Fallout 4

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FastBlackCat and cormell

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cormell

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  1. cormell
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    This mod installs a Beach House on Spectacle Island. The Beach House is a Fallout 4 version of RayV12's Baja Island in Fallout New Vegas. (No assets from Bethesda FNV were used.)

    The current version comes with two esp's and a batch file. The first, BeachHouseCleanSpectacle.esp, clears Spectacle Island, removing the trees and much of the debris. It also flattens much of the terrain and makes it sandy. Beachy keen. The second esp, BeachHouseSpectacle.esp, installs the white stucco Beach House. Both esp's are currently at v30. There is also a batch file SetWorkshop.txt that moves the Workshop to the correct position and preps it for player use.

    This mod does not provide a complete settlement. I didn't add the beacon tower, a water source, or a food source. You can do that (or not), or use Sim Settlements. I imagine that this mod is compatible with SS. (I don't use SS, so I don't know for certain.)

    Installation -- This is not your normal player house building permit. Read and Follow the Instructions Carefully. INSTALL MANUALLY. (Vortex doesn't install the batch file needed by the mod.)

    DO NOT ENABLE (activate) this mod if you have already visited Spectacle Island. That will really mess up your day.

    =======================================================
    + Intro
    =======================================================
    Spoiler:  
    Show

    Most settlements require the completion of a quest, usually given by a settler, to take out some raiders or ghouls before the Workshop (WS) is owned and usable by the player. Spectacle Island is different; the player has to re-connect a power source to the WS. Also there are some 'lurkies to deal with.

    When I flattened the Island the power lines and the Workshop end up floating in the air. I tried to replace them in the new terrain and keep the quest triggers and activation points intact, but that was beyond my patience and ability. So... some adaptation was required. I removed the quest trigger, the power lines, and the circuit breaker. I also removed the mirelurks and their trigger points. Now the Workshop has to be activated by other means -- read on.

    =================================================
    + Installation.
    =================================================
    Spoiler:  
    Show

    - DO NOT ACTIVATE (enable) this mod if you have already visited Spectacle Island. Visiting Spectacle will trigger the quest and the mirelurks and totally mess up the reconstruction of the Island.

    - Install manually. (Vortex doesn't install the batch file required by this mod.) But only activate (enable) the esp's at the start of a new game, or at a minimum, before your first visit to Spectacle Island.
    + Download the zip file and extract the contents to a work file or temp file.
    + Copy the contents of the Data folder to the Fallout 4 Data folder.
    + Copy the file SetWorkshop.txt to your main Fallout 4 directory

    ====================================================
    + Workshop and Electrical
    ====================================================
    Spoiler:  
    Show

    - The Workshop (WS) should be located in a white brick/red roof utility building south of the band shell. But most likely, it's floating up in the air somewhere near there. It's an artifact caused by the original position of the WS the Island -- high on a hill. (I've never had this happen in any other settlement. When I re-position the WS in the Creation Kit, it stays there. Not so here -- it pops up in the air no matter how many times I fix it in the Creation Kit.)

    - Anyway, find the WS, enter the console, and click on the WS to select it and activate it's PRID. Then still in console mode, type: bat SetWorkshop. If the WS is not selected the batch file won't work. The batch file moves the WS to the utility building and sets some required activation variables.

    - Enter the white brick utility building and find the WS. It should be there if you ran the batch file. (the position is x=76102, y=-65440, z=771 and angle x=0, y=0, and z=90)

    - DON'T TRY TO ACTIVATE the WS yet. The WS variables concerning the player have been entered into the WS files by the batch file, but they won't work until the player leaves the cell and returns. I dunno why, just do it. It's Bethesda.

    - After your little swim out to one of the floating islands, return and activate the Workstation. (E) to activate, or (R) to transfer. Those are the default settings. When you activate the WS, F4SE will turn on the yellow wall lamps in the utility building. All of the other lights on the island will come on also.

    - You're all set. Enjoy the Island and Beach House.

    =====================================================
    + Trouble Shooting
    ====================================================
    Spoiler:  
    Show

    - Follow the instructions fully and carefully.

    - WS up in the air? Apply the batch file.

    - WS won't open? Apply the batch file, leave the cell and return.

    - If the WS station still won't open, do these checks:
    -- Open the console, click on the WS and type showvars. A long list of WS variable will print on the screen. Use "page up" to find Flags. PlayerHasVisited should be True, also OwnedByPlayer should be true.
    -- If not type:
    setpv OwnedByPlayer True
    setpv PlayerHasVisited True

    Then close the console. Leave the building and the cell. Return and the console should open.

    - Table lamps and floor lamps didn't turn on? I dunno, but enter WS mode, select the lamp with Enter, then release it with Tab. That toggles the power connection. Lamp should light.

    - Lights still don't turn on? You didn't install SOE -- required mod.

    - Missing furniture, lights, decorations? Load the required mods or use your own and place manually in ws mode.

    - Hilly terrain and trees? (other than palm trees) The BeachHouseClean esp wasn't activated.

    - Floating mirelurk "mud holes"? They are removed by the Clean Spectacle esp, but -- You cannot activate this mod after you have visited Spectacle Island. Start a new game or load a save before you visited Spectacle Island.

    - Sand or rock textures messed up? Load this mod last, also the beach mod called Towel_Beds.esp. It does the CoastalDrySand. There is also an optional whiter sand esp in that mod, and I use that in my screen shots.


    ======================================================================

    EDIT (9-Jul-22):  Invisible Light. This mod wasn't included in the required mods list for some reason. I placed a lot of invisible lights in the house and gardens. HIGHLY RECOMMENDED. As the name implies the mod adds invisible lights to those dark corners where you didn't want the clutter of a light fixture. Also great for highlighting trees and gardens at night.
  2. cormell
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    ===========================
    Blue Print Option
    ===========================

    If you would prefer to build the house using Transfer Settlements, you can find the BP here.
    You still need to use the clean and clear esp (BeachHouseCleanSpectacleV30) and follow the rest of the instructions except for activating the house esp (BeachHouseSpectacleV30).
    Import the building permit as you would for any other BP. Select Enable water markers, and Enable power connections.
  3. BlaqkSoul
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    What happens if you try to install after already visiting the island? I've already connected the power but I haven't built anything yet. I'm too far into my playthrough to start over and install this mod. Is it really unplayable?
    1. cormell
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      It probably will play, but there is likely to be a bunch of Mirelurk mudholes floating in the air and some other stuff associated with the workshop and radio tower shack left behind. You can scrap them in workshop mode. The workshop for sure will be floating, You can bring it back down to the "Utility" building using the coordinates I gave.
  4. good0593
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    Hello!
    This version of the blueprint version is fine to use.
    But, I replaced BeachHouseCleanSpectacleV30.esp with BeachFlattenClearSpectacleV2.esp
    BeachHouseCleanSpectacleV30.esp is relatively clean.
    ESP version, I not use.

    The problematic ones are the following two versions.
    Beach Resort on Spectacle Island -- Blueprint
    https://www.nexusmods.com/fallout4/mods/63217
    Beach Resort on Spectacle Island
    https://www.nexusmods.com/fallout4/mods/63181
    The blueprint versions of these two show success, but no buildings appear at all.
    ESP version, many objects disappear and disappear.
    Maybe you need to re-export the blueprint.
  5. anthony8659
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    This is so beautiful, endorsed!

    I'll definitely not be able to use this as is cause I always use the Warwick - Spectacle combo with bridge.  BUT I can try and clipboard this and use it on a flatter beach island somewhere else.  Again, thank you for this gorgeous creation.
  6. MrAlexKing96
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    Loving it, after a long hesitate and picking between different mod, i still pick this Beach House, though i do have 2 issue when using the BP version 
    1. Island didnt get clean completely, there are a lot of floating tree (guess from Pine forest mod) and a few floating rock, dirt mound, roots, ( least none of em clip into the house, though there are 1 giant boulder/half of a cliff area still linger near the courtyard and the beach area , these thing probably are from PRP.

    2. Flicker texture, need to stand close from the house otherwise it flicker and partly disappear.
    1. cormell
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      Glad you like it.

      1. The only trees on the island are the palm trees that I added, well and one maple next to house. There is a large rock hill on the north side of the island with waterfalls. If you see trees, extra boulders or other unusual terrain features, you have a landscape mod that is overwriting the CleanSpectacle esp plugin. Put the BeachHouseCleanSpectacle.esp near the end of your load order.

      2. Flicker? What is flickering? House disappear? I have no idea how the house could disappear.

      I would suggest you back out some of the mods -- those that alter buildings, architecture, landscape, terrain, and rocks to find out what is causing the clashes.
    2. MrAlexKing96
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      Yeah put the esp much lower in the LO, specifically PRP and Pine forest mod fix most the issue i have, the other thing i have to do is replace most of the toilet / shower/bathtub and kitchen stuff (fridge/ stove) with CWSS redux mod for functional, otherwise i have no complain, beautiful, totally worth all the extra esp + loop i must get through to use transfer settlement to get this house.
  7. mlg21
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    I have followed the install requirements however I am having an issue where when I go in-game to see if the esp generates the house it fails to do so the beach is the empty same issue as another user stated I don't have any mods that conflict with anything something is wrong with the mod unless I am missing something am I suppose to use the workshop to spawn in the prebuilt player home it's unfortunate that the mod doesn't seem to work on my end if someone could help me out I would really appreciate it as I'm hella lost.
    1. cormell
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      You have to use a) Transfer Settlements building permit, or b) load the plugin BeachHouseSpectacleV30 AND make sure the plugin (esp) is enabled/activated with whatever mod manager you use. It is not a bug. The house is there.
  8. gheyisht
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    Thats a beaute!
    1. cormell
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      Thank you, hope you enjoy.
  9. Waterstar
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    The blueprint works great as a backup incase the esps don't build the house.
    1. cormell
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      Good. And by using the BP you can leave out a few of the "required" mods if you like. You'll have missing objects, but up to you how important you feel they are.
  10. MrAlexKing96
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    Can i install with MO2? install manually into the game file wont cut it with Mo2.. i think.
    Why wont you intergrate the part from the specific build mod into your own mod, like how most other quest mod author did it (Thuggysmurf for example), instead of making us download 12+ mod esp for your mod, which also already have 2 esp in it. I love the beach house, but the amount of extra mods is intimidate for me, also it may not work since i use MO2.
    1. cormell
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      I don't know anything about MO2.  Loading manually is not a big deal just plop the esp's into your data folder and activate them. Yes 2 esps for now. A number of modders separate the terrain/landscape preparation from the house or settlement build. Some users like to build their own settlements on cleared, cleaned, flat ground, so it's useful to have that part as a separate plugin. I have used mods of that type many times in Sanctuary, for example, and elsewhere. Feel free to combine the esp's in xEdit if you like. Or use the BP version if you only want one esp.

      Concerning the many mods -- I made this using Transfer Settlements. And that's the way it works. Yes, I could steal all of the assets from those mods --  but I'm not one to do that. Or I could try to build all of the building objects from scratch, and that's not going to happen. (I'm no thuggysmurf.) So I make use of all the wonderful mods available and gladly give credit to the mod authors.

      Like I said I don't know anything about MO2, but other mod managers can deal with manually installed mods -- FOMM, NMM, and Vortex for example. Even the vanilla launch page for FO4 allows you to activate mods that were manually installed. You could always do it that way, too.
    2. MrAlexKing96
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      You know what, ill definitely give it a try, i always want sth like this in Fallout 4,or even in my modded skyrim game, build a lot of house,mansion , tower  and blah blah blah  in Spectacle island/ The Castle , never done anything close to this after 10+ playthrough, now that im so lazy to build anything in this game beside from placing SS2 auto build plot, 10+ esp for this amazing beach mansion is totally worth it.
    3. MrAlexKing96
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      i Bump into the few issue, i want to skip some "highly recommended" and "not essential" file like Northland digger (too buggy), dinoshelf , gruffdy poster sth and AWKCR, but your BeachHouseSpectacleV30 esp required them, and show missing masters in MO2, which mean i wont be able to boot up the game with your mod unless i get every single mod , and i cannot use AWKCR at all, i switch to ECO and ACO a long time ago specifically to avoid this mod , is there a way for me to remove these silly dependencies so i can have the Beach house in my game, without all the dependencies (why do i need AWKCR for a house mod again?) , it should be a simple install plug and play like this one :
      https://www.nexusmods.com/fallout4/mods/55077?tab=description 
      Again, i am very sorry if i appear to be aggresive and a bit rude, but out of all the mod that flatten Spectacle island and put some pre-build building into it ( Or Sanctuary) , your design is the only one i like, but all of these extra step and dependencies on 12+ mods is very frustrated, especially the AWKCR, and i cant remove it from your mod.
    4. cormell
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      You could use the Building Permit version. I mean blue print.
  11. SomewhatWindy
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    Downloading it currently , and I will check it out asap.
    Have not been to spectacle Island with my curretn character, so I should be good 
    Cobgrats on the release, it looks like a enjoyable place to dwell 
    1. cormell
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      Thanks. Yes, you should be good. The other issue is that several mods conflict with this build especially water, lighting, and landscape mods.
  12. I just can't get this to work. The island is flattened and a Gazebo appears but the house doesn't.
    I did everything in the instructions and have all of the mods enabled expect for "dinoself.esp" which I couldn't find and isn't what you liked for it.
    1. cormell
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      The House is built by the esp -- BeachHouseSpectacleV30. Check your Data folder to make sure it is there. Then check your load order to see that it is enabled/activated.
    2. BuffaloJoe69
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      im having the same issue, have you found a fix?
    3. cormell
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      Fix? It's not broken. Install both of the mod's plugins (esp's) and activate them. Or if you prefer use the BP version. Follow the instructions.
    4. FastBlackCat
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      I can verify this mod works because last night I downloaded the files from here, installed them and the house was there.  If you use a mod manager, after installing it using your preferred manager, double check your game folder C: Drive (or whatever drive you have the game installed on)/Steam/steamapps/common/Fallout 4/Data and make sure both .esps are in there.  If they are not, you can manually place them into the folder.  Double check in your mod manager if they are activated, if not activate them.  If they are/once they are, you're good to go.

      @ ThePhysicalReturnOfChrist - the link for the dinoshelf.esp that's listed under requirements takes you directly to the mod at Bethesda.  The mod itself is called Do It Yourself.  The mod is also available from the mod author, Damanding, at their website called Creative Family Mods.
    5. Of course I had and still have both of your plugins enabled, why else would I be commenting if it were that simple? I just did a fresh install and installed only your mod and its dependencies and it still doesn't work, I'm not saying its broken I might just be missing something.

      *Homemaker.esm
      *armorkeywords.esm
      *StartMeUp.esp
      *Towel_Beds.esp
      *CatDecoFloors.esp
      *hzy-newfurniture.esp
      *Invisible Light.esp
      *Northland Diggers New.esp
      *OCDecorator.esp
      *OCDecoratorDLC.esp
      *OCDispenser.esp
      *AES_Renovated Furniture.esp
      *SettleObjExpandPack.esp
      *Snappy_HouseK.esp
      *CREAtiveGardens.esp
      *GruffyddsSignsAndPosters.esp
      *V's Stylish Decor2.esp
      *BeachHouseCleanSpectacleV30.esp
      *dinoshelf.esp
      *BeachHouseSpectacleV30.esp

      When I commented this a few days ago I also tried the BP but for some reason Transfer Settlements just refused to work, obviously not your fault I'm just saying. 

      @FastBlackCat - You're totally right. When I first used the link I could have sworn it took me to CREAtive Clutter on Bethesda.net, in fact I still have it in my search history from the other day. I'm not sure what that was about.

      Here is what it looks like:
      https://imgur.com/CJxXNmG

      This is on a fresh save using Start Me Up and I used the "coc specatcleislandext" command to get there
    6. FastBlackCat
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      Hey there, Physical, my best guess at this point is you have a mod conflict going on that's preventing the house from appearing.  When I initially ran over to the house using the .esp, I discovered there was no water in the rock face waterfalls and pool or the upper story bedroom's bathroom.  I had the .esps located near the bottom of my load order (I'm running about 250 mods at the moment), so I moved them up just below the building mods and voila, the missing water returned.  So some mod between where the two .esps are currently placed and where they were before was preventing the water from appearing. You won't be able to move your two .esps above your build mods, but trying moving them down (keep them together) and see if that helps.

      Although a lot of people highly recommend LOOT, I don't use LOOT to organize load orders in my Beth games.  My general rule of thumb is to put them in this order after the .esms: fixes (not a lot of those, at least in my game they cause more problems than they're worth), char gen mods, armor mods, weapon mods, building mods, miscellaneous mods, textures, mods that add things, landscape/water mods, and unique char at the bottom.  With some adjustments if there's problems.   It works for me, although I can't claim that for other folks' games.

      I also had a problem with the .esp where the electricity was not automatically turned on so I had to manually wire the generators to the connectors.  There is a F4SE script that does that, but I use a mod that tweaks workshop scripts and I think that caused that issue.

      After trying out the .esp, I started again and tried out the blue print.  It worked perfectly for me, it's unfortunate Transfer Settlements is not working for you for the BP.

      Hope this helps.

      P.S.  I used Start Me Up for a long time (I can only take so much of that whole "run through the vault" beginning ) but I stopped using it when I started doing a Sim Settlements 2 play through last year (they might not play nice with each other).  However, to do the testing for this mod I put it in and then noticed a mod updating Start Me Up was recently uploaded and decided to try it out.  It seems to be working fine and delays the mod scripting overload at the beginning of the game:  here