For the Cindermen Beach settlement: Do not send settlers/set up supply lines from other settlements to Cinderman Beach, this will cause the game to crash to desktop when opening the pipboy in the Whalesmouth worldspace.
So I decided to try this out. There were many encounters on the island, but possibly because I use a mod that multiplies wild life, so it was quite a challenge, but the island is beautiful and well done. I experienced no issues, but I didn't use the settlements either. There is a way to travel back and forth but I won't spoil it. Great job, interesting quest, endorsed. To add, I played with backported game to old gen and PRP.
So, it does seem that SKK's Stalker mod would carry over to this, but does not seem that this mod would add any encounters unless they are hand placed or scripted in. Hope that helps anyone with a similar question.
Fan. Tast. Tic. mod! The set/cell/landscape/urban designs are realistic and what I've always wanted from a fallout game, sprawling, immersive, not cartoony scaled down... and very few loading screens... kinda like The Zone. At some point I was almost convinced that you've lived in Africa because the housing estate next to the Super Duper Mart has that kind of an urban estate vibe from modern Southern Africa. The detail of the grass growing on the center of the road for example, great detail. The outdoor carports are such a great detail. And finally a mod that adds TOILETS into a central hub lol. Sublime detail!
The island looks small in the beginning but ends up feeling MASSIVE! So much detail! The quest is simple but I don't care since it's just another fabulous land to add to my playthroughs. And I had no bugs for a change!!!! Usually Nexus mods always bug out with my insane load order. This one didn't crash once. I did have some LOD issues over on the southern island housing complex (LOD models overlapping), but that was it.
I did edit the reddish soil (SoilSand0169) from the north in photoshop to desaturate it a tad, it felt a little too luminous, like FNV style in your face orange.
On occasion I think the creation engine does let the mod down a bit, like over long distances, it looks very old school. But that's a BGS issue, not yours.
I just read that the map opens up to the commonwealth afterwards, which is great. I know it's probably an unpopular thing but I really wouldn't mind the raider locations to be added to the minutemen/railroad raidants hehe, it would give me more reason to explore further.
I've been tempted to change the red soil (needs more detail)but I'm a New Vegas elitist so that may never happen.
The neighborhood by the super duper mart is reminiscent of the many run down Texas towns I've spent more than a little time in. The alleyways in urban sprawl are always interesting.
Just finished and really enjoyed it. This is probably one of the most complete and most refined "New World"-mods for Fallout 4. In hindsight I should have installed and played it much sooner, and this will stay in my mod-order for quiet a while.
I especially like the handcrafted worldbuilding and the fact that each house has been outfitted individually giving us an actual feeling for what the people in the respective houses where like (the baseball fan, the large family, the shut-in.....). I absolutely loved that. Some areas (for example the church and Whalemouth-Rock) are just stunningly beautiful. And the Beach-Settlement is a real nice touch as well.
The quests were enjoyable too, and I can tell you I was actually sad when I received the quest to leave the island. So I stayed and searched for other quests and luckily found another two small ones.
Thank you very much for your hard work in creating this beautiful and interesting place!
P.S: I just saw that you did mods for FNV as well, darn I need to install and try them as well
If you decide to play my FNV mods try Area 11 first. I just did a large update a few months back that has years of work put into it. The other mod Ghoulville was my first mod and it's not very good so you might want to avoid it or just watch Al Chestbreach torture himself with his full play thru.
I already ran into a problem, I cannot go back through the teleporter after entering Vault 124. Any quest marker that appears over it that requires going back to the Commonwealth is partially below the ground, which tells me that it's bugged-out. If I cannot go back to the Commonwealth, then I cannot defend my settlements when they get attacked. How do I fix this?
So I updated to version 1.7 and it seems that the same problem is happening again. This time I did complete the main quest "The Unteleported Tin Man" and was told by the quest log to leave Whalesmouth back through the teleporter relay. I still cannot interact with the teleporter though because the marker to prompt me is still under the base in the ground.
I've seen the marker appear at the elevator of the poison control center as well as at the vault entrance depending on what save file I loaded, but I've always traveled to the vault directly.
enjoying this new land, I found the courser, and looked for the synth in The Unteleported Tin Man. At the map marker there was a dead synth, so obviously I cant talk to him, and if I walk to the map marker pip nothing happens. Is that synth the one I am looking for because there is no others anywhere near the map marker? I tried the resurrect command but nothing happened so i assume the synth is supposed to be dead, also tried the recycleactor command but all it did was place the dead synth in the same spot
so I spawned 'Rudolf' in, but I cant dialog with him, all he does is repeat "my guardian angel, we meet at last" Can you provide the quest ID and the stage number so I can manually progress past this using the setstage command?
Go to the Sentinel Site at the very bottom of the Glowing Sea. To the west of the Sentinel Site at the end of the destroyed highway is a truck hauling a trailer with a cage atop. If the truck and trailer are not there the mod is not installed. If the truck and trailer are there the synth body probably rag dolled out of the Robotics Pioneer park cell.
I have the weirdest problem. Vortex says it is installed and enabled, yet the dead synth is no there, and neither is the flatbed truck. In the console I get no hits for searching winwood, cindermen or whalesmouth.
133 comments
Do not send settlers/set up supply lines from other settlements to Cinderman Beach, this will cause the game to crash to
desktop when opening the pipboy in the Whalesmouth worldspace.
To add, I played with backported game to old gen and PRP.
The island looks small in the beginning but ends up feeling MASSIVE! So much detail! The quest is simple but I don't care since it's just another fabulous land to add to my playthroughs. And I had no bugs for a change!!!! Usually Nexus mods always bug out with my insane load order. This one didn't crash once. I did have some LOD issues over on the southern island housing complex (LOD models overlapping), but that was it.
I did edit the reddish soil (SoilSand0169) from the north in photoshop to desaturate it a tad, it felt a little too luminous, like FNV style in your face orange.
On occasion I think the creation engine does let the mod down a bit, like over long distances, it looks very old school. But that's a BGS issue, not yours.
I just read that the map opens up to the commonwealth afterwards, which is great. I know it's probably an unpopular thing but I really wouldn't mind the raider locations to be added to the minutemen/railroad raidants hehe, it would give me more reason to explore further.
I've been tempted to change the red soil (needs more detail)but I'm a New Vegas elitist so that may never happen.
The neighborhood by the super duper mart is reminiscent of the many run down Texas towns I've spent more than a little time in. The alleyways in urban sprawl are always interesting.
Cheers and thanks for the comment.
I especially like the handcrafted worldbuilding and the fact that each house has been outfitted individually giving us an actual feeling for what the people in the respective houses where like (the baseball fan, the large family, the shut-in.....). I absolutely loved that. Some areas (for example the church and Whalemouth-Rock) are just stunningly beautiful. And the Beach-Settlement is a real nice touch as well.
The quests were enjoyable too, and I can tell you I was actually sad when I received the quest to leave the island. So I stayed and searched for other quests and luckily found another two small ones.
Thank you very much for your hard work in creating this beautiful and interesting place!
P.S: I just saw that you did mods for FNV as well, darn I need to install and try them as well
If you decide to play my FNV mods try Area 11 first. I just did a large update a few months back that has years of work put into it. The other mod Ghoulville was my first mod and it's not very good so you might want to avoid it or just watch Al Chestbreach torture himself with his full play thru.
It's been a few years since I've played the quests so my apologies.
If it's a quest just check the Super Duper Mart. There's a guy in the back alley with the quest.
Did manual download fix your previous enable issue?
The Unteleported Tin Man Quest ID and Quest Stages
Rudolph's Ref ID
Stage 70(leave whalesmouth)....60(confront escaped synth)
AreaFifteenRudolph
I was out of town so I'm sorry for the delay.
I'm guessing reloading save didn't help.
and found "NO"Dead Synth in the big tree area???
Did I miss anything?
Go to the Sentinel Site at the very bottom of the Glowing Sea. To the west of the Sentinel Site at the end of the destroyed highway is a truck hauling a trailer with a cage atop. If the truck and trailer are not there the mod is not installed. If the truck and trailer are there the synth body probably rag dolled out of the Robotics Pioneer park cell.
You could also try a manual download. Put the AreaFifteen.esp file and the two .bsa files into your fallout 4 data file.