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greekrage

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greekrage

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263 comments

  1. greekrage
    greekrage
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    New version uploaded to 5.1
    Various fixes:
    Fixed workshop issue not opening everywhere.
    Fixed certain navmesh paths
    Added:
    Food and water gen (next to the helipad.)
    Made Helipad fully compatible with vertibirds (its the main landing pad)
    Added NPC spawner
    Need to do:
    Precombine and previs with fresh data and method (in a couple of days)but it should still work fine with the old data(i didnt see any type of flickering,disappearing etc..while testing with various saves..)
  2. rallebolle
    rallebolle
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    Brilliant Imagination creating this.
    Just need to give some tlc to the house.
    Congrats again.
    Endorsed And Kudos sent :-)
  3. crabstick6
    crabstick6
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    In case anyone did the same thing. I used PLACE EVERYWHERE to make the pirate boat at the port floating above and giant to make a spectacle for the spectacle island, then all the previous stuff, the vanilla landforms, come back and overlap with the beautiful reborn island. Then i disabled the reborn mode, load the game with vanilla island, kill some lobsters, and then reload and enabled the reborn mode, all the things return well. I guess anything that belong to the reborn mode should not be moved when PLACE EVERYWHERE allows you to do so. 
    1. greekrage
      greekrage
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      static objects are always part of the previs data (precombined objects etc...) If you move them you break the whole cluster of objects and reset the data...
  4. beta546
    beta546
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    Looks and works great. No issues at all other than the fact there is something somewhere that registers as unpowered and makes the power readout always red. Only a very minor issue and I am sure I will find it eventually. Found a few bits with the power boxes near by to wire up. 

    Would have liked more space to actually build stuff though. As great as it looks it makes the majority of the island useless. I have taken out a lot of the walls around of the edge of the main build area so there is plenty of space, but all the Sim Settlements 2 stuff really needs a LOT of space the more settlers arrive. 
  5. novoca1ne
    novoca1ne
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    Great mod. Lots of free space to build some of my own buildings. Do I need to add a beacon to attract settlers or is there already one in the mod?

    EDIT: I found the beacon near the helipad. Just needed to hook up power
  6. LGBFJB
    LGBFJB
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    Finally after trying so many settlement mods I finally found one I'm happy with, well done on this masterpiece and thank you for leaving it bare, I've always hated how cluttered people make their settlement mods.  Looking forward to using your mod.
    1. greekrage
      greekrage
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      have fun...
  7. Pantherr
    Pantherr
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    Hello, I just installed your mod, and it looks amazing, however I have the floating workshop... The problem is that I have no idea what you mean by Open console point  at the workshop  and click  it..

    Could you, or someone, please explain what I need to do..? This is my firstn time playing this game so I am unfamiliar with this..

    Thankyou..

    UPDATE; Nevermind, it seemed to have fixed itself.  A Different issue though, all the outside lights work but not the inside linghts. Is this by design, or can I get them working..?  Thanks..
    1. greekrage
      greekrage
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      if you mean lights found at the motel...some are vanilla some are not...
  8. tedbash
    tedbash
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    Hands down, this is the absolutlely best overhaul for spectacle island out there.

    Tho, my settler doing nothing and beeing in the water in the middle of the castle and the island :(
    Any recommendations? I followed the installation instruction and did the quest before installing
    1. greekrage
      greekrage
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      be more specific and what castle ??
      Also note weird behavior of NPC's...could even be a mod that edits AI..

      I havent had any issues with settlers like what youre mentioning....
    2. tedbash
      tedbash
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      Hey! It was somehow just a hiccup at the beginning somehow. After a full save and restart it worked.
      Everything is working now and the settler happily spread around the island =)

      Again: I totally love this mod! Btw: What ground textures the screenshots use? Those mossy rocks
    3. greekrage
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      i was using a green mod back then....Cant remember... (maybe 4 seasons spring)
  9. GEvans1487
    GEvans1487
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    I didnt build any  buildings for  you  cause the location  is  unique
    and  your  imaginations  will  run  wild  so  i  didnt  want  to  spoil 
    it.


    Beautiful job!  Well done!  Question though, IS there a version without the buildings??  In particular, the hotel??   I tried scrapping it to build anew, but those pesky balcony lights won't allow selection to be scrapped - and I don't want lights floating all over the place. . .    In any event - awesome job!
    1. greekrage
      greekrage
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      use the disable command in console
    2. GEvans1487
      GEvans1487
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      Disable does indeed get rid of the lights - but it leaves the "illumination" from the lights still intact.  I.E. Anything you build near where the lights used to be, will be illuminated as if the physical lights were still there. . .    I'll probably just live with the buildings as is - but it just seems that 200+ years after the war, humanity would begin to repaint walls and fix windows?   Hell, the US went from oxen and muskets, to spaceships and lasers in 200 years - all while dealing with 2 world wars, depressions, and numerous natural disasters.   Anyway, thanks for the reply!
    3. greekrage
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      Sorry but thats how the game is built... Aside from "workshop lights " that are a package deal so to speak...Anything else is built from scratch..This means... a Light can be made of several parts aside from the solid fixture you see ingame...It also has a light source,lighting effects,fog  etc...
      There are a couple of mods that allow you to see  and scrap light sources but i dont remember their names...
    4. DJSHAFT69
      DJSHAFT69
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      markfordelete works way better, from what I just tested and investigated while building around the island. I think it even disables light sources if you can find a way to highlight them. I was just using disable on an older game, and it led to a bunch of long term issues.

      Just highlight the item, then use markfordelete and then exit the cell and preferably waiting a while in-game to come back. I would wait especially if you marked a lot of items for deletion. It seems to be a lot cleaner than just disabling an item or reference, unless the game or something else depends on it as a resource or mesh.  
  10. DJSHAFT69
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    This is such a great mod, and no transfer blueprint or anything. I am building it up as a resort and special place for my companions and unique settlers to relax and retire after a hard life.

    I had serious issues at first, then I found the mod causing all your mods and a bunch of others to break. Lootable Vault Containers just destroys precombines and map layers. Floating objects, old textures, broken nav mesh and world mesh, and all sorts of other chaos. Took that out of my game and all is well.

    Anyone else having missing or floating parts of the island might want to check their mods for anything altering containers or static boxes, the lootable mods all seem to break other building mods.  
  11. RavenGiordano
    RavenGiordano
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    I think i've ran into an issue with the gift shop. When I walk inside, my character falls through the floor and can walk through the side of the building. Another thing is I can't put any doors in the door frames, they won't snap to the frame. Not sure if that is an issue as the same thing is a problem with I think almost every doorframe in the vanilla game. Other than that, I love the island. It looks incredible.
    1. greekrage
      greekrage
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      a) you need a placing mod...assets in the creation kit rarely have snap points...
      b) you have a problem with the mod's precombines of that cell  being overwritten by another mod probably
    2. RavenGiordano
      RavenGiordano
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      I figured as much for the doors. Luckily USO offers doors that don't snap in place so i'll use those. Thanks.

      It's probably something to do with one of the Scrap Everything optional files I had to remove. It was causing a similar problem at some vanilla locations. I thought since removing it fixed the other locations everything was fine but it probably messed up the building for the save. 


      Thank you for the quick response. 
    3. DJSHAFT69
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      I am having the problem of falling through the floor as well. I played around with my load order, with no fix. Then started a fresh game with no mods but this one. Still fall through the floor and can't find a way to fix it. 

      Hated to do it but I deleted the gift shop and put in a boathouse/shed, but kept the power connection attached to my new building. I took a shot of the floor, and it was having a precombine issue, from what it looked like. I am kind of building around what you made, so no big deal. I might turn the boathouse into a trade post later.