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.
I will update "Mystic Pines Renovation" soon so it works together with "Mystic Pines Settlement" (just making some final adjustments before upload).
- 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).
I'd like to see the windows boarded up, and some fortifications around the building. Maybe possible roof access with more fortifications? A lot of dangerous things are in that area so i'd expect it to be well guarded.
You will be able to do all of that in the workshop menu.
Don't want to spoil much of what I am about to release but there will be some bonus since the place doesn't have much to scrap (unless you're using a scrap overhaul mod). So, there will be already some resources available.
I am looking forward to trying this mod. Have liked Mystic Pines ever since I ran across it. I believe that the building should be restored and cleaned. I cannot understand all the piles of dirt and other debris left inside homes and within the settlement boundaries. After 200 years you would think we would still have enough "no how" to clean and build things correctly. But then I look at the crappy items Bethesda gave us to work with in the workshop, and I understand the thought behind the process. I was wondering if you could give me an idea of the settlements actual size, is it just the building or, does in encompass some of the area around it as well. I will be tracking both mods. Thanks
I have been busy working on the changes and as I said to other people, I don't want to release an "alpha"broken version. What I did is playable but there are still issues as there is a lot of stuff to swap and the way meshes work are a bit fiddling since some are connect to others and when you disable one problems arise.
For this to work I have to create duplicates of everything, some have to be named so can be scraped - after I have to make all those duplicates disable and script it so they will replace the old ones. It's starting to work but I am still tracking parts that don't function well.
Maybe there are other simpler ways of doing it but it's all new and there is not much info about how to do things properly as the CK wiki is mostly empty.
Hey, I recently updated my mod and modified the bunker hill border so it sits on the ground, and the buildable area now sits within that border and allows you to build up to the top portion of the bridge. The border may be changed in future, though it's good enough how it is right now in my opinion. Not a huge area around the building to build, but I think it's big enough for a wall to go around. This may change depending on feedback, though.
eddiealcantara wrote: I've installed and re-installed this but it doesn't seem to be loading the restored version. It gives me the workshop(can't use without godmode) but none of the repairs you've done show up.
skyrimlu wrote: As I mentioned in the description those repairs are not yet in this version of the mod.
I created this mirror specially to get feedback of what should be changed in future releases of the mod or eventually create a completely new mod just to clean up the area and keep another mod for settlement management so people have options if they want it clean or not.
The images are from my tests but those changes haven't been published as a mod yet.
The file for download is exactly the same as the original by Interknet.
eddiealcantara wrote: I even re-read the description, don't know how i missed that :/
But if you're doing a restored version, i'd suggest patching up the walls. I'd say add steps leading to the roof but i guess people can just build those.
skyrimlu wrote: tx for your feedback!
I have done that already, replaced the broken walls with cleaned ones, same for the roof parts.
The steps can be done in Workshop mode but still it needs Navmeshing of the roof to be useful or npcs won't go there.
It's a pain to do the navmesh in that area but I will see what I can do.
I am not releasing those changes yet because it needs improvements and corrections, once I have a stable mod I will upload it.
You have an idea when you might be releasing the restored version? Anxious to get building on this lol.
Great, tried it out, really like the basement. Found a few issues you could probably take a look at. Some of the flooring has has a visual glitch, has a floor on top of another, if i try to scrap one of them there seems to be a gap.
Also the sink in the restroom has the same issue
And the people there don't seem to count towards the population and unable to send to mystic pines, not sure if that's on purpose.
Some of the furniture are unable to be scrapped, red couch, TV, holotape player next to the TV, and the coffee table next to the nuka cola machine.
The people doesn't count as population because this mod and the settlement one are not linked yet. We decided to have both mods separate until everything is stable - after we might release a merge version to lower load order and have all those working together.
I am aware of those un-scrapable pieces. I just need to make a list one by one, of all duplicates and clean up the mod.
The ones that give a gap, I noticed that too, they need a position adjustment. Some were placed by hand because the snapping system didn't allow me to put it where I wanted and sometimes a millimeter makes all the difference.
The glitch or flickering is normal when 2 pieces overlap, I have to make a decision whether to have duplicates or not, some I used as a way to have some collisions on the floor or you couldn't place any new items, things would sink below the ground. I might have to replace those with collision boxes instead (that are invisible)
I've installed and re-installed this but it doesn't seem to be loading the restored version. It gives me the workshop(can't use without godmode) but none of the repairs you've done show up.
As I mentioned in the description those repairs are not yet in this version of the mod.
I created this mirror specially to get feedback of what should be changed in future releases of the mod or eventually create a completely new mod just to clean up the area and keep another mod for settlement management so people have options if they want it clean or not.
The images are from my tests but those changes haven't been published as a mod yet.
The file for download is exactly the same as the original by Interknet.
I even re-read the description, don't know how i missed that :/
But if you're doing a restored version, i'd suggest patching up the walls. I'd say add steps leading to the roof but i guess people can just build those.
20 comments
>>>>>>>>>>>>>>Mystic Pines Renovation<<<<<<<<<<<<
Alpha version is up for testing or enjoyment
You will be able to do all of that in the workshop menu.
Don't want to spoil much of what I am about to release but there will be some bonus since the place doesn't have much to scrap (unless you're using a scrap overhaul mod). So, there will be already some resources available.
I have been busy working on the changes and as I said to other people, I don't want to release an "alpha"broken version. What I did is playable but there are still issues as there is a lot of stuff to swap and the way meshes work are a bit fiddling since some are connect to others and when you disable one problems arise.
For this to work I have to create duplicates of everything, some have to be named so can be scraped - after I have to make all those duplicates disable and script it so they will replace the old ones. It's starting to work but I am still tracking parts that don't function well.
Maybe there are other simpler ways of doing it but it's all new and there is not much info about how to do things properly as the CK wiki is mostly empty.
But I will get here...(soon I hope).
A lot of things can be done but people can also build most of it if they use workshop.
>>>>>>>>>>>>>>Mystic Pines Renovation<<<<<<<<<<<<
Alpha version is up for testing or enjoyment
Also the sink in the restroom has the same issue
And the people there don't seem to count towards the population and unable to send to mystic pines, not sure if that's on purpose.
Some of the furniture are unable to be scrapped, red couch, TV, holotape player next to the TV, and the coffee table next to the nuka cola machine.
The people doesn't count as population because this mod and the settlement one are not linked yet. We decided to have both mods separate until everything is stable - after we might release a merge version to lower load order and have all those working together.
I am aware of those un-scrapable pieces. I just need to make a list one by one, of all duplicates and clean up the mod.
The ones that give a gap, I noticed that too, they need a position adjustment. Some were placed by hand because the snapping system didn't allow me to put it where I wanted and sometimes a millimeter makes all the difference.
The glitch or flickering is normal when 2 pieces overlap, I have to make a decision whether to have duplicates or not, some I used as a way to have some collisions on the floor or you couldn't place any new items, things would sink below the ground. I might have to replace those with collision boxes instead (that are invisible)
I created this mirror specially to get feedback of what should be changed in future releases of the mod or eventually create a completely new mod just to clean up the area and keep another mod for settlement management so people have options if they want it clean or not.
The images are from my tests but those changes haven't been published as a mod yet.
The file for download is exactly the same as the original by Interknet.
But if you're doing a restored version, i'd suggest patching up the walls. I'd say add steps leading to the roof but i guess people can just build those.
I have done that already, replaced the broken walls with cleaned ones, same for the roof parts.
The steps can be done in Workshop mode but still it needs Navmeshing of the roof to be useful or npcs won't go there.
It's a pain to do the navmesh in that area but I will see what I can do.
I am not releasing those changes yet because it needs improvements and corrections, once I have a stable mod I will upload it.
Tx for waiting! Please be patient!
I am working on it.
I don't want to release a broken mod.
It's a lot of work to make it compatible with other mods, it needs some scripting to avoid conflicts.
I am not only cleaning but also building new stuff and hopefully it will be an interesting mod with new options to explore.