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Luis Guerreiro

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skyrimlu

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6 comments

  1. PoppaSmirk
    PoppaSmirk
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    Hello. I had seen and replied earlier to your post on the Mystic Pines Settlement Mod.So today I had a chance to play and test the Mystic Pines Renovation. I have some very good things to say about it, but also some minor frustrations. First it looks very good from the outset, I'm not sure how it would have looked if I had downloaded and started this Mod at the same time as Mystic Pines Settlement but overall I felt it gave a much cleaner look to things. I was also very impressed by the changes that were made to this world space.

    Now, on to my frustrations. I am starting to get the feeling that a full evaluation on this Mod will have to wait until I start another playthrough of FO4. From my perspective I think that playing Mystic Pines Settlement Mod first, without your Mod, may have caused confusing things that might not be present otherwise. In my current playthrough, I had some planters already set, some defenses already in place and some Settlers in assigned positions BEFORE I added your Mod.After adding your Mod I felt like I was in a circus. I had tons of NPC's on the property, I was bumping into them constantly and It took about 20 minutes just to get enough things assigned to get them out of my way. I also had a Quest Marker for 'Visit Mystic Pines" that led me downstairs...but the Marker never triggered as activated when I got down there.It always showed as being 2 meters away (at closest position to it). I also expected to have lots of dialogue pop up between myself and the new additional NPC's, the Mystic Militia. I tried talking to ALL of them, the Doctors, the Guards in Power Armor, the random guys, I even tried to chat with the cat and the gorilla. So, in frustration, and feeling as if I was missing something major in the Mod, I closed out my game, went into my files through NMM and deleted all my files on both Mystic Pines Settlement and your Renovation Mod.I knew I would be losing about 3 hours of playtime I had previously invested to building up Mystic Pines, but I felt it would be worth it to see the changes in their intended form. I then added the Mods again using NMM.Then I went back into the game, and traveled back to the Mystic Pines location.I hate to say it but I was sad to see the wall I had built around Mystic Pines was still there, even after I had deleted the Mod. I guess I need to make sure I do a total wipe of all the previous Mystic Pines data (which I had thought I was doing the first time).But in general, I am feeling as if I am going to need to wait a week because I am going to start a new playthrough when Far Harbor comes out in 6 days.So all I can really say now is that the Mod seems interesting and the changes made to the property look good.Overall, If I gave any advice, it would probably be to place a notice on your description page saying that this mod works best on a fresh playthrough of FO4, cause its pretty messed up when adding to a game where the Mystic Pines Settlement was used without this Mod first.But please keep working on this Mod. It looks like it can be a lot of fun, and yes, I did notice the name of the cat
    1. skyrimlu
      skyrimlu
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      Tx for trying the renovation changes.

      I am aware of some of the bugs you mentioned.

      I had trouble changing the navmesh in the area so the npcs just all pop up to the ground instead of staying hidden underground. Also I had to remove the doors and elevators to the underground base because they wouldn't register correctly.

      The quest marker is indeed pointing to the wrong place. I had some trouble trying to make changes to the original Mystic Pines Settlement mod together with my changes to the area. There are tones of new things/old things that get replaced and is quite hard to track all the markers in the CK. I will correct this in a future update.

      About your experience playing the mod. Indeed it might create some oddities specially if you already scraped things in the area. My script to clean it up is looking for some of those walls, floors, rubble... and if they are not there anymore, ofc it will create some issues. I already changed the description advising to use a fresh start or eventually one that didn't touch the area before.
    2. JimmyRJump
      JimmyRJump
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      Everything you build in a settlement will appear in the game after having deleted the settlement, as long as the building materials didn't exclusively come with the settlement mod itself.
  2. ThatSpartacusGuy
    ThatSpartacusGuy
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    if i were to make 1 suggestion involving the current files, it would be: could you move the first file out of OLD section and make it a main file to be installed with the update file? the reason i suggest this is because most people leave the old files alone and just get the most current versions, like me. but i had an issue with the overpass in the build area not displaying proper textures with just the new file. in my determination to make this work and test it properly for you, i went and uninstalled the new version and started with the old version first, reinstalled the newer version, overwrote when asked and that fixed the overpass texture issue for me. i didnt install this on a fresh game but i did install this after the settlement mod and both were installed before discovering mystic pines. i am sure you are aware the grounds need work and the "clean up" option doesn't exactly clean everything. not sure if this is on my end or not. time will tell. i realize this is in beta, but keep at it please. there is a lot of potential here and i like the concept presented so far.
    1. skyrimlu
      skyrimlu
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      Tx for your comments and suggestions.

      As you might understand it's quite hard to know exactly what people have installed on their end in terms of mods. So a lot of things might trigger conflicts, specially when it comes to world cell edits.

      I kept the old file exactly to circumvent problems as I am patching other mod "Mystic Pines Settlement" and merging changes into mine. As I am not directly in contact with the author of "Mystic Pines Settlement" the "thing" gets even a bit more problematic. We talk over on Private Messaging some times but I don't know what he's doing totally until he releases an upgrade - I download it and try to figure out what changed.

      I may make a sticky for people having similar issues and inform them of your workaround.

      I know about the grounds, the terrain editing was a pain and I couldn't touch much on the navmesh, the CK kept crashing so I had to leave as it is. I hope the CK gets out of beta and eventually there will be some more optimization to it so I can work a bit more on the mod.


      The clean up removes most of the trash (about 90% I guess) the rest is replacement with workshop versions that can be easily moved or scraped. The idea was to give auto navmesh to some areas that didn't have it, like the roof and so on. OFC I left a few bits and pieces so people could get enough components to build more without having to resort to caravans to bring those materials. It basically removes the more difficult trash with the scripting system.

      Tx again and I will see what I can do to improve it.

  3. josefdarks
    josefdarks
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    The truth is that this mod I LIKE I recommend that with the is then the basis of the outlaws of the Brotherhood as it is the side more tactico also it is a good area like advanced position since it is in the industrial areasI really like a mod as the yours since I don't see much recognition for his work appreciate the exfuerzo of this mod to the others that this mod will come far if he keeps on perfecting it