Angel Island is beautiful. I like this mod very much. There is some room for improvement. 1. The island does not show in the pip-boy's list of workshops. 2. You cannot assign existing settlers from elsewhere to go to Angel Island, it does not appear on the list when you are using the workshop. It IS possible to put up a recruiting beacon at Angel Island and directly recruit there.
ok i was there on my other profile workshop did show up and i was able to send people there and assign them i did an update did you download the old version or the new
I downloaded the new version. I just went into the game and tried to send a settler from the Red Rocket Truck Stop to Angel Island. No go. All my settlements EXCEPT Angel Island were on the list. I also went into the pip-boy list of workshops. Angel Island not there either.
I downloaded and installed 2.0 and went into the game. Those two problems are still there for me. Maybe I am having a mod conflict? I will check your page for further updates. I do like the mod. I am keeping it.
I went back to an earlier save and version 2.0 WORKS! It is in the pip-boy list. It is possible to assign settlers from other settlements. I will have to give up some of the work I did on the island and start again but it will be worth it. I have voted for this mod. Thank you.
additional info.. Go and edit all the cells in the angel island world space to NONE and THEN delete the world space so the location data no longer lists them... Also do this...
Curious... Why are you adding a map in this mod? Its in the commonwealth right ? Also note that i told you on another mod that when you do this your map overwrites the game's default map. Worst is that i fast traveled to another location and saved so i could safely uninstall it and got a CTD when i tried to load up that save again (probably because the map was also removed)...Thankfully it was a test save that i use on my mods.. Here is what happens when that map is in the mod.... Easy fix: just re-upload without the rest of the stuff...Just the esp.
Also to help you better understand... We only need a different map(custom) when its a NEW worldspace and to use it we direct our settings of the world space to use a specific file that will only load for that worldspace and not interfere with the rest of the game.. ;) Problem that we have to make these maps from scratch using 3rd party apps and thats why i still dont have one for my Oasis mod...
yes... the map marker is like any other marker we place..it just has a specific job...and as soon as it is placed and esp saved..it becomes part of the mod. The map you use is useless in relation to your esp since the esp doesnt refer to it in any way unlike as mentioned above in the case of a new worldspace where we tell our esp to use a specific map..
Gimme a min... Ill post a pic of the game without the map.dds and your mod...
Now i see why youre confused... Opened the mod in the CK and see that you have two locations in one... You have a new world space thats blank and have made all the cells part of the ANGELLISLAND location and the actual modded location is in the commonwealth: In other words.. a) your mod is loading 50 cells b) the main cell (what youre calling center ) looks like its on the other worldspace (i couldnt find it in the CK either...had to go to kingsport first)..
Only temp fix i see is to go and remove the cells from the invalid world space from the location (edit every cell ).... Then go back to your actual location in the commonwealth and add the cells you havent added to the location because vendors wont work correctly on those cells if they arent part of the mod's location
From now on... When youre modding a location in the commonwealth...DONT touch the world spaces. You only need to fiddle with world spaces when its a NEW custom worldspace..
Edit just noticed in the ck...that if you go to world/world spaces you can DELETE the world space... But backup the esp just in case...
thank you so much for some reason i have to to commonwealth then scroll down to Angel Island i dont know why could that be thst i fiddled with world spaces
It might be helpful if you provided instructions on how to reach Angle Island. Also, COC location details. BTW, I opened the mod in the CK and see nothing...zip, zero. I think something went amiss in the packaging, just a guess.
ok i know the issue with ck you have to go to commonwealth then scroll down to Angel Island don't know why but thats what i had to do imformed everyone about the map marker and provided coc information
28 comments
There is some room for improvement.
1. The island does not show in the pip-boy's list of workshops.
2. You cannot assign existing settlers from elsewhere to go to Angel Island, it does not appear on the list when you are using the workshop. It IS possible to put up a recruiting beacon at Angel Island and directly recruit there.
I just went into the game and tried to send a settler from the Red Rocket Truck Stop to Angel Island. No go. All my settlements EXCEPT Angel Island were on the list. I also went into the pip-boy list of workshops. Angel Island not there either.
I do like the mod. I am keeping it.
I will have to give up some of the work I did on the island and start again but it will be worth it. I have voted for this mod.
Thank you.
Go and edit all the cells in the angel island world space to NONE and THEN delete the world space so the location data no longer lists them...
Also do this...
Why are you adding a map in this mod?
Its in the commonwealth right ?
Also note that i told you on another mod that when you do this your map overwrites the game's default map.
Worst is that i fast traveled to another location and saved so i could safely uninstall it and got a CTD when i tried to load up that save again (probably because the map was also removed)...Thankfully it was a test save that i use on my mods..
Here is what happens when that map is in the mod....
Easy fix: just re-upload without the rest of the stuff...Just the esp.
Also to help you better understand...
We only need a different map(custom) when its a NEW worldspace and to use it we direct our settings of the world space to use a specific file that will only load for that worldspace and not interfere with the rest of the game.. ;) Problem that we have to make these maps from scratch using 3rd party apps and thats why i still dont have one for my Oasis mod...
the map marker is like any other marker we place..it just has a specific job...and as soon as it is placed and esp saved..it becomes part of the mod.
The map you use is useless in relation to your esp since the esp doesnt refer to it in any way unlike as mentioned above in the case of a new worldspace where we tell our esp to use a specific map..
Gimme a min... Ill post a pic of the game without the map.dds and your mod...
Edit:....
No map installed...just the esp
Opened the mod in the CK and see that you have two locations in one...
You have a new world space thats blank and have made all the cells part of
the ANGELLISLAND location and the actual modded location is in the
commonwealth:
In other words..
a) your mod is loading 50 cells
b) the main cell (what youre calling center ) looks like its on the other worldspace (i couldnt find it in the CK either...had to go to kingsport first)..
Only temp fix i see is to go and remove the cells from the invalid world space from the location (edit every cell )....
Then go back to your actual location in the commonwealth and add the cells you havent added to the location because vendors wont work correctly on those cells if they arent part of the mod's location
From now on...
When youre modding a location in the commonwealth...DONT touch the world spaces. You only need to fiddle with world spaces when its a NEW custom worldspace..
Edit just noticed in the ck...that if you go to world/world spaces you can DELETE the world space... But backup the esp just in case...
It might be helpful if you provided instructions on how to reach Angle Island. Also, COC location details. BTW, I opened the mod in the CK and see nothing...zip, zero. I think something went amiss in the packaging, just a guess.
How many cells are you using please?
I have landscape locations at Kingsport & Croup so I aam worried :)
But I am betting your location is likely less buggy than those other 2 :)
and if you add a bridge to the Mainland can you please go West with it :)
thx