Update 8: Added a completely standalone Whiter Sands replacer in 2k texture size. For those like me, who think the vanilla sandy bits are a bit too dark and wet looking. Also adjusts the beach grass color to be slightly more 'alive'. This should give your beaches a slightly more tropical feel. Check out the screens for some previews. For even better results pair it with the performance friendly 'Another Green mod': https://www.nexusmods.com/fallout4/mods/29873 and a water replacer like Wasteland Water Revival: https://www.nexusmods.com/fallout4/mods/19380
Update 7: Version 1.3 is up: it adds a fix for the existing Life Guard Station where it wouldn't snap at the right height for non-Place Everywhere users and it adds a brand new Life Guard Post, with the same functionality, only the assigned life guard will leisurely chill out on a deck chair while guarding.
Update 6: Version 1.2 has just finished uploading. Next to three new palm trees in the Decoration > Miscellaneous section, it now has a navmeshed Life Guard Post so assigned lifeguards and others that have a reason to be there will actually use the ramp rather than teleport. Also I minimized changes to the cell that the quest part leads to; the original trees are reinstated and I removed a custom lighting source. I hope this will prevent any further performance issues here. If you have a regrowth mod installed you might find the cell full of foliage but that's something those mods have to sort out. I've also been working on further requested additions but ran into some serious head breaking issues there so those will have to wait for a while. Enjoy the palm trees! :)
Update 5: Palm trees are really coming together now. So much so that I deleted most of the previous W.I.P. screens and replaced them. Post-nuclear climate change sure looks appealing ^_^ p.s. Thanks for the screens everyone <3
Update 4: some nice progress tonight. navmeshed the Life Guard Station and it works great. Still gives a few navmesh errors in the CK so I need to check that. More importantly: great progress on a bunch of mutated palm trees. I had an idea how to create them and it seems to work out amazingly well even in its first stages! Check the screenshots for some work in progress slides. Thanks for the support and keep those endorsements and votes rolling in! <3
Update 3: Thanks for the 66 endorsements as of this time, guys. We are doing well in the hot files which is nice. We did drop out of the Files of the Month list however so a couple of votes more there would be great. Tonight I'll continue work on navmeshing the Life Guard Post and if that goes smooth, maybe start on the palm trees suggested and requested in the comments. Thanks for your support so far! p.s. Description updated with some tips on optimized towel placement.
Update 2: Just uploaded a patch for 1.0 users + an updated Main file. Thanks to Mr. Troublemaker who pointed out some shortcomings with CK editing and explaining me how to fix them in FO4Edit <3 The update from 1.0 to 1.1. only affects changes made to cells for the quest part of the mod to avoid conflicts.
Also thanks to frogprincessQ4 who sent me a pm to help me with the navmesh question I had in the description. Will look into improving the Life Guard Station soon.
Edit: I'm off for a day. Will look into any potential problems when I get back.
Update 1: Hey all. Just uploaded this. I hope you will enjoy it. I'm really curious if all is working as intended. Please let me know in the comments and if you could, please upload some screens so I have some more references to go by in regards to colors, etc. Thanks!
Coming from you that's a whole lot of praise. Thanks so much Eli <3 There's still a ton of tiny things that could do with improvement though. I bet you are just as much of a perfectionist as I am. Can't stop seeing little shortcomings 24/7.
Haha, I know so well what you mean. Each time I make art irl I am stoked for a few days about it but a few weeks later I can only think about everything I should have done differently. Same with old mods indeed. Ah well, it's the force that drives us ^_^
if you're asking the console command it's the mod index # in your load order +0081E0. if you use Mod Organizer just look at the mod index number listed on the right pane, then player.additem xx0081E0. hope this helps. i have to do it this way because i have a mod that overhauls Fallon's Basement in Diamond City. another (much longer) way would be tgm, moveto fallons deparment store, run up the outside stairs to the roof, go in the door on the roof (next to the fusion core generator), turn r after loading in, and the magazine is on a shelf straight ahead. you should see all the beach stuff in the little alcove. then just coc back to sanctuary or wherever.
For those who want to find the magazine quickly, below I will give the spoiler:
Spoiler:
Show
On the third floor of Fallon's (it's close to Jamaica Plain), there are many super mutants. Below is a print of the exact location, as it should be, in the beach department:
lmao i had forgotten i installed this mod until i got to nordhagen beach and didnt find it anywhere in the workshop. thank you because i didnt read the mod desc like a dummy lol
A mod with its own workshop menu adds in a slew of complications when removing or adding mid playthrough and can often break other menus - using the vanilla categories is much more modular and safe.
As for the OP- I agree it seemed weird, but you dont need to setownership, you can just read it and not take it.
This is irritating. When people ask where the item needed to unlock this mod is, everyone just says "in Fallon's Department Store", assuming they reply at all. That is obvious. What's not obvious is WHERE SPECIFICALLY in the store it is! I absolutely CANNOT find the darn thing! I swear I've searched every inch top to bottom. I can find the beach display, but the item is nowhere to be found. Does this mod even work or am I just wasting space on my SSD?
Edit: found it. The super mutants knocked it through some map geometry.
I pick up the flyer and get no quest marker, I got to fallons department store and search the whole place and find nothing, does anyone know if SMM is causing this? Is there a work-around?
213 comments
Update 7: Version 1.3 is up: it adds a fix for the existing Life Guard Station where it wouldn't snap at the right height for non-Place Everywhere users and it adds a brand new Life Guard Post, with the same functionality, only the assigned life guard will leisurely chill out on a deck chair while guarding.
Update 6: Version 1.2 has just finished uploading. Next to three new palm trees in the Decoration > Miscellaneous section, it now has a navmeshed Life Guard Post so assigned lifeguards and others that have a reason to be there will actually use the ramp rather than teleport. Also I minimized changes to the cell that the quest part leads to; the original trees are reinstated and I removed a custom lighting source. I hope this will prevent any further performance issues here. If you have a regrowth mod installed you might find the cell full of foliage but that's something those mods have to sort out. I've also been working on further requested additions but ran into some serious head breaking issues there so those will have to wait for a while. Enjoy the palm trees! :)
Update 5: Palm trees are really coming together now. So much so that I deleted most of the previous W.I.P. screens and replaced them. Post-nuclear climate change sure looks appealing ^_^ p.s. Thanks for the screens everyone <3
Update 4: some nice progress tonight. navmeshed the Life Guard Station and it works great. Still gives a few navmesh errors in the CK so I need to check that. More importantly: great progress on a bunch of mutated palm trees. I had an idea how to create them and it seems to work out amazingly well even in its first stages! Check the screenshots for some work in progress slides. Thanks for the support and keep those endorsements and votes rolling in! <3
Update 3: Thanks for the 66 endorsements as of this time, guys. We are doing well in the hot files which is nice. We did drop out of the Files of the Month list however so a couple of votes more there would be great. Tonight I'll continue work on navmeshing the Life Guard Post and if that goes smooth, maybe start on the palm trees suggested and requested in the comments. Thanks for your support so far! p.s. Description updated with some tips on optimized towel placement.
Update 2: Just uploaded a patch for 1.0 users + an updated Main file. Thanks to Mr. Troublemaker who pointed out some shortcomings with CK editing and explaining me how to fix them in FO4Edit <3 The update from 1.0 to 1.1. only affects changes made to cells for the quest part of the mod to avoid conflicts.
Also thanks to frogprincessQ4 who sent me a pm to help me with the navmesh question I had in the description. Will look into improving the Life Guard Station soon.
Edit: I'm off for a day. Will look into any potential problems when I get back.
Update 1: Hey all. Just uploaded this. I hope you will enjoy it. I'm really curious if all is working as intended. Please let me know in the comments and if you could, please upload some screens so I have some more references to go by in regards to colors, etc. Thanks!
There's still a ton of tiny things that could do with improvement though. I bet you are just as much of a perfectionist as I am. Can't stop seeing little shortcomings 24/7.
Eli your old mods rock! I still use them, and I wouldn't be able to decorate properly without them so thank you very much ^-^
dikr this mod is glorious I love themed building packs, so this is absolutely amazing :D
another (much longer) way would be tgm, moveto fallons deparment store, run up the outside stairs to the roof, go in the door on the roof (next to the fusion core generator), turn r after loading in, and the magazine is on a shelf straight ahead. you should see all the beach stuff in the little alcove. then just coc back to sanctuary or wherever.
Below is a print of the exact location, as it should be, in the beach department:
Thanks for the mod!
A mod with its own workshop menu adds in a slew of complications when removing or adding mid playthrough and can often break other menus - using the vanilla categories is much more modular and safe.
As for the OP- I agree it seemed weird, but you dont need to setownership, you can just read it and not take it.
Edit: found it. The super mutants knocked it through some map geometry.