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El Ha

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Zorkaz

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317 comments

  1. Zorkaz
    Zorkaz
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    Sticky
    Mutant Menagerie and The Marshlands have gotten a patch.
    See here
    Texture Upscale can be found here
    See here
  2. Zorkaz
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    Sticky
    Voice Actors are always appreciated.
    Especially someone for Greta
  3. Godeaterjack
    Godeaterjack
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    this mod seems to conflict with something, idk if its a texture for the character/npcs and map/quest or maybe an armor/weapon. but on starting a ng this mod causes the game to crash during the mirror scene. its pretty random how soon it pops but always causes a ctd.
    1. AltairDerEzio
      AltairDerEzio
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      Had the same issue - but I could track it down to "Mutant Menagerie - Life Finds A Way" in my case
      Hope the info helps since it´s a common mod
  4. aufisch
    aufisch
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    ok, I read that there are four settlements, so far I haven't found a single one. I am currently runnig up and down the military base in order to find the workshop as I read below that there is one here, but there doesn't seem one. Pressing "V" doesn't work either.

    So, where are those settlements, and behind what mesh does the workshop hide? I would be greateful if somebody could tell me. I really, really want out of this horrible weather.
    1. Zorkaz
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      Spoiler:  
      Show

      1. One is in the starting town but you need to enter another building first
      2. Two are in the south, southeast were golden mushrooms are
      3. The third one is hidden in the southwest were the area is flooded with water.



      4. More are following in an update. Open for suggestions.
    2. aufisch
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      Thanks for your reply. I have found most of them (I assume you don't mean the place with Lucy for the town settlement?). I will have to search a bit further instead.

      I quite liked building up the floating place, although it would be cool to have one of those dingies going to shore for more immersive travel (I don't think swimming to that place every time would be something people would do).  NOTE: For some reason the workshop boarders there are visible all the time as well. But yeah, I really enjoyed building there (https://imgur.com/a/nmEdzNI).

      Next will be the south place, and I already built up the connecting workshop but just as a simple means of travel  (I really appreciate that you put it there).

      Suitable places could be the Tree-House (is that inhabitant supposed to be non-agressive?) or the small moss-overgrown house near the small camp? Both are on hilly bits, which would make sense. However there might be a nice place along the norther boarder of the lake? I got completely lost there last time, as the fog doesn't make travel easy and the map does not seem to correlate to what is actually there (water-related).
  5. downsidebrian
    downsidebrian
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    So I'm starting to feel like I'm missing something. Are there any quests in this mod besides the intro one? I keep finding stuff that looks like quest objectives, but I haven't found any quests.
  6. MaksIsaak
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    Hi, is it possible to make the bridge not appear as a settlement in pip-boy? The marker has a link that it is displayed on the map when viewing supply lines, and it is also in the pip-boy menu. Or are there plans to make a full-fledged settlement out of it in the future?
  7. 363rdChemicalCompany
    363rdChemicalCompany
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    So I currently run the "Old-gen uncompressed" Marshlands Version 2.1.
    And it works great
    Which, if any, of the recentlt added new files, could I, should I, replace it with?
    1. Zorkaz
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      I have repackaged it since for old gen.
  8. rik2236
    rik2236
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    Will version 2.4 work with Old-gen (1.10.163)
    1. Zorkaz
      Zorkaz
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      Yes
  9. BlazeStryker
    BlazeStryker
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    Wet Feet kicks off during character generation. Aside from that, everything's fine. (Honestly, passing by the notice board on entering the Dugout should be the trigger to check for jobs...)
  10. masarut7777
    masarut7777
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    Great mod!

    I traveled through the Marshland in an amphibious armored vehicle.

    I had a great time.

    I made a video. (Japanese)

  11. htdang1
    htdang1
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    Changelog notes a v2.3 but I'm not seeing it available...?

    Thanks.

    UPDATE 1/15 @1443: It's up now. Thanks.
  12. kcissicknasty
    kcissicknasty
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    So, I have the archived version, but downgraded the archives using this mod. Does that sound like a way to make the archives old gen compatible? :O
    1. Zorkaz
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      Idk. Good to know about this tool. I will try it out.
    2. kcissicknasty
      kcissicknasty
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      It's very useful! Also, if you need voice actors, I'd love to help out! :D Love your worldspace mods~
    3. ihellboundi
      ihellboundi
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      yeap my friend. The new ck kit/game version had no data changes but changed the header number to .8 so any client prior can't read it. This tool (and there is other tools I used before) only patch the ba2 header number to something any game version can read, in this case .1 . I'm sure if you patch and upload this version there will be no reason to have prior/next version.

      Edit. Well I forget that some people reach the ba2 cap and maybe would like the loose files version although for large mods like this ba2 is much better anyway just adding this.