I like the design of this mod the most among the modification of the root cellar. But it looks like some changes are needed.
The most important thing is that the navmesh looks like it needs to be organized. It is often seen that NPCs are unable to find their way properly. I've tried it myself, but it's too hard to make a navmesh myself, so I want to rely on you.
And don't change the vanilla assets such as light or furniture directly, but use a duplicate copy of mod.
Reports of frame plummeting can be easily resolved by creating precombine there. In Creation Kit, Activate the Cell View of the Cellar and do this. " Visibility - Generate Precombined Visibility for Current Cell " I got compatibility with PRP with this and got 120+ frames.
Other than that, the other thing is a small matter.
For doors that do not open downstairs, it is recommended to visually indicate that they are doors that cannot be opened with posters or something.
Most of the others are clean, but it's a little strange that only the bathroom is old. There was a clean prewar toilet asset except for shower curtains. PlayerHouse_BathroomMirror02 PlayerHouse_Shower01 PlayerHouse_Toilet01 PlayerHouse_BathroomSink01 PlayerHouse_BathroomSoapTray01 PlayerHouse_BathroomShaveDrawer01 PlayerHouse_BathroomRackNewspaper01 PlayerHouse_BathroomDispenser01
Refrigerators can also be replaced, but be careful that the refrigerator door and the refrigerator body are separated. If you use the assets in "The Fridge" mod, it's easily replaced.
It's a pity that the water in the kitchen is not available. This could replace vault sink. PlayerHouse_KitchenSink01Activator
Finally, if the day comes when this mod is completed, please distribute ESPFE or ESL as well. I'll wait for that day.
I really appreciate the time you've taken to think about this plugin and give me constructive feedback. But, I have already identified the issues, and taking measures so such issues do not on happen on next release (do pardon my snail pace). But still, it means a lot to me that you shared your perspective with me. Thank You.
*Breaks out the cat of nine tails and begins whipping and does a variant of the are we there yet* is it ready yet, is it ready yet (repeats into infinity)...
Yes it does include crafting (or "work") benches. It does not contain all workbenches. Currently this mod contains:
(1.) Armour Workbench (linked to Sanctuary Workshop) (2.) Cooking Workbench (linked to Sanctuary Workshop) (3.) Weapons Workbench (linked to Sanctuary Workshop) (4.) Power Armour Station (not linked to Sanctuary Workshop)
I do plan to upload version 3 as soon as possible.
A chem station would be ideal as well, since so many mods add items to it. Just a suggestion, but no expectation. Thanks. I look forward to the update. :)
I'm having massive fps drops upon entering the celler, any ideas how to fix it? I don't have any mods that conflict with, in FOEdit everithing also seems to be fine
Check your LO and placed SBMO at the end. Why ? Because SBMO modifies the precombined. If you use other mods that modify the precombined too then you need to place SBMO after these mods in your LO.
Yes this is nice so far, but if original was left , with like adam says , a non loading door or archway leading to this area, both having a connection ? ^^
23 comments
The most important thing is that the navmesh looks like it needs to be organized. It is often seen that NPCs are unable to find their way properly.
I've tried it myself, but it's too hard to make a navmesh myself, so I want to rely on you.
And don't change the vanilla assets such as light or furniture directly, but use a duplicate copy of mod.
Reports of frame plummeting can be easily resolved by creating precombine there.
In Creation Kit, Activate the Cell View of the Cellar and do this. " Visibility - Generate Precombined Visibility for Current Cell "
I got compatibility with PRP with this and got 120+ frames.
Other than that, the other thing is a small matter.
For doors that do not open downstairs, it is recommended to visually indicate that they are doors that cannot be opened with posters or something.
Most of the others are clean, but it's a little strange that only the bathroom is old. There was a clean prewar toilet asset except for shower curtains.
PlayerHouse_BathroomMirror02
PlayerHouse_Shower01
PlayerHouse_Toilet01
PlayerHouse_BathroomSink01
PlayerHouse_BathroomSoapTray01
PlayerHouse_BathroomShaveDrawer01
PlayerHouse_BathroomRackNewspaper01
PlayerHouse_BathroomDispenser01
Refrigerators can also be replaced, but be careful that the refrigerator door and the refrigerator body are separated.
If you use the assets in "The Fridge" mod, it's easily replaced.
It's a pity that the water in the kitchen is not available. This could replace vault sink.
PlayerHouse_KitchenSink01Activator
Finally, if the day comes when this mod is completed, please distribute ESPFE or ESL as well. I'll wait for that day.
:-p
I’m tracking this and hope to see an update soon.
It does not contain all workbenches.
Currently this mod contains:
(1.) Armour Workbench (linked to Sanctuary Workshop)
(2.) Cooking Workbench (linked to Sanctuary Workshop)
(3.) Weapons Workbench (linked to Sanctuary Workshop)
(4.) Power Armour Station (not linked to Sanctuary Workshop)
I do plan to upload version 3 as soon as possible.
Just a suggestion, but no expectation. Thanks. I look forward to the update. :)
(5.) Chemistry Station (linked to Sanctuary Workbench).
I aplogize for omitting this infromation previous communication.
I will try to resolve it, by the next release.
Check your LO and placed SBMO at the end. Why ? Because SBMO modifies the precombined. If you use other mods that modify the precombined too then you need to place SBMO after these mods in your LO.