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 ^_^
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:
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?
Would it be possible to have a patch for AWARHERO's Diamond City: The Great Green Jewel mod? And i don't know about others but the flyer is set so if i read it, Becky Fallon start shooting at me....
Can't find either one. Maybe my nexus search is borked. Please link it if you can find it. Does it change the interor of Fallon's Basement? If it doesn't in a dramatic way you could also try loading this mod after.
Found it: it's a Nexus drop-out author for whatever reason. I looked up the mod and it does change Fallon's to quite an extent. If you put my mod higher up in your load order the Green Jewel should overwrite my changes but that's not a problem. I will write you a personal pm with a further hint to circumvent having to visit Fallon's. If that cell get's borked in whichever loading order you could edit out the cell changes of my mod in the Creation Kit yourself by loading it through the Data dialogue, clicking details on this .esp and deleting all entries governed by the cell Fallon's Basement, then continue loading the mod (ignore warnings) and saving it.
But... We read it and all Diamond city's NPCs are out to kill us.... That is a really bad situation. I don't know about others... but if i must set all DC's community on my bad side to get the build items... not worth it. You can't play the story anymore...
hmm.. No. If you want it to show a map marker, the player needs to pick it up to activate it. Then all DC's npcs becomes hostile because you set it's ownership to Becky....
Also, i've been to Fallon's store to get the Picket Fence magazine and i'm experiencing large sections of walls dissapearing into whiteness... You've probably affected the pre-combined and pre-vis meshes.... It becomes unplayable...
So , sadly, unless there is a version without the "little" quest to get the items , i will be forced to pass over this mod.... Really too bad. Was looking forward to trying all the nice stuff you've created.
Perhaps you could aleviate the issue with a version without the quest?? Addendum: Went into FO4edit myself...Remove all the "quest" and space modifications.... Removed the Quest requirements and voilĂ ! Got everything in my build menu. Nice! Now, all i need is a patch with Workshop rearranged and it will be perfect. ;)
If i may suggest something else, maybe create a standalone menu for all your items.
Tested it maybe ten times; just reading it and putting down the flyer adds the marker but won't flag you. Does anyone else have problems with this quest bit?
And in regards to the destination, I did remove some trees from the interior cell as any regrowth or flora mod messes it up by replacing them with trees that are too big or have too much foliage. That might have screwed up precombined meshes but not sure. Didn't get any warnings about it at least. Did anyone experience similar problems in the cell where the map marker sends you to?
In regards to the workshop category, see the FAQ section of the description.
I am having trouble with this quest. I got the flyer and went to the beach section at the top of Fallon's Department store, but when I got there, the magazine isn't there. I must've searched every little corner and crevice looking for it, but couldn't find it. What do you have to do exactly? I snuck into Fallon's at Diamond City while Becky was asleep and lockpicked the door and stole the flyer and ran out. Then I cleared out Fallon's Department store of all super mutants and of life...still nothing. Do I have to be "seen" stealing the flyer from Becky's? That's the only thing I did differen't. Again, I lockpicked her door at night and stole the flyer. Please help?
I found the flyer too, it was red, tried to pick it up to read it and got smacked on the hand by Becky who took it back from me and scolded me, so I couldn't read it...I kept wanting to sneak in and pick it up to read it...she is always there...darn it...I just want to get the beach stuff....LOL, how do we do that if Becky won't let me read the flyer, never found the magazine either....so anyway. Becky wasn't too mad, she still let me buy stuff.... ;)
212 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
Below is a print of the exact location, as it should be, in the beach department:
^ this please
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.
And i don't know about others but the flyer is set so if i read it, Becky Fallon start shooting at me....
Found it: it's a Nexus drop-out author for whatever reason. I looked up the mod and it does change Fallon's to quite an extent. If you put my mod higher up in your load order the Green Jewel should overwrite my changes but that's not a problem. I will write you a personal pm with a further hint to circumvent having to visit Fallon's. If that cell get's borked in whichever loading order you could edit out the cell changes of my mod in the Creation Kit yourself by loading it through the Data dialogue, clicking details on this .esp and deleting all entries governed by the cell Fallon's Basement, then continue loading the mod (ignore warnings) and saving it.
https://danielgamache.wixsite.com/awarhero/diamond-city-the-great-green-jewel
The flyer is floating in mid-air so... not too bad. But it is set, for me anyway, in RED... so reading it, marks me as a thief...
I don't know about others... but if i must set all DC's community on my bad side to get the build items... not worth it.
You can't play the story anymore...
BTW, Awesome pictures!
I never wrote "STEAL a clue" did I?
(In other words: you can read the flyer without taking it and flagging you a thief. It will still add a map marker).
Then all DC's npcs becomes hostile because you set it's ownership to Becky....
Also, i've been to Fallon's store to get the Picket Fence magazine and i'm experiencing large sections of walls dissapearing into whiteness...
You've probably affected the pre-combined and pre-vis meshes.... It becomes unplayable...
So , sadly, unless there is a version without the "little" quest to get the items , i will be forced to pass over this mod....
Really too bad. Was looking forward to trying all the nice stuff you've created.
Perhaps you could aleviate the issue with a version without the quest??
Addendum:
Went into FO4edit myself...Remove all the "quest" and space modifications....
Removed the Quest requirements and voilĂ ! Got everything in my build menu. Nice!
Now, all i need is a patch with Workshop rearranged and it will be perfect. ;)
If i may suggest something else, maybe create a standalone menu for all your items.
And in regards to the destination, I did remove some trees from the interior cell as any regrowth or flora mod messes it up by replacing them with trees that are too big or have too much foliage. That might have screwed up precombined meshes but not sure. Didn't get any warnings about it at least. Did anyone experience similar problems in the cell where the map marker sends you to?
In regards to the workshop category, see the FAQ section of the description.
Timely!
"Put the esp before Workshop Rearranged in the Load Order and there is no problem then. I use Workshop Rearranranged too and have no problem with it."
++ "Thank you" !
Is it really that necessary?
Glad to see, though, that you figured out how to neuter it. Woulda been nice if you had uploaded your fixed version.