Waiting for you to add contents... ... Actually, have you thought of using your world space to let players go through adventures of movies?
Say, Skull Island with huge King Kong adventure... ... then just as players finished the series of quests, they go sleep or revisit, your island changes, and another adventure of another movie awaits... ... (a series of quests done leading to another bunch of new 'movie adventure' quests with map scripted to change)
I have more sophisticated ideas but that will need you to get a proper team as gameplay or replayability will be rather high with systematic yet looking randomly regenerated dimensional changes of scripts linking. Means no two players will have exactly the same experience in your island. Hee hee hee... ...
Please peak to your peakest of peakest interest of all interests. Go go go, and you are the man of the hour!!!
Nowadays, quests or actions can lead to different quests and actions and endings BUT they seldom lead to an entire set of cells, thus different files of places and models and quests... ...
Which is, file structure of quests instead of quest structures of quests... ... One quest leads to one whole cell (file) and actions leading to various cells (or worlds). The world looks the same, but every action exit you into new world of happenings... ... Same London, but one London is bombed, one is ok, one is loaded with aliens, and one... ... already in Hell or Heaven with mystical creatures floating around... ... and more actions in those worlds lead to other worlds.
Can you imagine taking out the Institute, the people now feel safe, after 100 days, there are no need towns or cities and the land seems like nothing have happened?
We need a mod, not trying that on the main world, but the modded quest should result in changes in the modded world.
Hi. Thanks for the mod, it's exactly what I'm looking for on the Nexus. I want to ask, are you going to fix bugs? I've been on the island for a while and I've seen some Z fighting and a gap between the walls on the building, pop ins. Since the map does not exist, I made screenshots. It would be a shame to leave this mod to its fate, it looks good. Even a simple map would do, something like Zorkaz has in his mods - nothing but a black area and place icons. I doubt you'll reply to this message, but anyway, this mod could be finished, it's just too good to be left alone.
I have a pro mic and studio and have done several voices for many major mods. If you need npc voices I'm your man. My email is [email protected] or you can message me on Nexus. I love f4 so I do this free. Just credit me in mod desc. If interested.
Hello. Your island have many good things. The only problem for me, is some locations with small houses and crops, need to have a workshop and make them a settlement. i search everything at this island and i can't find something unlock this yellow crate, close to a crane. Also i see a holotape at a self, at some ruins of a city and i can't grab it. Also i find this thing a a cave, but there is nothing to work with that. Your island need markers and sure a map. That's all and have a great year. Thanks.
It doesn't work for me. Boat is at far harbor but there is no boat or buildings on the island. Not invisible, simply not there, but there is floating furniture. I have tried this with a new vanilla game with only this mod and it still doesn't work. I arrive at the island swimming, where there should be a boat and dock there is nothing. Objects do appear in the creation kit. I don't have the hi-res texture pack but that didn't affect another poster.
I can't replicate that bug, could you go into more detail? Given that they load in the creation kit, I'm assuming you do have the prerequisite DLC that many of the assets are from, but that's the only issue I can think would cause specific objects not to load.
Yep, I've got the same thing goin' here. I double-checked and have all the required DLC's downloaded and installed as well as the high-res texture pack. Screenshot here: https://ibb.co/1TstVdW
Where were you when you saw this? That doesn't look like any location my mod creates or changes (is it the town just to the right of where you spawn?), and I've so far been unable to replicate this issue
That screenshot above is exactly what I see when I first arrive from far harbor. I spawn in the water, no boat, but the few items that are on deck, like a toolbox are floating in midair. The dock is missing also. I ran up the hill and saw floating beds etc but no building. I have all the dlc.
Did you generate precombines? That creates extra files that have to be included with the mod beyond the base .esp, and if they're not included, I think it might create the problem we're seeing here, where static objects that would be combined like building parts just aren't showing. And people that the mod works for might have their precombines disabled in their .INI files.
I'm experiencing the exact same thing. After clicking on the boat door from Far Harbor, I arrive to the island and see floating items that seem like they should be on a table, but see no table. I walk around and just see terrain with floating beds and items in the distance.
I've just updated the mod, packing all loose files for the mod into a couple of .ba2 archives. That SHOULD fix the issue - Pax1138 is right that precombines were not packaged with the 1.0 version and this may have been the cause of the disappearing objects, which I didn't see because I have the loose files. Let me know if this has or has not fixed the issue, or if it has created new issues.
31 comments
Say, Skull Island with huge King Kong adventure... ... then just as players finished the series of quests, they go sleep or revisit, your island changes, and another adventure of another movie awaits... ... (a series of quests done leading to another bunch of new 'movie adventure' quests with map scripted to change)
I have more sophisticated ideas but that will need you to get a proper team as gameplay or replayability will be rather high with systematic yet looking randomly regenerated dimensional changes of scripts linking. Means no two players will have exactly the same experience in your island. Hee hee hee... ...
Nowadays, quests or actions can lead to different quests and actions and endings BUT they seldom lead to an entire set of cells, thus different files of places and models and quests... ...
Which is, file structure of quests instead of quest structures of quests... ... One quest leads to one whole cell (file) and actions leading to various cells (or worlds). The world looks the same, but every action exit you into new world of happenings... ... Same London, but one London is bombed, one is ok, one is loaded with aliens, and one... ... already in Hell or Heaven with mystical creatures floating around... ... and more actions in those worlds lead to other worlds.
Can you imagine taking out the Institute, the people now feel safe, after 100 days, there are no need towns or cities and the land seems like nothing have happened?
We need a mod, not trying that on the main world, but the modded quest should result in changes in the modded world.
You can try that. Will be fun.
Especially for us. :D
Thanks for the mod, it's exactly what I'm looking for on the Nexus.
I want to ask, are you going to fix bugs? I've been on the island for a while and I've seen some Z fighting and a gap between the walls on the building, pop ins. Since the map does not exist, I made screenshots. It would be a shame to leave this mod to its fate, it looks good. Even a simple map would do, something like Zorkaz has in his mods - nothing but a black area and place icons. I doubt you'll reply to this message, but anyway, this mod could be finished, it's just too good to be left alone.
could have done with more animal life or a patch for mutant menagery perphaps but 9/10 from me.
INSTALLED VIA VORTEX TO FALLOUT 4 GOTY
All DLCs and Hi-Res texture pack installed.