77 comments

  1. InvokerGray
    InvokerGray
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    The Road South, Master File Q&A + M.A. recruiting room On B.net
    https://bethesda.net/community/topic/284429/the-road-south-master-file-q-a-m-a-recruiting-room/1
  2. livingdeath6669
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    hi, thankyou for your time on this mod, really digging it. was wondering is the mall and stadium included on the newer esp? thank you very much for your time
    1. InvokerGray
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      Yes
  3. 363rdChemicalCompany
    363rdChemicalCompany
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    Has anyone done this recently?
    Looks uper interesting!
    Am still loked on .163 version of the game so likely same version as when this mod was made years ago.
    Which of the misc files are recommended?

    Can I make any of them "light" in my mod manager to act as .esl ?

    Thanks!!

    PS: I have a really strong rig and can throw a lot at it but I also have an advanced save game I like and want to make sure I dont install somethng that then needs uninstalled.
    1. InvokerGray
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      The addons with scripts or LOD can not be made into an ESL.
    2. 363rdChemicalCompany
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      Thank you for the quick and authoritative response! 

      Hope you are doing well and thank you for this huge mod.
      So I should download the main file .esp and then as many of the misc files as I dare?
      Any you can recommend especially?

      Cheers and thanks!
    3. InvokerGray
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      Most of the addons are merged into the newest Esp. Will not have the superhero stuff like the Ant Nest. 
      The ESM is a bit outdated at this point.  

      It is posable to make an Xedit script that will flip the LOD dependency from the ESM to the ESP, so the addons can work for the latest file.  That a bit beyond my skills, finding someone to do this for me is the next step I think.
    4. 363rdChemicalCompany
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      Ok thats great news.
      So you recommend the newest mainfile .esp from Sept 2021 as it includes many of the add ons?

      I am not a stickler for LODs so I can skip those extra files
    5. 363rdChemicalCompany
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      PS: Playing it now and its awesome!!!!
      Endorsed and Kudos given to author
  4. Praseodymius
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    Unpolished, in that you've made such huge world spaces, but populating them takes an incredible amount of time.  It's clear where you spent time, and the detail in those places is good.  I really enjoyed the mod, thank you for your effort!
    I especially loved the NPC Spawn doors.  . . . . I may have abused the Melee Raider one.
  5. Trimalougab
    Trimalougab
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    I've been tracking your mod for a while and I'm glad to see that you are still working on it. Can't wait to try it!
    1. InvokerGray
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      Well I'll push an update then! Cool.
  6. shaggy08251993
    shaggy08251993
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    Mod has potential, especially since I live right near the south end of I95 in Florida. Am tracking this...but...you spelled "plane" wrong. This would bug the heck out of me every time I saw it on the map.
    1. InvokerGray
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      plain
      adverbINFORMAL
      1.
      clearly; unequivocally (used for emphasis).
      "perhaps the youth was just plain stupid"
      synonyms:downright, utterly, absolutely, completely, totally, really, thoroughly, positively, simply, unquestionably, undeniably; informalplumb
      "this is just plain stupid"

      Nope, I used the right word, to make a thing called a Pun
      pun
      noun
      1.
      a joke exploiting the different possible meanings of a word or the fact that there are words that sound alike but have different meanings.
      "the pigs were a squeal (if you'll forgive the pun)"
      synonyms:play on words, wordplay, double entendre, innuendo, witticism, quip, bon mot
      ""you can make your own antifreeze by stealing her blanket" is a pun guaranteed to get some groans"
    2. Meanmadmike
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      Right...… so either you were just being funny or won't admit misspelling. Regardless, I like your work/mod.
    3. soaringcow
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      So maybe he was being cute since he puts it in plane sight on a pip boy shot. Dumb joke though.
    4. RolloWolff7
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      Can elephants fly on an airplane? Well, the great planes can fly or the great plains where the buffalos roam. We are in another plane of existence, aren't we? Yes, I see the words are very interesting.
  7. tedlersr
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    I'd love to give this a try but I'm confused about exactly what files I need to DL to get it up and running correctly. Looks like it's going to be a hell of a ride tho :)
    1. InvokerGray
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      Start with the Main file, the others are addons. It's a lot.
  8. jdbassjr
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    I have never gotten this mod to work. I simply cannot find the "car" outside the rocky cave to get the mod to start. I have searched all over and all the vehicles I can find just sit their like a lump on a log.
    1. InvokerGray
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      You might have a mod conflict check your load order, and you can ~coc r95 to enter the first cell.
  9. dilligff
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    I'm really wanting to check this out, but I need to know what is in the 'latest' file, or whether I need to grab the ESM and all of the miscellaneous files instead.
    1. InvokerGray
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      Get the latest file, change it to a master, add the others. Then you will have it all.
      Next update will fix NY Harbor vis next month I think
    2. dilligff
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      Another quick question. The ESM under the optional files appears to be five times larger than the latest release. Is that a merged ESM of the other files or something different entirely. I'm not trying to be difficult, just a bit confused. I'm willing to fix and merge as need be with xedit, which I'm not pro with but have figured out things as I go in the past, I just need a breakdown of what is what so I can get a baseline for dependencies.
  10. slink
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    This is really spooky, and fun. I am adding some of the other files now. I converted the esp to an esm in fo4edit.
    1. InvokerGray
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      I defiantly need some help with this one
  11. mshelley1000
    mshelley1000
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    really nice mod but is there a way to get the settlers to join the settlement instead of just wandering around? Thanks
    1. InvokerGray
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      If someone can point me to a good tutorial on workshops I could fix them. I don't understand everything I know about how to make them work.
    2. slink
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      I used this you-tube video to make settlements from three Red Rockets in the Commonwealth. https://www.youtube.com/watch?v=X1xiN7krLck They appeared to work properly. My distillation into text is as follows. I did not have to do all the last couple of things that he said in order to make the settlements work.

      rename cell Something_Settlement
      add WorkshopWorkbench

      add XMarkerHeading:
      Rename Something_Spawn, this is where settlers come in
      Link ref to workshopworkbench, with keyword WorkshopLinkSpawn
      Create also reverse link from workbench to this marker with same keyword

      add XMarkerHeading:
      Rename Something_Center
      Location reference LocationCenterMarker
      Create reverse link from workbench to this marker with keyword Workshoplinkcenter

      add XMarkerHeading:
      Rename Something_Attack, this is where attackers spawn
      Create reverse link from workbench to this marker with keyword Workshoplinkattackmarker

      add XMarkerHeading:
      Rename something_thing. this is fast travel target

      add container WorkshopResourceContainerSettlement
      Create reverse link from workbench to this container with keyword Workshoplinkcontainer

      DefaultEmptyTrigger, this shuts workshop when you walk outside of it
      change size and move it to where you want it
      can have multiple of these to create different shapes of area
      all must be link to workbench with keyword WorkshopLinkedPrimitive

      WorkshopSetOwnedTrigger, this allows scrapping inside area
      reverse link from workbench with keyword WorkshopLinkSandbox

      add MapMarker, named Something_MapMarker
      Marker Data add Something and choose icon, set desired checkmarks
      Link out from mapmarker to "thing"

      add location named SomethingLocation
      name
      commonewealth or whereever
      add keywords
      loctypeClearable
      loctypeworkshop
      loctypesettlement
      loctypeworkshopsettlement
      worldlocation marker ref to "thing"

      Click no previs in cell entry in cell view table and change location to the location just created above

      make or edit encounterzone, levels 1 to 99, never resets, workshop, location created above

      now make quests

      SomethingSettlementQuest priority 41 set location Something location
      quest aliases new ref collection alias
      name workshops
      match conditions
      haskeyword workshopkeyword
      locationhaskeyword loctypeworkshopsettlement
      getincurrentlocation location name

      workshopaddlocationscript


      NO MORE!

      WorkshopInitilizelocation duplicate
      Run once
      add location

      edit workbench
      owned by player true
      min recruitment prohibit random true
      min recruitment allow random false

      A cell appears to be 4100 x 4100.