My personal Official Review of this for future Downloaders of this mod:
I Like it, it's awesome, to get rid of the white sails i took the texture file from the file and put it into photoshop and made them a darker red (For NCR Colors as i am doing an NCR Playthrough) and it's kinda cool to roleplay as the NCR starting to build a Navy. But it does have issues that i listed below in the CONS Section!
PROS:
Awesome look and textures
Interactive Crew
Fun for a Pirate Roleplay
Can take it to alot of settlements around water...uh er ocean water
CONS:
User has to know how to modify texture files in order to get different color sails
Climb the ladders on the side of the ship puts you on the sea floor
Going to the upper deck from below deck again puts you at Sea floor
I love this mod! This is my favorite ship that is still in commission also my favorite period of time. The work here is amazing and I am changing my people so they can fit my militarized Minuteman. Democracy to the commonwealth the way the founding father intended! Also I replaced the flag for the Minuteman in the textures foldier and the flag hasn't changed, am I missing something?
The staff tunnels just connect to a sewer system. Nuka World is further inland away from the sea. What you're suggesting is a massive cavernous system leading in from the ocean that leads into an underground lake. The staff tunnels beneath World of Refreshment and Kiddie Kingdom are mostly human-made, dug out from solid ground. If a huge underground lake with a subterranean river leading to the ocean did exist where Nuka World stands, it'd beg to question why JC Bradberton didn't take advantage of that with a pirate-themed or otherwise water park, or if he was oblivious to it how he could be; it'd also lend to structural instability, because you're building a several ton series of structures on top of an earth cavity that formed from water erosion. If such a cavity existed at all, Nuka World would've collapsed into it as a gigantic sinkhole, particularly as a result of nuke-induced earthquakes or simple continued erosion over the course of 200+ unmaintained years since the Great War.
While I agree, it'd be nice for the ship to travel to Nuka World, it'd likely require reshaping a plot of land outside of the park into a lake with a wide river leading beyond the border of the map to seem more feasible. That would be quite an undertaking, while also potentially causing conflicts, since it heavily edits the game.
I know I'm three years too late for this discussion but you're arguing about realism for a mod that lets you command a five hundred year old tall ship in a video game about a post-nuclear holocaust with mech suits, laser weapons, giant killer lizards and radiation-worshipping cultists. I hope you managed to get ahold of yourself in the past couple of years, man. lmao. I don't think giant underground lakes aren't that unfathomable in a setting like this. :^)
How hard would it be to move one of the ships locations? I would love to have the castle location be closer to Spectacle Island so I can build a dock for her at my main base.
First, I really like this mod, great job. The only problem I am having is I cant seem to assign any one to the ships food. The ones that are there already as well as any that I plant. In reading the post I have not seen anyone else that has this problem. Thank you for any help.
Great mod. I downloaded the British txt pack, everything switch except for the flags, it shows the US flag with a ring of stars. The mod is at the top of the load order I've tried it at the bottom, middle. Anything suggestions? Oh and on the map it shows two constitutions
I also have the two Constitutions on the sea on map and also in game world at the same time from the beginning of new game, one ship with Helmsman near Castle and another ship without Helmsman onboard at the Fort Strong location. The Helmsman also cannot travel to Fort Strong from any other location in Commonwealth but when using the ship's wheel's Set Sail option, you can and when using that to travel, you seem to be able to "delete" the other ship from the game world but only until you use the Helmsman to travel again and you seem to be having two ships again, one the Fort Strong without Helmsman and the one with Helmsman in any of the other locations you chose to travel to. Can be repeat and rinsed, so what I gather, do not use the Helmsman to travel but the ship wheel and you can get rid of the other ship and keep it that way. You can also fast travel between the two ships as long as there are the two map markers or you can for example use TCL console command to "fly" between the two ships at Castle and Fort Strong, confirming there indeed are two ships in the game world at the same time.
105 comments
I Like it, it's awesome, to get rid of the white sails i took the texture file from the file and put it into photoshop and made them a darker red (For NCR Colors as i am doing an NCR Playthrough) and it's kinda cool to roleplay as the NCR starting to build a Navy. But it does have issues that i listed below in the CONS Section!
PROS:
- Awesome look and textures
- Interactive Crew
- Fun for a Pirate Roleplay
- Can take it to alot of settlements around water...uh er ocean water
CONS:Story wise you could have the ship drop Anchor in a underground river cave that links the underground tunnels in nuka world.
While I agree, it'd be nice for the ship to travel to Nuka World, it'd likely require reshaping a plot of land outside of the park into a lake with a wide river leading beyond the border of the map to seem more feasible. That would be quite an undertaking, while also potentially causing conflicts, since it heavily edits the game.
sails are find but boat need to be wood color pz
thanks
The only problem I am having is I cant seem to assign any one to the ships food. The ones that are there already as well as any that I plant.
In reading the post I have not seen anyone else that has this problem.
Thank you for any help.
I downloaded the British txt pack, everything switch except for the flags, it shows the US flag with a ring of stars. The mod is at the top of the load order I've tried it at the bottom, middle. Anything suggestions?
Oh and on the map it shows two constitutions
The Helmsman also cannot travel to Fort Strong from any other location in Commonwealth but when using the ship's wheel's Set Sail option, you can and when using that to travel, you seem to be able to "delete" the other ship from the game world but only until you use the Helmsman to travel again and you seem to be having two ships again, one the Fort Strong without Helmsman and the one with Helmsman in any of the other locations you chose to travel to.
Can be repeat and rinsed, so what I gather, do not use the Helmsman to travel but the ship wheel and you can get rid of the other ship and keep it that way.
You can also fast travel between the two ships as long as there are the two map markers or you can for example use TCL console command to "fly" between the two ships at Castle and Fort Strong, confirming there indeed are two ships in the game world at the same time.