File information
Last updated
Original upload
Created by
BlahBlahDEEBlahBlahUploaded by
BlahBlahDEEBlahBlahVirus scan
Tags for this mod
About this mod
New worldspace, The Small Addition.
Absolutely, without a doubt, not lore friendly. =P
110+ Buildable Betho Blocks.
new settlements.
new('ish) dungeons.
new factions/races.
new('ish) weapons, clothing and a small amount of armor.
new companions.
new power armor.
- Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You must get permission to earn Donation Points for your mods if they use my assets
- Console modding permission The author uploaded this mod to Bethesda.net and it is available for console users
Author notes
Ask if you would like to use anything, please.
I don't guarantee usage, but maybe.
Thank you.File credits
KilaJosh For the new block and baseplate models, some of the textures and a new electrical outlet model to boot!
ReaperTai For so much help in testing, I can't begin to thank him!
Azraal For support and always good suggestions! (Thank Azraal for the Betho Block idea, heh)
Tarsis31 For just being an all around good helpful guy!
Some good testing and help they've provided me, and I appreciate it greatly. =)
Anyone who gave me a hand on the forums.
Thank you. =)Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Mirrors
- Changelogs
-
-
Version 1.10.0
- Mod is now an ESM. All The Small Addition progress made with the older ESP's will be lost if use this version. Backup before use of 1.10.0...especialy since 1.10.0 is, like, an alpha version of a beta, lol.
- Create black versions of small Sanc walls for LOD.
- Thined Giddy.
- Fixed TedPA helmet
- New static tricycle collision.
- Betho walls.
- Added Betho Mine
- Replaced walls in The Small Hills with a darker version of the water walls.
- Created black versions of small Sanc walls for LOD
- Add collision to Sanctuary Walls.
- Deadlands now has walls better than were.
- Fixed bodypart names of floating skulls.
- Replaced skeletons with the more recent ones (that have the fixed jaw).
- Corrected name of Ted's Head Island on door to it from Paper Trail.
- Fixed Skull firing.
- Deadland walls can see from afar.
- Removed rest of SanctuaryPreWar activators from The Small Addition (main worldspace).
- Moved enable trigger for Brandy’s to the top of the Big Tree’s interior.
- Castle Island LOD.
- Tried again for better way to disable/enable the Water Betho Block in the fridge.
- Cleaned up more of actor skins with full precision (rockets, tanks, and giddies for example).
- Added a note to get down from the roof...but still need to set it up to be repeatable...or find a better 'as the player' way after the firt very first note ride time.
- Betho bug, switched roach meat for betho mines.
- Placed up/down arrow doors in in Big Attic.
- Can get to Big Attic.
- Lots of general work on Big Attac.
- Can get to Castle Island.
- Can get to Paper Trail.
- Can get to Ted's Head Island.
- Replaced Fireplace with Josh's (and adjusted position of surrounding objects to accommodate it)
- Lots more changes to big and little fireplace stuff.
- Added in castle pieces ( @xYOURMAMAx @Josh )
- Transfered new Giddy nifs and skeletons to here from the Drivables mod.
- Added Dark Giddy outfit for enemies.
- Added Ghost/Shadow/NightMare (whatever) Giddy outfits for enemies.
- Red Giddy eyes now double sided
- Threw some Betho DIY furniture in the small model house in the cellar
- (Hopefully) fixed several messages to not be cutoff at the end.
- Even newer Castle pieces with correct collision (from YourMama).
- Started adding in pirate clothing (didn't get far, not currently available through regular gameplay).
- Added Ted's Armor jetpacks (from the separate mod).
- Replaced the Attic table.
- Fix't grass on Castle Island.
- Textures for Doodle Shotgun done.
- Textures for Doodle Tommy Gun done.
- Fix't Melee Scalpel collision and blood.
- Fix't Melee cigarette blood.
- Added mapmarker and location/zone for Attic (still needs settlement stuff to activate mapmarker).
- Fixed Skull firing...again.
- Added more loot for regular scrap objects around some interiors.
- Reworded fireplace/chimney message slightly.
- Redid main worldspace (The Small Addition) pre-stuffz again.
- Fixed some large objects in main worldspace (The Small Addition) to be viewed from farther away.
- Fixed door in Paper Trail to correctly port to island (rather than just back to itself).
- Added navmesh to Pretty Pink Castle Island worldspace.
- Added doors to Pretty Pink Castle Island and Attic (to connect eachother).
- Added Tree interior.
- Cleaned up added a bit to Inside Tree.
- Expanded enable trigger for Brandy's.
- Fixed paper grass on Pretty Pink Castle Island...again.
- Giddy's should be visible (when appropriate)...fixed again...and, hopefully, for the last time.
- Finished rest of border walls for Dead Land and settled their LOD.
- Covered up a spot in Big Wall where could see outside if too close to walls.
- More work on terrain of Ted’ Head Island.
- Adjusted race blood tab settings for some Eyebot based actors (Rockets, Skulls, etc).
- Did more work on the Big Tree’s interior cell.
- Adjusted Dead Land worldspace Map Data and LOD settings.
- Adjusted Small Hills worldspace Map Data and LOD settings.
- Adjusted Dead Land worldspace climate.
- Tried again for better way to disable/enable that gosh darn water block in the fridge. Maybe it'll work this time.
- Adjusted more south-east objects in the main worldspace for LOD.
- Slightly adjusted cat dish's water up in Big Living Room, so it's hopefully not made inaccessible by the dish's collision.
- Moved (again) enable trigger for Brandy’s to the top of the Big Tree, just as you exit to the exterior from the interior.
- Collision added to gutters of main worlds big house.
- Connected Big Kitchen and Car Port by “”chained”” door (blocked by a fallen broom). Scrap broom in workshop mode.
- Finalized Living Room navmesh, since added the new door to attic.
- Gave Tan, Green and Doodle Submachine gun projectiles periodic tracer rounds.
- Cleaned up rest of actor skins (removing full precision/skinning/etc from rockets, tanks, and giddies for examples). Super duper need to test this to make sure didn't break mounting, amongst other things.
- LOD for Castle Island.
- Redid temporary (but still temporary) LOD for Ted's Head Island.
- Adjusted cloud heights of Castle Island.
- Fixed border region of Ted's Head Island again.
- Nope, missed some...so did even more objects in Big HOuse (main worldspace) fixed to not have erroneous Activate prompt.
- Adjusted Small Sanc worldspace climate.
- Adjusted Ted's Head Island worldspace climate.
- Small navmesh edit to Big Living Room.
- Much more terrain work on Ted's Head Island.
- Removed some leftover objects from Paper Trail.
- Adjusted some refs in Dead Land that were referencing vanilla Locations.
- Changed Movement Type ID of ASmallAdditionEyeBot_Default_MT and ASmallAdditionEyebotRocket_Default_MT to correct an error and also changed related races Text Data since thinking about it at the time.
- Fixed a few things in Attic that had bad flags on their data.
- Added some Betho Block lights (recipes) to Attic and some other lights.
- Added 1 Betho Tree so far (workshop and wild).
- Fixed Betho Mines (kind of like caltrops) ""explosion"" and overall setup.
- Added other Betho Tree (workshop and wild).
- Started adding way to get down from roof to Car Port (if already did the note, as mentioned earlier), but it is not yet available for use 'in game' (the note way is, but again, only once).
- Fixed some more of the road LOD in front of the big/main house.
- GEEZ!!! Fixed some more of the road in front of the big/main house.
- Put some collision planes in the driveway to help with soupy cement.
- Fixed some LOD objects added to South East to help with disappearing road.
- Added script to Betho Leaves to hopefully get them to do the right thing when put them in the Workshop.
- Moved Brandy Treehouse enabler AGAIN...maybe in right place this time.
- Gave Pink Castle the Pink Betho textures.
- Corrected model location in ASmallAdditionGiddySpawner activator.
- Gave big backyard Giddy a death explosion and loot drops.
- Adjusted Destruction Data on ASmallAdditionGreenArmyTankTurretRespawn, ASmallAdditionGreenArmyTankTurret and ASmallAdditionGreenArmyAPCTurretRespawn.
- Redid navmesh again in Big Living Room.
- Started adding moving and following APC turrets (not actually in game yet).
- Corrected factions for buildable APC and Tank turrets so they wouldn’t keep trying to kill Carla the trader. =P
- Removed rideables from vertibird faction
- Fixed names of the enemy tank turrets (better fitting of their factions and projectile type)
- fixed doublesided on all turrets
- Again fix for turrets category icon
- Changed APC voices to SentryBot
- Changed pre-placed Regular Army APC to Protected and Respawn
- Made local turrets and local Vertibird less aggressive
- Renamed local Vertibird
- Raised range of Tank turrets and tank weapon
- Raised health a bit on turrets
- Raised level a bit on turrets
- Corrected their power generated and power required
- Added explosion to moving turret race
- Removed aggro lights from turrets
- Lowered action point cost on tanks
- Raised damage on tanks
- Changed On-Hit to normal on tanks
- Quickened speed and reload speed of tank weapons
- Raised range of Tank turrets and tank weapon
- Reworked APC turrets weapon
- Temporary fix for tank barrels missing after repair (have some alignment issues still to work out)
- Some more faction clean up.
- Adjustment to APC turrets skeleton.
- Moved around some things between menus.
- Added WIP follower tank (like all the items NOT in the left-hand category, these are major WIPs and
- more of a bonus to the main/focus items which are in that left hand menu).
- Reverted Aggro Radius changes to all APCs (to correct an incompatibility issue between this and
- Moddable Robot Settlers Compilation…may try to work in an alternative eventually)
- Gave Giddy’s their own race (as part of fixing the gib’ing issue and invisibility).
- Non-protected and non-essential APC and Tank turrets now explode upon 0 health (a temporary workaround to take care of their odd way of dead NPC’s falling from the sky upon cell reentry).
- More ASmallAddition Vertibird is aggression adjustments and faction cleanup.
- Stick People!!
- Raised various spawn/attack triggers to 30minute reset.
- Cleaned up 1x4, 2x1 and 2x2 blocks BSX flags and normal (up until ASmallAdditionNew2x4Glass)
- More explodable cars in The Small Hills
- Explodable MegaLoader in Small Hills
- Suitcases in Small Hills
- Also adjusted direction and placement of Ted's PA helmet lamp.
- Fixed Ted’s PA Torso (in a way, but still stretches when opening...this was a different thing).
- Double sided remaining Ted’s PA bits.
- Added Green Army Moving Turrets (not actually used in game yet).
- Enemy moving tank turret for Green Army, fixed weapon (not actually used in game yet).
- More work on BigAttic
- More work on BigTree interior
-
Version 1.05.0
- -Starting adding Dog rideable
-Buildable rideables are now invulnerable
-Buildable cats change preview transform
-Started adding cat follower rideable
-Started adding Giddy Horse rideable, and follower rideable
-Yet another attempt to make the vanilla textured APC turret display consistently
-Added follower versions of buildable skeletons
-Corrected (I hope) a category icon for guards
-Removed an unnecessary second set of barrels on the tanks.
- -Starting adding Dog rideable
-
Version 1.04.4
- *-Rotated a certain ‘pain in the butt’ pan on the stove. =/
*-Started adding in Big Blocks
*-Toy truck, car, rocket
-Removed an extra cocmarker in asmallwilderness and smallplayerhouse
*-Removed an unused trigger and marker at the bigpicketfence
-Cleaned up a few more erroneous persist locations and location refs in the small commonwealth/
*-Fixed Turret Category icon (still no fix for the individual turrets icons.
-Little work to clean up rockets.
*-Cleaned up Tan and Green Army outfits/helmets a bit, and added a teensy tiny bit of variety.
*-Changed the name of the small vault elevator button
*-Gave the preplaced APC’s a recipe so they can be scrapped if you upset them…because I can’t seem to get them to be un-upsettable, and goodness knows I’ve tried!!!!!! Geez!!!!
*-Floating skulls now only drop skull bones and plastic, no other bones.
*-Tan companion ammo adjustments
*-Skulls shoot a different laser now (haven’t gotten to new model yet).
*-Cleaned up floating skull a bit
*-Adjusted Tank damage and action point cost for weapon
*-Fixed restroom floor…agaiiiinnnnn!!!!!!!!!!
*-Adding new’ish weapon, mask and Army Men
*-Tied living room, laundry and master bedroom closet army men to an enable marker for better spawn timing control
*-Disabled a few more colonial redcoats.
*-Fixed DIY chair to not scale actors automatically
*-Moved file location of map.
-Turrets and rockets Mass adjustment
*-Green and Tan Flamethrowers now do fire damage
-Corrected Army Men weakness to fire (2.25 fire damage multiplier from new’ish flamethrowers and Melee Cigarette…1.75 for vanilla flamers, Molotov’s and flare gun…I probably missed some other ones that should be fire). BUT ONLY FROM PLAYER (damage multiplier does not apply when dealt by other NPC’s)
*-Added player only, *unfinished*, minigun turret and minigun APC to Turrets category
*-Corrected army men in living room so they stay on top of the furniture like they are meant to.
*-Player can now also (it’s normally for Dogmeat only) put on Giddy costume…for absolutely no other reason than it’s goofy to do so…totally broken, but goofy.
*-Attempt to fix mod specific refrigerators
*-Moved big kitchen refrigerator a bit
*-Map markers to, and in, A Dead Land and The Small Hills
*-A beginning settlement in the Dead Land
*-Slightly more populated Dead Land
*-A few SCOL’s for another small bit of disappearing hedge row and the treehouse.
*-Added some more rocks…just because. <shrug>
*-Change preview transform for trees menu icon.
*-Added buildable grave stones, recipe found in Dead Land
*-Navmesh edits to the Dead Land
*-Moved around some cement blocks near the small house
*-More work on Dead Land borders
*-Expanded house settlement rooms build areas downward a bit, and treehouse all the way to the ground.
*-Floating Skull a bit stronger and more resilient
*-Changed a few map icons
*-Roof *should* no longer obscure Local View in map
*-Fixed wallpaper in the kids rooms (twice!!!)
*-(and a new texture for it in the Small Hills kids room)
-Can now workshop scrap most dead enemies (for a very small amount of return as you’ve already looted the corpse, and only Small Addition NPC’s)
*-Map Marker for Small Atomatoys
*-and The Long Way
*-Black holes in the long way
*-Added buildable skeletons to workshopdialoguefaction (for no real reason)
*-Changed preview transform on Dog-Horse armor
*-Player and Big House Cat now have a boss/employee relationship (just because)
*-Player and Small House Cat now have a boss/employee relationship (just because)
*-Replaced a few “Follow” NPC’s with regular ones
*-Plugged a few ceiling holes in small Atomatoys
*-Couple places to use turrets in the Dead Land
*-Another buildable skeleton to find in the dead land from killing and looting.
*-Giddy armor now also found on Legendary Giddies in the Dead Land
*-One very special cat boppin’ around the Dead Land…because I’m not sure what I want to do with it yet. =P
*-Original big house cat is now a workshop npc (that doesn’t actually perform work)
-Unlockable in small hills, ufo buildables (extra big one has issues of placement…expectedly so)
*-Started adding buildable cats, unlocked by talking to a big cat
*-Buildable Vertibird
*-Buildable Gun Cat (unlocked at start…for better or worse, I made a choice)
-Gun Cat AI data changes (Having a bit of an issue with Fast Travel and her being a bit of a fraidy-cat)
- *-Rotated a certain ‘pain in the butt’ pan on the stove. =/
-
Version 1.01.1
- *-Script enable/disable glowing blocks on pickup in the cellar (they existed as a workaround to begin with...so I guess that makes this a workaround for a workaround, heh)
-Cleaned up a few actor loctyperefs and persistent info in the Small Commonwealth (Dead Land)
*-Removed AlienFaction from new factions and placed our aliens in the main enemy faction
-Moved a Small Outspost’s respawn trigger a little farther away, was getting triggered too early.
*-Removed Install Happy face =) and uninstall frowny face =( from Menu Install script. Will just have to hope users understand how far out of a settlement they need to be.
*-Normalized placement of Basic Block collectibles
*-Removed odd animations from APC and Tank turrets
-Tried AGAAAIIINNN to make the stupid Colonial mannequins stay in place!
*-Replaced current Bloodbugs with ones that might be able to be killed a bit easier.
*-Small Hills and Big Kids Room starting APC’s are now invulnerable
-and the buildable APC’s and tanks are now essential so they can be repaired (but still scrapable if you piss one off or just want to get rid of it without storing it).
*-Had forgotten the 2sided texture for a boxcar in the Storm Cellar
*-Raised skeleton eye glow from 4 to 6.
*-Checked big house borders for lopsidedness
-Now the cat works too well, so had to try and limit its roaming range.
-Attempt to permanently fix Army Men hands
-Attempt to fix APC Regular’s mesh
*-Added in intended Small Hills Too vault platform-An adjustments to Tan and Green Army hands
*-Fix for Meaty Skeleton outfit first person.
-A little early prep work to bring back the usable vertibird eventually.
*-Changed Tanks to shoot missiles (slowly)…will probably change again to broadside or artillery eventually.
-Moved around tanks projectile node (where the missiles come from). Still a little odd, but eventually will take another pass.
-Removed a few bubble turrets from small Atomatoys
-Ran precombine and previs on small Atomatoys (after adjusting a roombound or 2). It’s still amazing to me what is tied to precombine and previs…intangible floors?! Yeah, I’ve known about it for 10 months or so…doesn’t make it any less lame and surprising every time I forget to run it and fall through the floor. =/
-A little more trimming of file size…hopefully I didn’t forget anything important.
- *-Script enable/disable glowing blocks on pickup in the cellar (they existed as a workaround to begin with...so I guess that makes this a workaround for a workaround, heh)
-
Version 1.00.4
- *-New Betho baseplate and base block mesh provided by kilajosh! http://www.nexusmods.com/games/users/1766906/?
-9 new color blocks (some of which need to be found first) - Total 110 blocks of various size, shape, color.
*-New electrical outlet model provided by kilajosh!
*-Changed some factions in cats and APC turrets
*-BIG SCOL’s no longer show on map…as they have been removed fully now (too bad, they were nice…but waaaayyy problematic). =/
*-Buildable Betho Blocks
*-Added some hands to some Protectrons, and adjusted their levels
*-Fixed (unintentional) purple blocks in the sewer
*-Attempt to make some of the kitchen stuff not randomly intangible
*-Some of the random spawn markers in the backyard wider
*-Lessened radius of Kitchen mapmarker
*-Added short wait to script of APC in small Sanc. This so as to not have empty space while one loads and other is disabled
*-Removed some objects from the dead lands
*-Cleaned up some rocket movement types, and changed rockets pitch
*-Settlements included will no longer give radiant settlement quests (was just weird, even though I liked the idea of it)
*-Adjusted a spot in the small caves that was a bit hard to walk over
*-More navmesh fooling in the storm cellar
*-Boxcar doors open again (though the inside of the boxcar is a bit see-through.
*-Triggers in cellar
*-Eyes on skeletons
*-Removed wrong head backs from skeletons
*-Corrected voice on skeletons
*-Adjusted map scale
*-Fixed goshdarn, lame butt, fignewton, wrong HeadRears!!!!!
*-Tank! (such as it is for the moment)
*-new’ish World models for APCs
*-Made starting Tan APC Turret non-essential and non-unique…was just going rogue too often and sticking around too long (after I get it perma-friendly again, I’ll set it back)
*-Widened turret radius again to 1500
*-Changed some names of VATs targets on rockets
*-Adjusted some difficult to walk over spots in the Small Sewer
*-A little environmental sprucing of the big wall
*-APC snap point and VATs target adjusted
*-APC and Tank levels adjusted
*-Adjusted min/max size of APC’s and tank)
*-Cleaned up some rocket and skull armor fx
*-Additional spawns in Small Sanc
*-New diorama’ish/panorama’ish surroundings…we’ll see. =/
*-3 new outfits, found on the way to, in and past The Long Way (accessed in the cellar)
*-Overlap adjustment on blocks
*-A few skeleton base info and combat style edits
*-Adjusted block textures a bit
*-Skeletons now resist electrical and radiation as intended, not physical
*-Shrunk a few overly large textures. I’m gonna be taking a look at these again, trying to get the upload/download sizes a little more friendly (and, of course, performance).
*-A little more UFO recoloring
*-Trigger to add to menu the Boney Guard
*-Location keyword additions/adjustments
*-Skeleton 1st person models
*-Started Betho DIY with a Barricade, chair and bed
*-Moved a lean marker
*-Shrunk main worldspace again and made “small worldspace” again
*-Attempt to correct colors of Betho Blocks in the sewer
*-Reworked the loot from skeletons a bit
*-Attempted to unearth rocket in The Small Hills
*-Collect shiny blocks from enemies
*-Collect headless skeletons from enemies
*-Collect Black blocks in someplace that makes sense if one reads “Black Blocks” quickly a bunch of times
*-CymbalMonkey small static buildable
*-Collect Water blocks in a cold place
*-Fixed Small Hills Countdown to Mass Attack trigger…after I broke it with the location changes. =/
*-Little fooling with navmesh in the Small Sewer
*-DIY bed…yeah, not sure how well this one is going to work. =P
*-Navmeshed Betho Blocks, Baseplates and DIYs
*-Lower legendary chance for skeletons on script and quest
*-A little easier way to get in the shower
*-Very small amount (as in 1 so far, heh) Betho Clutter buidables
*-Added FeaturedItem keyword to various loot (skeleton outfits and cigarette, etc)
*-Skeleton guard race provide 5 defense, no longer count towards population and have a little higher health. Otherwise same as basic skeletons and basic Army Men.
*-Changed a few doors to be occluders
*-Little direction to Airplane in the Dead Land (still working on that space’s name)
*-No VATs closeups for turrets
*-Changed turret dialogue to sentrybot (not sure I like this either)
*-Enemies in broom close
*-flavor in broom closet
*-Possible fix for table spawn
*-Gave the cat something to eat and drink
*-Replaced some table items
*-Dog armor…
*-… in Small Atomatoys safe
*-Started adding borders to Dead Land (will probably change my mind later as they are too far away to see)
*-Linked beginning APC to it’s local workbench
*-A floating bucket in the restroom
*-Moved a scalpel into a tool box
*-Replaced a light and sink in the kitchen
*-Replaced some brahmin in the Dead Lands with Giddy’s
*-Some nice spotlights in the dead land (you’ll likely never find them, but they were causing errors, so figured I might as well fix them, heh)
*-Tied a tank to an enable/disable trigger
*-Widened the build areas for kids room, master bedroom and laundry room.
*-Clutter and little clutter categories
*-CymbalMonkey big static buildable
*-2x1 and 1x4 blocks connect point adjustment
*-2x1 and 1x4 blocks overlap 16
*-Dark, Light, White glow clear and Nebula (no navmesh on White Glow yet)
*-Sizes are findable at locations
*-Widened spawn trigger in restroom
*-Added Nebula blocks to aliens
*-DIY PA station and DIY Weapons Workbench in the cellar
*-Chessboards
*-Dark at the pond
*-White on soap
*-Glass/Ice in fridge
*-Glow in cellar
*-Fixed Giddy companion spawner
*-Cleared out gate junk that was causing an FPS hit (still looking for more cleanup opportunities like that)
*-Cleared out some old Precombine and Vis references that were causing slowdown
*-collectibles (not the real, buildable ones) can no longer be scrapped (keeps the player from scrapping it before they’ve unlocked it. Still working on making it non-storable (through workshop mode), because that will still break it).
*-Raised emittance of Glow White blocks
*-Rocks to build (they’re a little fickle on where they’re built and need some sink point and connect point adjustments still)
*-more respawn triggers to restroom, laundry, pond, kitchen, picnic table, cellar, small outpost
*-chairs in the cellar
*-Attempt to fix buildable tan textured APC’s missing model (sorta, kinda worked‘ish…a little…mer!)
*-Removed environment map texture from specific reflective surfaces.
*-Buffed Tan companion a bit (still not enough, however)
*-The Long Way a little tougher
*-water blocks count towards settlement water
-Fixed seam in restroom…again
- *-New Betho baseplate and base block mesh provided by kilajosh! http://www.nexusmods.com/games/users/1766906/?
-
Version 0.90.8
- -POIASA (world entrance cell from the Commonwealth) mapmarker radius shrunk significantly
-Removed an erroneous edit to CroupManor
-Small Cat persist location
-Snap points on Betho Blocks and their textures redone a bit (by the way, you can wholly thank Azraal for the idea of the Betho Blocks)
-Added Small Hills Initialize Location quest to the story manager
- -POIASA (world entrance cell from the Commonwealth) mapmarker radius shrunk significantly
-
Version 0.90.0
- -Set up Small Hills and Small Hills Too mapmarkers and locations
-And corrected The Small Hills name
-World specific leveling adjustments on: Sentrybot, Gutsy’s, Roaches, Protectrons, Queen, Army Men, and a few more...maybe not all.
-Moved around another lame roaming Redcoat and stood up (again!) a few plastic army men.
-I give up…<disables redcoat>
-Removed Fast Travel Vertibird…she’s just too much trouble (replaced with a static model) =(
-Reworked big cat a little (renamed her, package ‘allowed height difference’, attack data and faction).
-Another attempt to make the Brandy’s stick to their placement (they want to go fight) and be immediately command’able upon enabling (without having to “Move” then “Move” back.
-Set most NPC’s (in my areas) to 0,0 min/max level, to help balance a little for lower level PC’s and not be too low for post-level 100 PC’s.
-Linked a few encounter zones to cells and map markers (that I had forgotten before)
-Fixed a poster on a wall in the treehouse
-Tied some roof Rockets to a trigger to hopefully coral them a bit better.
-Fixed a few floating trees
-Fixed a door, a wall, some pre-stuff and a Giddy in the Old Toy Box
-Removed large, surrounding SCOL’s…they’re just too problematic (need to look for a better idea). Then re-added them with a few changes.
-Made Roaches more aggressive (again) and tied some troublemaker ones to triggers. Still giving me trouble, however.
-Jump perk now works in the Big Wall
-Removed the debug.notification I had put into some triggers to help test (whoops)
-Removed a black transparent bubble over the vault elevator (though I really like the effect and might try to use it elsewhere).
-Bit of acoustic fooling in the restroom.
-Adjusted rocket names, factions and aidata a bit
-Removed glossiness from a few boards in the Big Wall (doesn’t seem to have worked…will try again soon).
-Fixed(‘ish) targeting (always said 0 before) on new npc’s in VATs (Giddy is still needs more work and they all still need new areas named properly, however). Added some segments in their nif’s. Skeletons are still lacking any VATs targeting (lot of work, people! Heh)
-Adjusted aggro range and base data of APC’s.
-Redid precombine geometry and precombined visibility for the SmallAtomatoys (to hopefully fix disappearing furniture).
-Took another pass at The Small Hills and the Big House, and removed any more odd ambient sound markers I found in an effort to quell the drone of phantom vertibird propellers.
-Redid textures of various UFOs as old were a possible cause of a discoloration elsewhere.
-A small cat
-A couple plants and hedges are now non-occluding.
-Tried to fix a few more disappearing bushes, houses and fence.
-Enlarged the primary worldspace (which causes it's own problems on the map, but c'est la vie).
-Map and Name change for Small Hills.
-Radroach spawn triggers scattered about.
-Triggers to spawn green APC.
-Expanded the build area in Small Hills downward, as it was not low enough to encompass the water.
-Mapmarker, location and zone for an area of The Small Hills.
-Carport started to be setup (though still *naturally* inaccessible).
-Some minimal use doors.
-Skeleton legendary and chances adjustment.
-Mausoleum model in the Cellar.
-Treehouse entrance name.
-The Long Way (interior accessed through in the Cellar).
-The Long Way leads to the dead lands (see below)...or something like that, I forgot to rename it. =P
-Dead Lands (though nothing much to do there yet, just a small bit of the Commonwealth temporarily).
-Started adding Bletho Blocks (movable and stack-able, but not build-able and snappable *yet*). Put a bunch in the Kids Room to play around with…and hopefully they don’t break the game (only half kidding).
-New’ish enemy floating around The Long Way and Dead Lands.
- -Set up Small Hills and Small Hills Too mapmarkers and locations
-
Version 0.88.2
- -Fixed precombine geometry and previs in the dungeons (sadly, that means the download grew a bit more)
-
Version 0.88.0
- -Did some parent linking of trees and lichen in Storm Cellar
*RoachTree roaches are now hostile (may change back, kinda like them as passive)
-Added collision for lamps in cellar (though some can still be fired through...mer)
-Corrected Vicious Giddy’s name
-Renamed some cells in the worldspace (from "wilderness" to ***blahwhatever*** to support future plans)
-Moved some bloodbugs around
-Added some enemies to the cellar
-Enable/disable triggers on Cellar MirelurkSpawnProjectiles
-fixed a few vases
-another attempt to make Cellar Tans settle-ready (it worked, I think…can’t have them initially disabled and tied to an enable marker…whack)
-Pre-placed Brandy’s in Treehouse will spawn on arrival
-Started adding Pillows ;-)
-Put a few more fences into static collections
-changed from defaultimagespaceF4lut to something less blurry (still ugly, though…have to work on that)
-Adjusted border regions of worldspaces
-Plugged a hole in the restroom floor/wall (whoops)
-Plugged a few holes and gaps in the Cellar (whoops)
-Can fast travel from Cellar once again (whoops)
-Adjusted clip distance in Cellar and Wall
-Adjusted several triggers in Cellar
-Added pop-up messages to several locations.
-Adjusted some gasmasks
-Added script to disable havoc on folding chairs and moved them around a bit.
-Removed a broom from a closet
-Another attempt to fix head backs
-A preliminary version Mr. Boney Man is in the files, but not in the main worldspace (if you get curious, you can coc nightmarec001, IIRC, to where they are)
-Lowered sounds of Vertibird
-Adjusted Vicious Giddy levels, voices, outfits, inventory and other stuff
-Navmesh edits for pocket doors
-Navmesh edits to The Storm Cellar
-Lights in big house and cellar
-Moved some cardboard boxes in big house and cellar
-Some more triggers in Cellar
-Removed Atomatoys exit/entrance to The Small Addition (just not working well and didn’t really add anything). I did add in a substitute location, to compensate for the loss. ;-)
-Started De-Mungyfying tree (a good bit done)
-Big AC Unit move and collision (little one was just moved)
-Tans cellar persist location change
-Make rugs in kids room, master bedroom, dining room and living room non-scrapable
-Attempt to fix Floating mannequins at pond
-Removed dismemberment from all ArmyMen
-Added APC Turrets (collision still needs work, bullets pass through the vehicle part) to a few places (and switched a few vanilla ones out)
-Adjusted Army bodypartdata
-Adjusted Turret bodypartdata to include root
-Gave (for use in The Small Addition only) several prewar cars destruction properties, with the intention that they will be become more important later on
-Cleared a few erroneous locationref’s on the Big Kids Room
-Removed collision from circular rug in Big Kids Room
-Unlinked a fog marker from the pond bench (whoops)
-Redid UFO materials
-Added 2 new areas with a 3 sorta quest’ish type things
-One new friendly NPC (not a companion…but it will be…it’s a little broken right now...mer).
-Adjusted factions for Rocket NPC’s
-Made a good bit of the shacks in the cellar scrap’able (what I didn’t, I made Stacked)
-Tan Army companion name change
-An attempt to fix the Melee Scalpel
-Fixed multi message trigger
-Made some new SCOL’s to help lessen the pop-in around the outside of the house (may cause a big performance hit (an optional performance patch will be coming soon'ish).
-More Brandy Variations (just hair)
-Set Brandy’s to spawn from Treehouse and one of the new worldspace locations beacon
-Added some stuff around the outside of the playable area on the main worldspace to livin up the place (may cause a big performance hit (an optional performance patch will be coming soon'ish)
- -Did some parent linking of trees and lichen in Storm Cellar
-
Version 0.78.3
- -I broke my spawn script in 0.78.2...it's fixed now. =/
-
Version 0.78.2
- -Big Kids room settlement build area bigger
-Interior Storm Cellar door changed to correct materials
-Army man race can once again open doors
-Added a few more custom attack triggers for enemies (living room, kids room, cellar, a tree)
-Started preliminary Brandy work (they are in the Treehouse, for lack of a better place right now).
-Storm Cellar addon room (and extension of build area to include it)
-Fixed some walls in the Storm Cellar
-Adjusted spawn trigger to include a message box if in a settlement
-Cars were a little to high in Kids Room, touching floor now
-Tricycle in the kids room moveda little
-Added some Guard posts with interaction points for Green Army in backyard
-Removed FurnitureScaleActorToOne from Green Army Guard Post/Barricade AND asmalladditionnpcwalllean
-Added Scalpel...then Fixed Melee Scalpel Texture
-Started adding Teddy's Power Armor (Torso and jetpack not in game yet), It's in a lunchbox in the SmallCaves
-Another attempt to make the pre-supplied NPC's in the Big Storm Cellar auto settle
-Occlusion planes placed around the bathroom to, hopefully, lessen the performance hit from the steam (fog)
-Turned off "Can use crippled limbs" on Army Man Race
-Started adding RocketBot, UFObot and RedRocketBot (whom comprise another new race)
-Companion can no longer wander from placed point (hopeful fix for him heading out of the room on his own)
-Added new mannequin (not in game yet)
-Lowered Army man acceleration rate
-Replaced the family dog with something a little less...friendly? The Vicious Giddy
-Added entrance/exit from/to Atomatoys HQ (and another Vicious Giddy)
-Some edits to my attack trigger - -Made more things in Cellar stack'able (still more I think)
- -Big Kids room settlement build area bigger
-
Version 0.71.2J
- -Changed the display name on the optional Jump Increase file (not the .esp file name) to show after the main file in the Nexus Mod Manager
-
Version 0.71.2
- -An attempt to fix the Precombined Geometry and Visibility (of the main worldspace) I broke in the last update
-
Version 0.71.1
- -Cleaned out a tiny erroneous edit
-Replaced a few enemies in The Big Storm Cellar with more appropriate baddies
-A few other unimportant edits to The Big Storm Cellar
-*Attempted* to fix the pre-existing (presupplied?) residents of The Big Storm Cellar to do their settler jobs
- -Cleaned out a tiny erroneous edit
-
Version 0.71
- -Body Textures on new race are fixed (still not the neck and head rear, though)
-Vertibird tweaks, mostly to do with max height
-All around enemy placement tweaks
-Added workshop quests to story manager
-Added The Big Storm Cellar (but only sparsly cluttered for now, and it's still reallllly dark)
-Preliminary work on random'ish settlement raids
-Removed the Melee Toothbrush (as it's just not working well)
-Fooled around with lighting in The Big Wall
- -Body Textures on new race are fixed (still not the neck and head rear, though)
-
Version 0.67.1
- -Fixed little (read "dumb dumb mistake", heh) mistake on the leveled actor for Small Addition workshop npc's. =/
-
Version 0.67
- -Friendly faction now spawn in place of settlers in new worldspace
- -a few edits to the Guppy Grenade
- -Added a few of the water themed grenades from Small Addition to cell 19,-7 (where Water Downed would be if you use that mod of mine also)
-
Version 0.65.5
- -Fixed the Guppy Grenade (can now actually pick them up!)
- -Fixed graphical representations of supply lines on Commonwealth side map. At least I think so...if anyone wants to double check, I'd appreciate it. =)
-
Version 0.64
- -The friendly faction and companion will now do their jobs in settlements.
- -Found the backs of heads...not the right heads, but it's a start.
-
Version 0.61
- -Companion returned. Still won't assign in settlements, but not breaking anything (that I know of) either. Thanks to VerySugoi for a bit of help with this.
- -Added melee weapon, The Melee Toothbrush (with chance to shock).
- -Another attempt to fix graphical depictions of supply lines on Commonwealth side map.
- -Other minor tweaks not worth noting.
-
Version 0.57
- -Removed companion. Will return him once he's working and not causing so many issues.
-Fixed inability to interact with *any* NPC's *anywhere* (caused by [my]faulty companion quest and script - see above note).
-Moved more enemies around, staged npc's a little better/more.
-Attempt to retrieve graphical map lines (on Commonwealth map only) for supply routes after they mysteriously went missing somewhere between ver 0.4 and 0.53... =(
-Prep work for making friendly faction 'settler capable'.
-Lame chimney texture fixed!!!!!! WoooOOOooO!!oO#1!!22!!!!
- -Removed companion. Will return him once he's working and not causing so many issues.
-
Version 0.53
- -Friendly faction added for support early on (I'm still working with the concept that I want players to move slower...pulling, dragging and retreating to support when necessary).
-1 (so far) small (yet no holds barred) staged battle.
-Reworked the load outs of the factions a bit.
-Moved some enemies around.
-*No fix yet* for the companion. Officially asking for a hand with that. I've done this successfully before, but somewhere I've missed something this time...and I'm just not seeing my error. =/
-Also added an optional (see above for location) jump boost perk (with temporary art). Separate .esp.
- -Friendly faction added for support early on (I'm still working with the concept that I want players to move slower...pulling, dragging and retreating to support when necessary).
-
Version 0.50
- -Navmeshing edits in a cave...always with the navmeshing edits...I hate navmeshing caves!!!!!
-New companion...and I fully admit that he sticks out a bit like a sore thumb without his faction hanging around, doing battle...but they will be as soon I get done staging and timing (as talked about on the Posts page by some nice and helpful people).
- -Navmeshing edits in a cave...always with the navmeshing edits...I hate navmeshing caves!!!!!
-
Version 0.48
- -New race can no longer open doors.
-BigLaundryRoom and BigKidsRoom navmesh edits.
-Raised all The Small Addition worldspace settlements build budgets.
-Cleaned up a bit more with FO4Edit.
- -New race can no longer open doors.
-
Version
- -The friendly faction and companion will now work in settlements.
- -Found the backs of heads...not the right heads, but it's a start.
-
- Donations
-
Straight donations accepted
-Absolutely, without a doubt, not lore friendly. =P
-110+ Buildable Betho Blocks (thank KilaJosh for the new block and baseplate models, and some of the textures and a new electrical outlet to boot!)
-New settlements.
-New('ish) dungeons.
-New('ish) weapons (one broken...lame), new('ish) clothing (male and female) and new('ish) helmets (male and female). 2 color variants of many.
-New races/factions (some friendly that will also spawn in place of vanilla settlers in this worldspace's settlements, some factions that are quite unfriendly).
-New turrets.
-2 new companions (See change log. Better, but still speaks in the native tongue of ImSoLame'ia).
-1 new power armor set (still needs a lot of work).
-1 perk (exclusive to this worldspace) to boost jump height (optional separate file download). Perk gained from "Message in a bottle" just to right of entrance to The Small Addition. Looking at the Dollhouse, turn to the right, it's on the table. ("Message in a bottle" is temporary art for object...will put it in something a little more appropriate eventually).
-Most definitely a work in progress.
(Very early works in progress)
(Sorry, not drive-able. I'm not that good, this is not the motorcycle mod, and non-drive-able fits this theme better...though, fast-travel is an eventuality...and laser eyes...if anyone shows interest at all, that is)
Anyone interested in helping with animations or pointers on getting Fast Travel back in, please feel free to reach out to me and know that it would be greatly appreciated.
2) Best to do your 'just out of the vault 111' and Concord stuff before installing.
3) It's best not to become too attached to the way things in this mod are (mostly speaking of object placement), they change sometimes and will continue to do so while this mod is in WIP state. Sorry. =(
Entrance to world is just on the edge of Concord on the second floor of a house (as shown in the above image).
Step out of the Museum of Freedom, turn right, walk to the end of the block, last house on the right.
Fast travel marker will appear following the player character's first entrance into The Small Addition.
If you are in a hurry, open the console with ~, then type "coc poiasa" (minus the quotes) and click on the dollhouse.
This will be expanded upon, at least in regards to locations, dungeons and further development of the new faction...all sorts of stuff. ;-)
Suffice to say, there is much more to do and plenty of room for improvement. =)
Quests, well, may not come anytime soon. I just don't seem to be getting any interesting ideas (or the hang of building them). I may revisit quests at a later date or, perhaps, enlist some help.
Edits cell 0000DDDD in the Commonwealth, on the outskirts of Concord.
Mods that edit Concord *may* be incompatible with this mod. However, as long as that building (or a suitable 2 story building in it's place) remains, there shouldn't be any issues.
Plenty of bugs to find, I'm sure. So, please feel free to report them, along with any suggestions to further flesh out the worldspace. ;-)
P.S. I started out with the intent of about 2 hours of gameplay...but ended up somewhere around 1 hour. I'm still still calling it a win, as this is my first full worldspace (I've done settlements in this game and several other items for other games).
Also, it's hard to write this without spoiling what everything is (which is important, at least to me). So, pardon if I've missed an important note. =/
Be kind, helpful, and remember that someday you may need help and that it might be a good idea to keep bridges un-burnt. ;-)
..."Be kind, helpful" like these four good souls:
KilaJosh For the new block and baseplate models, some of the textures and a new electrical outlet model to boot!
ReaperTai For so much help in testing, I can't begin to thank him!
Azraal For support and always good suggestions! (Thank Azraal for the Betho Block idea, heh)
Tarsis31 For just being an all around good helpful guy!
Some good testing and help they've provided me, and I appreciate it greatly. =)
Notes:
-Workbenches are now Easy Bake Ovens
-Pre-supplied power in many of the settlements via Electric Wall Outlets
-Dungeons are located:
-In the Restroom shower drain
-Laundry Room, behind washer/dryer
-Kitchen Sink
-Just outside the front door and to the left...in a big hole
-In the backyard, through a hole in the pond
-These dungeons exit to the yard in some form or fashion
-Worldspace (other than the main)
-In the Cellar on a bed
-In the Cellar in a mausoleum
-and, um, oh yeah, in the Cellar! (in an Old Toy Box)
-Companions
-In the first room, the Big Kids Room
-After completing the Small Atomatoys (working title) quest'ish type thing in the Cellar
-Blocks
-Strewn about various areas
-By defeating various baddies
-Outfits
-In the Dead Lands (Small Commonwealth)
-Defeating Skeletons (Mister Boney Men)
-In the Small Atomatoys
-Weapons
-Various locations
-From defeating enemies
-Traded with friendly factions
-Guards and other friendly buildable NPC's
-Speak to the cat in Big Living Room
-On entry to certain locations
-From defeating certain baddies
-Turrets and WIP Rideables
-All are available at point of install
Changes:
-Ver 1.05.0:
-See changelog
To uninstall, please exit the settlement's location, save and exit, then uninstall.