i see you are still actively modding. how are you set on this mod. even comments of activity would be appreciated. i looked thru all the screen shot and had to pick my jaw up off the floor.
Yeah, much of the group I was working with moved onto other things, which is perfectly fine (they still my buddies and all ), and so did I. Lots of different mods, many of which would/should have made there way into The Small Addition in some way at some time.
....and, well, I also lost a lot of stuff somewhere.
So, yes, I still work on it and one day hope to finish it. No, it was never 'Almost done'...not even close...but there has been a good amount of work done again (and some...well, more than "some", lol, half done )...and, so, for people who want to play what is probably now 'back to alpha stage', I may well just post it as an optional File in a short while.
But, yeah, I still want to 'finish' it...some day...and still *do* work on it (and, again, a lot of the mods I post separately *are*, technically, a part of it just not yet *in* it...for instance, all the vehicles were/are, eventually, supposed to be LEGO'ized if I ever get to it and ported into TSA).
....I ran out of words to say and lost my train of thought, lol.
Feel free to to try 1.10.0, it's in Miscellaneous Files.
It won't be the huge update that I expected/wanted, but it is there.
Titled: The Small Addition - ESM - Super WIP Beta Alpha. This replaces previous esp versions and will wipe current The Small Addition progress. Backup your save if you want to try it. Don't expect a lot, nowhere near as much as wanted/planned/Etc. ...someday.
Just went to entry house in Concord and the door-house seems to be there. So, seems to be fine (well, as “fine” as it ever was at least). Maybe check for conflicts? 🤷
This mod is amazing. I've always loved games that let you be tiny and love how you've incorporated so many of the games assets in a way that fits the theme. I'm sad you've been unable to realize the mods full potential but I'm really grateful it exists. I just wish I'd checked out your other mods back when I first installed your semi-truck mod way back in 2017.
hey ive looked everywhere possible. Some im trying to build an interior cell (like an Underground bunker) in a blank cell space. I know how to link a portal so to speak, whether it be a cave entrance, door, trap door etc. But what i cant figure out is how to make it a useable settlement space. Where settlers can be assigned and where its linked to the Commonwealth worldspace IE say sanctuary workshop. (Tradelines etc). I know its fairly possible with a few remedial lines. I just want it for myself as ive not come across a space to modded/vanilla where i want to set up shop. In terms of that a large mass store for power armor frames for display, because yk im a power armor fiend.
Hello. Looks good and have a fast travel option, so i try it and tell more, later. i just want to ask, if the optional file, The Small Addition - ESM - Super Optional WIP Beta Alpha, is a update of your mod and if that file/mod, is better from the file, upload it here at 2017. That's all. Thanks.
Been messing around with the mod and loving it. Its given me plenty of ideas for adding things. Only three things I feel is lacking with the mod. 1. The range of weapons the army men use, I feel this can be solved by using the CC paint system. 2. Betho blocks. They're fun to build with but man is it almost impossible to build complete buildings with them. Could easily be solved by retexturing concrete walls from Wasteland Workshop. 3. Building resources. If its not plastic, its almost impossible to build with. Boring way to solve this would be hiding crates with shipments around the worldspace. Personally I think adding special factories to some of the settlements that passively generate certain resources would be a fun idea. Kids room, for example, could have a factory that produces wood from all the toys. On another note, I was sad to find out there isn't a tan version of the tanks. Thanks for the great mod and I hope you will eventually pick it back up again in the future.
Its been TWO years since the last official 'update announcement'. An almost-ready non-WIP that was completely playable was discussed, and then.... NOTHING.
Its a shame, because I'd love to play a finished version of this, and I think this could have become a very popular mod had it not just become one more great idea gathering dust.
Fwiw; I fixed the invisible Vicious Giddy: ASmallAdditionViciousGiddy [ARMA:xx00CDB0] has Male and Female models refereed to ASmallAdditionGiddyButtercup4.nif but the actual file is named ASmallAdditionGiddyButtercup3.nif, easy fix in xEdit. Yw.
Hehe, well they are stil supposed to go invisible every so often, at least the ones in , but good catch on why they were *always* invisible. ...but that also means it’s broken a different way than i guessed, which is teh lamez.
Anywho, geez, I want to get back to this. After I finish up the APC, I think that’s maybe what ill do. I keep saying that, ‘after this and/or that, I’ll lalala...’, but maybe this next time I’ll actually do it. I really do miss it, and we do have a fairly large amount of progress made to the next update....started quite a bit for the 2 new worlds and lots of bug fixes and additions. Oh, and the vehicles were always a part of this, but *different*, so need to build those for sure, too. ...lots of stuff I/we still do intend to include (and refine). Oh well, *soon* I hope.
Hi and thanks for replying. Perhaps you can equip those dogs that should be invisible with some other kind of armor that have an empty .nif to them? I also have another problem which I didn't notice on Alchestbreach video so it might be a problem on my side: I can go into the The Small Caves in the backyard from the rockpile and also from the other Manhole near the house, but I just can't get out? My game just freezes up forever when I try to exit from any side. It also freezes up if I FastTravel away from inside (I can do that) and also if I coc somewhere. Nowhere else in my game does this happen
Have you heard of anything like this before with your mod? It's really not important as there is only radscrorpions in there but I just can't figure this out, but I'll get there in the end I just love this mod and I wish tons of more people would find it. If I'll find a place to upvote this mod, I'll do it in an instance. Thank you guys for this funny and awesome mod
Also, the five Brandy's could be set as Protected as two of them where already dead when I found them. I thought first it was how it was meant to be, but I peeked in xEdit and it wasn't so. They are all very stupid and goes down on the ground to fight other stuff but never goes back, but I guess that's how dolls are I moved them to a dreamplace instead. Cheers
In response to post #64061931. #64074541, #64076651, #64111316 are all replies on the same post.
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lasse1001 wrote: Fwiw; I fixed the invisible Vicious Giddy: ASmallAdditionViciousGiddy [ARMA:xx00CDB0] has Male and Female models refereed to ASmallAdditionGiddyButtercup4.nif but the actual file is named ASmallAdditionGiddyButtercup3.nif, easy fix in xEdit. Yw.
Spoiler:
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BlahBlahDEEBlahBlah wrote: Hehe, well they are stil supposed to go invisible every so often, at least the ones in , but good catch on why they were *always* invisible. ...but that also means it�s broken a different way than i guessed, which is teh lamez.
Anywho, geez, I want to get back to this. After I finish up the APC, I think that�s maybe what ill do. I keep saying that, �after this and/or that, I�ll lalala...�, but maybe this next time I�ll actually do it. I really do miss it, and we do have a fairly large amount of progress made to the next update....started quite a bit for the 2 new worlds and lots of bug fixes and additions. Oh, and the vehicles were always a part of this, but *different*, so need to build those for sure, too. ...lots of stuff I/we still do intend to include (and refine). Oh well, *soon* I hope.
lasse1001 wrote: Hi and thanks for replying. Perhaps you can equip those dogs that should be invisible with some other kind of armor that have an empty .nif to them? I also have another problem which I didn't notice on Alchestbreach video so it might be a problem on my side: I can go into the The Small Caves in the backyard from the rockpile and also from the other Manhole near the house, but I just can't get out? My game just freezes up forever when I try to exit from any side. It also freezes up if I FastTravel away from inside (I can do that) and also if I coc somewhere. Nowhere else in my game does this happen
Have you heard of anything like this before with your mod? It's really not important as there is only radscrorpions in there but I just can't figure this out, but I'll get there in the end I just love this mod and I wish tons of more people would find it. If I'll find a place to upvote this mod, I'll do it in an instance. Thank you guys for this funny and awesome mod
lasse1001 wrote: Also, the five Brandy's could be set as Protected as two of them where already dead when I found them. I thought first it was how it was meant to be, but I peeked in xEdit and it wasn't so. They are all very stupid and goes down on the ground to fight other stuff but never goes back, but I guess that's how dolls are I moved them to a dreamplace instead. Cheers
In our in-house version (unreleased) I cleaned them up a bit. In the future, a) they won�t spawn until you find gain Settlement and b) the *should* sandbox better and also *should* return better. However, and if anything is it might be a mistake, nothing is supposed to be protected. That was a choice, as my one �4 teh unmersionz� decision. I should put that in my notes but to double check, though.
(More Brandyâs will come from a beacon if itâs set up *at that settlement*, Though Iâm sure âyouâ already know maybe a reader might not)
By the way, and this is gonna be a big thing when we do update, that we will be bringing this out of Alpha (or Beta, whatev’s). AND WITH THAT, like a lot of real games, that most likely means a loss of progress. Our particular reason being that we moved to using an ESM (because we started using CK Version control because it grew quite a bit and a few other reasons).
...I haven’t really talked about it because a) there’s not a huge fan base for this mod (though I super-duper appreciate you all who do enjoy this, it still surprises me ) and b) because I’m still not sure that instead of updating we might re-release it. That decision is still way up in the air, but the loss of progress is very much also set in stone, just no way around it.
Well, any kind of progress in my game is for me not important as I play just for the fun of it, but that's just me I suppose. If you re -release it as an new mod (which is a very good idea as it really deserves a new chance imo) could you kindly post a link to it in here so I don't miss it? I just love the whole idea and I have had it min my loadorder almost forever but I apparently always misses it. (shame on me) Perhaps it needs a mini quest and/or a mapmarker to start people up? I shall now put up a recruitment beacon up there and see what happens. Thanks for replying, cheers.
Yah know, I feel like you could have an animation that will play every set timeframe and call on ASmallAdditionGiddyButtercup4.nif for the last frame of same animation so it makes it invisible every same set timeframe. Edit: On that note, another animation should be made to call on ASmallAdditionGiddyButtercup3.nif and play a set time after the invisibility animation to bring the Vicious Giddy back to a visible state.
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Yeah, much of the group I was working with moved onto other things, which is perfectly fine (they still my buddies and all ), and so did I.
Lots of different mods, many of which would/should have made there way into The Small Addition in some way at some time.
....and, well, I also lost a lot of stuff somewhere.
So, yes, I still work on it and one day hope to finish it.
No, it was never 'Almost done'...not even close...but there has been a good amount of work done again (and some...well, more than "some", lol, half done )...and, so, for people who want to play what is probably now 'back to alpha stage', I may well just post it as an optional File in a short while.
But, yeah, I still want to 'finish' it...some day...and still *do* work on it (and, again, a lot of the mods I post separately *are*, technically, a part of it just not yet *in* it...for instance, all the vehicles were/are, eventually, supposed to be LEGO'ized if I ever get to it and ported into TSA).
....I ran out of words to say and lost my train of thought, lol.
It won't be the huge update that I expected/wanted, but it is there.
Titled: The Small Addition - ESM - Super WIP Beta Alpha.
This replaces previous esp versions and will wipe current The Small Addition progress.
Backup your save if you want to try it.
Don't expect a lot, nowhere near as much as wanted/planned/Etc.
...someday.
So, seems to be fine (well, as “fine” as it ever was at least).
Maybe check for conflicts? 🤷
Its a shame, because I'd love to play a finished version of this, and I think this could have become a very popular mod had it not just become one more great idea gathering dust.
...but that also means it’s broken a different way than i guessed, which is teh lamez.
Anywho, geez, I want to get back to this.
After I finish up the APC, I think that’s maybe what ill do. I keep saying that, ‘after this and/or that, I’ll lalala...’, but maybe this next time I’ll actually do it. I really do miss it, and we do have a fairly large amount of progress made to the next update....started quite a bit for the 2 new worlds and lots of bug fixes and additions.
Oh, and the vehicles were always a part of this, but *different*, so need to build those for sure, too.
...lots of stuff I/we still do intend to include (and refine). Oh well, *soon* I hope.
Have you heard of anything like this before with your mod? It's really not important as there is only radscrorpions in there but I just can't figure this out, but I'll get there in the end I just love this mod and I wish tons of more people would find it. If I'll find a place to upvote this mod, I'll do it in an instance. Thank you guys for this funny and awesome mod
In our in-house version (unreleased) I cleaned them up a bit. In the future, a) they won�t spawn until you find gain Settlement and b) the *should* sandbox better and also *should* return better.
However, and if anything is it might be a mistake, nothing is supposed to be protected. That was a choice, as my one �4 teh unmersionz� decision. I should put that in my notes but to double check, though.
(More Brandyâs will come from a beacon if itâs set up *at that settlement*, Though Iâm sure âyouâ already know maybe a reader might not)
AND WITH THAT, like a lot of real games, that most likely means a loss of progress. Our particular reason being that we moved to using an ESM (because we started using CK Version control because it grew quite a bit and a few other reasons).
...I haven’t really talked about it because a) there’s not a huge fan base for this mod (though I super-duper appreciate you all who do enjoy this, it still surprises me ) and b) because I’m still not sure that instead of updating we might re-release it.
That decision is still way up in the air, but the loss of progress is very much also set in stone, just no way around it.
Edit: On that note, another animation should be made to call on ASmallAdditionGiddyButtercup3.nif and play a set time after the invisibility animation to bring the Vicious Giddy back to a visible state.