build from the land towards the center of the settlement, this way you'll get auto navmesh, don't place a recruitment beacon untill you made the necessary changes or you'll have dead settlers in the water) - New Armor - Mystic Militia Uniforms (the old Army Fatigues textured, standalone new versions and a new protective vest and helmet) - Water Conduit from the lake with walking Catwalk (you can now jump to the lake if you wish, it might kill you or not - will improve it further) - Swimming Pool or you could call it "Water Treatment Pool" to justify the presence of purified water in the settlement. - Most of the floors and roofs in Mystic Pines replaced with workshop versions (easy to move around and easy to connect new structures, also easy to create new paths in areas where there is no navmesh like the roof - you can create new navmesh if you connect these pieces or move it around, or scrap and replace with new ones built from the ground - it's a bit of fiddling around but it worked in several tests I have done)
Future: - Improvements to the area - Make the Underground Base Functional (needs a proper cell) - A quest about Mystic Pines, the Mystic Militia, the Aliens and more if my hearth let's me work a bit more and I will survive until...
Patching:
- Minor tweaks to "Mystic Pines Settlement" to improve compatibility (I will undelete some of the forms from v0.27 and disable them instead). - Replacement of the Generator placed by Interknet, (it creates a big papyrus log with errors from "FusionGeneratorSCRIPT.PlayAnimation" due to the script attached to the Moveable Static used as generator (there will be a replacement on the roof with a bit more "juice" 200 power, also wireless so you won't need so much horrible cables around, just connect a power pylon to it and it will irradiate most of the area, ofc other things like turrets, recruitment beacon and so on still need to be connected, unless you are using wireless versions from other mods).
Sorry for the lengthily wall of text but just to let you know that I haven't forgotten my part of the deal to improve the area.
I don't use Expanded Settlements but I do have a lot of mods. The only mod that I have that extends over all settlements is Scrap Everything. I'm not using anything that allows placement of Workshops.
Not to sound like you had stopped, just trying to express my support and appreciation of your work on this settlement site, it was so desperately needed.
As soon as I found Mystic Pines I said to myself I'm going to make that place a settlement as a mod as soon as CK is available. All the motivation I need to make sure this mod is 'eventually' completed. Hell, it's probably not far off completed.
I haven't played with the mod, seeing it's not finished up, but when it is, is or will the border extend to the river nearby so there can be water for the settlement outside of vanilla pumps?
Hmm. Never thought of that... though I think making it extend that far might be a bit over the top... I'll think of a way of doing it to reach the water though. If it comes to it, I can always make two different borders for people that want water access. I'll keep a note of it. Thanks!
In response to post #37268285. #37268510 is also a reply to the same post.
Spoiler:
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ZalrokSoulDeath1 wrote: I haven't played with the mod, seeing it's not finished up, but when it is, is or will the border extend to the river nearby so there can be water for the settlement outside of vanilla pumps?
Interknet wrote: Hmm. Never thought of that... though I think making it extend that far might be a bit over the top... I'll think of a way of doing it to reach the water though. If it comes to it, I can always make two different borders for people that want water access. I'll keep a note of it. Thanks!
Just add a narrow corridor that reaches the river. Someone did the same for Sunshine Co-Op to be able to use water from the nearby lake
75 comments
If I were to continue making the mod I would probably end up making optional files where the walls were perhaps fixed, and the place cleaned up.
Put that script folder in your /data/
I'm not entirely sure if this will fix it or not since nobody seems to report it, meaning I can't fix what I don't know is broken.
Please do respond if this does fix it, though.
it looks great, honestly! one one can really scrap everything (Cleaning the floors too) without mud etc.. one can without any problem make it a great settlement at their choice!
So, i will wait till you Finish it.
It looks great! more because if there is some problem (if need Backup) you have at your side a Minutemen Checkpoint... so just one run there or Shoot a Flare and everybody will be there! hehe.
Keep Working! i can't wait to play with your Settlement! ^v^
I know I am having some big issues with the mod, but....still having fun as the property has tons of potential and I already sort of repaired the roof by laying down new roofing tiles on top of the cracked and holed old roof. I am working on a sort of workaround to the fact that the tables in the greenhouse area...aren't movable...the planters with veggies ----some will move...others only give an option to scrap. So until I get enough plants to make more planters, I am leaving those alone. Eventually I would like to install tables that I can move...but then I also have to place some floor tiles that will allow me to place furniture in that area.
So, as of right now.... I can't really endorse this mod, but I'm not giving up on it yet either, so lets see if it improves with future visits
Beds will be replaced with workshop beds, and linked. Unscrappable stuff will be replaced with scrappable versions (if there are any, otherwise you may benefit from the spring cleaning mod).
I'm sort of taking a break. I don't feel the motivation to really mod right now especially after work.
I'll definitely take notes from your feedback and add them to my notes. I intend to get a big update out instead of releasing bits at a time.
I hope that you continue having fun playing and modding when you find the time. The additions to the game world are very well received and I thank you for the time and effort you put in.
______________________________________________________________
Sorry for those following my cleanup "Mystic Pines Renovation", if I didn't update it as fast as possible. My hearth as been playing tricks on me and I have been to tired to do anything, still alive I have done something already.
UPDATES
"Mystic Pines Renovation" has been updated to Beta Version and it's up for testing so it works together with "Mystic Pines Settlement"
______________________________________________________________
New Features:
- Mystic Militia - New Faction (they can be sent to any settlement or stay in Mystic Pines and work as settlers, doctors, protectors...)
- New NPCs - Mystic Pines is a medical center as it was before the war so there will be plenty of doctors and scientists around
- The Aliens are back and this time to help - Aliens in Mystic Pines (they helped the people there survive in an Underground Base, already in the mod but not yet fully functional).
- A totally new area "Mystic Sea Bay" - New settlement near "Libertalia" - Very experimental but inovative (it's almost a copy of Mystic Pines building but completely clean and empty so you can change it like "Lego") - You will be able to build even under water (tips: scrap what you want and build from the land towards the center of the settlement, this way you'll get auto navmesh, don't place a recruitment beacon untill you made the necessary changes or you'll have dead settlers in the water)
- New Armor - Mystic Militia Uniforms (the old Army Fatigues textured, standalone new versions and a new protective vest and helmet)
- Water Conduit from the lake with walking Catwalk (you can now jump to the lake if you wish, it might kill you or not - will improve it further)
- Swimming Pool or you could call it "Water Treatment Pool" to justify the presence of purified water in the settlement.
- Most of the floors and roofs in Mystic Pines replaced with workshop versions (easy to move around and easy to connect new structures, also easy to create new paths in areas where there is no navmesh like the roof - you can create new navmesh if you connect these pieces or move it around, or scrap and replace with new ones built from the ground - it's a bit of fiddling around but it worked in several tests I have done)
Future:
- Improvements to the area
- Make the Underground Base Functional (needs a proper cell)
- A quest about Mystic Pines, the Mystic Militia, the Aliens and more if my hearth let's me work a bit more and I will survive until...
Patching:
- Minor tweaks to "Mystic Pines Settlement" to improve compatibility (I will undelete some of the forms from v0.27 and disable them instead).
- Replacement of the Generator placed by Interknet, (it creates a big papyrus log with errors from "FusionGeneratorSCRIPT.PlayAnimation" due to the script attached to the Moveable Static used as generator (there will be a replacement on the roof with a bit more "juice" 200 power, also wireless so you won't need so much horrible cables around, just connect a power pylon to it and it will irradiate most of the area, ofc other things like turrets, recruitment beacon and so on still need to be connected, unless you are using wireless versions from other mods).
Sorry for the lengthily wall of text but just to let you know that I haven't forgotten my part of the deal to improve the area.
Someone did mention to me that they had settlements expanded enabled, and they got the same message which should be fixed this week.
An update should be out next week sometime hopefully.
As soon as I found Mystic Pines I said to myself I'm going to make that place a settlement as a mod as soon as CK is available. All the motivation I need to make sure this mod is 'eventually' completed. Hell, it's probably not far off completed.
Just add a narrow corridor that reaches the river. Someone did the same for Sunshine Co-Op to be able to use water from the nearby lake