Fallout 4

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flecked

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flecked

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57 comments

  1. Frofrar
    Frofrar
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    Very nice mod, but is there a way to remove the mushrooms from the Institute? They don't look very good there.
  2. rainyatsu
    rainyatsu
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    I definitely love the idea of giant mushrooms growing as a result of the irradiated environment. But as a personal opinion, I'd prefer it if there weren't so many. Like if there were only a few giant mushrooms in each major area. It would would make a more impactful impression as you're wandering the wasteland and come across a lone giant mushroom in the wilderness, or a few giant mushrooms growing near a nuclear waste dump.

    A game play mechanic that would be really cool is if during radstorms you could stand underneath one as a shelter. The mushroom creating a small aoe where the rads don't get you because they're absorbing the rads around them. Inspired by the mushrooms evolving in Chernobyl that eat radiation.

    Not saying I want you to make a mod version of this. Just spilling my thoughts out.
  3. Yerp7357
    Yerp7357
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    I have a suggestion, I have no idea how easy this would be as I have no modding experience whatsoever, but I use "The forest" for my fallout game, and with this mod it looks amazing, however the mushrooms clip through the trees that "The forest" adds. Is it easy to patch this to remove certain trees from the forest so only the mushrooms remain? Because the combination of those two mods would look incredible and it's a very commonly used tree and grass mod.
    1. AlanPosta
      AlanPosta
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      I use A FOREST too and it looks amazing together, use your imagination instead of complaining, the mushrooms are growing on trees and within the tress not only it looks fantastic but it also makes perfect sense.

      Changing them around, aka seperating them would only increase the draw cell count and thus effect the fps, we're dealing with an old dx 11 engine,  and as such it does not, the processor and the game thinks it is part of the tree and the fps drops are minimal if any, yet it still looks and performs great.
    2. iriemk
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      Your reply did not answer his question though. I love this mod and I love A Forest too, and about a half hour work in xedit = perfect green setup. This is a quick and dirty fix though, if I ever am in the mood and don't have a huge mod setup to test, I might patch this for real and maybe even upload it. So far, this works pretty well, but admittedly I don't have to worry about performance on my rig. If my way is bad for performance in any way please enlighten me. Dunno a lot about texture mods.

      But anyhoo, for Yerp7357 and anybody else wondering how-to & is not afraid of experimenting with xedit:

      I gave it a good once over the old fashioned way (the radical fashion, how I did in my veeery first few setups with ol' FO3^^). Since this mod adds A TON of shrooms, I didn't change anything - I felt comfortable enough to just shwack every STATIC entry that conflicted with A Forest (as in DELETE it). Then went on to Worldspace and looked up ALL conflicting REFERENCES, simply deleted those too.

      Then went in-game, looked at the ones still growing from trees with BetterConsole which display both RefID and BaseID, noted those. Then figured out which trees from A Forest sit in the same spots as those offending fungi, which are the TreeFirForest01-06 statics and it's TreeMaplePreWar03 static.
      Then selected ALL references this mod places for those statics, as those shrooms are in the exact same places as firs and birches added from A Forest. So I set their flags to initially disabled (mark all entries for the respective statics added from this mod in the right-hand panel, right-click, Compare Selected, change flag on the first column entry, then right-click it and Copy to Selected) and voilá - no more shrooms growing from trees (at least I've found none so far) and it's still plenty shroomage to go around.

      If you wanna amp it up again, use the Forsythia Replacer, also adds a little variety with the right textures.

      Question to flecked in that same lane: Is there any way to apply 2-3 different retextures from this mod (or at least the ones from the original Fungal Forest) randomly as in this Ciggi retex mod? If so, how much work would it be and can it be done without CK? Those from Fungal Forest in the Glowing Sea have MaterialSwap, can that be applied to your mod too?
    3. flecked
      flecked
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      yea you could apply a mat swap to some static records in Fungal Commonwealth. I suppose that would make it somewhat random.
    4. iriemk
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      Okidoki...sorry for this next noob question, but I have veeery limited knowledge about the whole visual side of things yet. How would I fiddle the textures form this mod into my own personal matswap? Download manually, get only the textures I want and then what...?
    5. flecked
      flecked
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      Just look at the Fungal Forest esp in xEdit, it has a few materials swaps. Its basically the same thing.

      Where to add the material swap https://imgur.com/a/4fiiycT
    6. iriemk
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      Thanks man, you're a good teacher. When I finish playtesting my setup and confirm it is stable, I will indulge in the shroomyness and send you a screenshot. And I already came up with another fungal fancy...can I make those things buildable in the workshop by creating COBJ entries for them...? I fiddled with some Tentacle mod from LL, with that it worked like a charm.
    7. AlanPosta
      AlanPosta
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      8 MONTHS LATER lol
  4. deleted161706833
    deleted161706833
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    hi is this compatible with your winter redone mod?
  5. peppercatelephone
    peppercatelephone
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    Sorry, any chance for non-DLC version?
  6. Alphonze17
    Alphonze17
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    This works really well with Luxor's Summer Pines. It looks at though some of the trees have giant mushrooms growing on them~ 

    Really nice work.
    1. VuHungg
      VuHungg
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      i see it too
  7. OrganicShelter
    OrganicShelter
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    nice. now someone should make a cliffracer mod to complement this.
  8. Shatterpoint774
    Shatterpoint774
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    Looks nice, good idea with mushrooms. 
  9. quadraphone
    quadraphone
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    This is such a a cool idea...it reminds me of British sci-fi from the 60's, for some reason. What is the performance hit of the extra shadows this mod seems to generate? Does anyone have before and after FPS?
    1. Qwerty4564456
      Qwerty4564456
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      I played this on console and I didn't notice a decrease in fps.
    2. MidnightT70ker
      MidnightT70ker
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      I'm using the fungal forest mod no lod version. If I download this with that mod will it add an lod to the mushrooms in the glowing sea as well or just the mushrooms around the commonwealth.
    3. flecked
      flecked
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      That's fine to use Fungal Forest no LOD version. This mod has LOD for mushrooms everywhere.
  10. russiansnipa
    russiansnipa
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    Well, I guess this is the closest thing we have to a Nausicaa mod. Cheers for making this.