Извините за беспокойство. Просматривая текстуры файла SavageLand - Textures.ba2. В папке Textures\Maps\SavageLand\ SavageLand.00.00.png - .....- SavageLand.-5.04.png - .....- TestClaraCoast.-3.03.png. Вопрос? Формат PNG не надо конвертировать DDS. PNG занимает много места и точно ли он поддерживается Fallout 4 как текстура. SavageLand - Textures.ba2 1.3Gb из общей папки Textures\Maps\SavageLand\ - 1.28Gb PNG. Может ошибаюсь. Спасибо заранее за Ваше время и за мод.
Мод интересный. Особенно понравилось поселение Замок и Красная ракета. Если можно установите полнофункциональную мастерскую, с привлечением и назначением поселенцев. В этих местах огромный потенциал для строительства. Для строительства в любых местах использую команду: Player.Placeatme c1aeb . Только поселенцы не назначаются, если командой вызывать: Player.Placeatme 20593 Спасибо за ваше внимание и за мод.
Последний вопрос? Скажите как скачать ваш второй мод с островом Savage Isle Вам необходимо скачать оригинальный мод.Где скачать? Adult contentThis mod contains adult content. You can turn adult content on in your preference, if you wish
Спасибо Вам. Всё получилось изменил настройки аккаунта. Скачал Ваш мод.
Я буду с вами предельно откровенен. Я увидел ваше сообщение. И честно пытался найти ответ. Я зашел в CK и переписал все ID всех локаций и самого мирового пространства и пытался попасть на этот остров через консоль. Увы, у меня ничего не вышло. Я не понимаю в чем причина того что консоль не реагирует.
https://www.nexusmods.com/fallout4/mods/63288 ссылка на дикий остров. Возможно он не отображается у вас в поиске потому что я отметил в нем содержание контента для взрослых. В частности это ненормативная лексика в текстах которые можно найти на острове. Возможно вам нужно изменить то какие моды отображаются для вас в поиске нексуса, в настройках вашего аккаунта.
Looking at the screenies I think you are competing with the startingpoint for Point Lookout, a very popular mod. If so, you might wish to make a patch or move the boat. If not, ignore this :)
It's very nice of you to think so. But at the moment there is no question of competition, because this is my first experience of creating a mod. I am still very raw in using Creation kit and there are moments that are not completely clear to me. But I will try to keep the production level
There's also The Moon Palace, which does a similar thing with a boat in that same area. That mod isn't nearly as popular, though, so conflicts, if any, would be minimum (its a cool little mod - I've used it on a couple of play-throughs). Cheers
He meant you're competing with their choice of starting point, not their mod quality :-) He just means you should think about patching or moving the location of the boat so that the two mods don't overlap and cause issues for each other. It increase the chances of your mod being downloaded by people who have that mod.
Exactly, There are a few hotspots in the commonwealth that many mods seems to want to place something. Often because its empty and away from vanilla content. As a result they often stack up in those hotspots competing with each other. Sim Settlements 2 tries to address this issue by placing an intercom allowing you to enable/disable doors to their instances. In case of this mod that empty dock is used by a few mods as I understand it. And Point Lookout is favorite among them as its a recreation from FNV. So chances are IF (I havent tested) people cant run both mods they will most likely choose Point Lookout :). Hence the suggestion to testing it and adapting to it. Thats all. I always love new area mods. They really never screw up vanilla content, are often safe to uninstall, dont break immersion but.... them doors hehehe.
Altough 'TheFallofApril' commented above there is no conflict, I assume he used both mods. So I guess the boats are next to each other?
EDIT: Oh yeah looking at the new gallery, your boat is a good chunk off. Should be no issues. I recommend using 'partial form or unknown 14' flag for your cell records. That way you wont accidently erase/overwrite other mod content in the same cell.
Ill add this mod to my list, but it will be a while before I test it.
First things first. I love the concept of this mod and it's pretty impressive for first mod. I'm interested to see where it goes :)
Anyway here's somethings I noted down while I explored the place. Some are I don't know if just me problems/don't know if supposed to be like that/don't necessarily bother me but though I let you know anyway.
- For both workshop location the border thing is visible even outside workshop mode - In Boat Workshop location I can't place anything without using mod like place anywhere - Red Rocket has same problem but is only limited to the building itself. Grassy areas let me place stuff just fine. - Also the workshop in Red Rocket is clipping inside counter - Military Base has copy of South Boston checkpoint terminal. Which actually become quest target for Learning Curve and since scribe doesn't follow inside this worldspace I had to use console commands to finish that quest. - Military Base also has copy of the Guns and Bullets mag. Don't know if that was intentional - Death Valley seemed to have invisible walls surrounding these big bones - And of course pretty much everywhere i look there's some plant/tree/thing floating though I'm used to those in new land mods
For general criticism. Many places looked like interesting places to explore but there's not really reason for me to do so. I'm more for the finding out what's story of the place whatever through notes , environmental storytelling or just finding random interesting things and it didn't look like there's any currently. Currently it's more "Ooh interesting place. Now where's that loot chest" if that makes sense.
https://fallout.fandom.com/wiki/Learning_Curve --- for quest IDs and stages
https://fallout.fandom.com/wiki/Fallout_4_console_commands#Quests --- list of commands and instructions at the index: 4- quest for console questo completition
for workshop clipping manual fix, you may use the "modpos" and "modangle" commands
modpos x 10 ---- moves of 10 units along x axis; it accepts of course negative values. modangle is the same, but with rotations it work with any objects but corpses; if object becomes blurry, move of 100 units then of -100 units, usually fixes it
Василий, тёзка, могу ли я задать несколько вопросов? Во-первых, что с вашим CreationKit? Почему с каждым обновлением файл всё увеличивается, достигнув 95 мб? Просто открыв и сохранив файл в CreationKit, ничего в нём не меняя, удалось уменьшить его до 26,3 мб. Во-вторых, почему столько "грязных правок" и что мод изменяет в "Сафари" Ядер-Мира? https://rataku.com/i/01.SDnTn8 https://rataku.com/i/SDn4aK и, наконец, в-третьих, понятно, что выкладывая мод на Нексус на английском языке, вы получаете больше закачек, но не надо игнорировать соплеменников. Вы же играете в русской версии мода? Так поделитесь ею. Или дайте разрешение выложить русский перевод другим.
Приветствую вас. Честно говоря первые два вопроса ставят меня в тупик. У меня CreationKit 2.0 с исправлениями от сообщества модеров. Что и как в нем работает, я не представляю, даже если взять обычный CK то это за пределами моего понимания. В сафари ядер мира вообще ничего не должно быть изменено. один раз я загрузил клетку рядом с сафари, там где находится плотина что бы узнать ее уникальный идентификатор а потом найти ее в списке объектов для добавления в мой мир. И один раз Загрузил детское королевство что бы скопировать замок Ядер короля. Я был бы рад дать ответы и исправить это но мои познания CK базируются на общем учебнике от Bethesda который вообще был написан для Скайрима. Что касается языка это забавно. Один пользователь сообщил что после установки мода у него все пошло на русском языке. Если вы можете сделать перевод то это будет отлично. Другой пользователь уже сделал его для Китайского языка. И большое спасибо что сообщили обо все этом. Постараюсь найти информацию о том как такое происходит и как исправить.
Я загрузил и увидел это. Ради интереса залез в СК что бы посмотреть что я там задел. Но это нереально потому как слишком много объектов. Если я правильно пониманию то технически мне просто нужно удалить эту запись в Fo4Edit и перезаписать архив?
Должен вас поблагодарить. Я очистил его в Fo4eidt, проверил зайдя в игру. все работает. и упоминания об этой клетке больше нет. Только о том что в содружестве есть двер в новую локацию. в течении 5 минут загружу новый файл.
Realy like the worldspace and atmosphere you have created. Besides a few floating trees I did not encounter any major issues. Ran the mod with a full load Order of 400+ mods aand without any bouth times I did not encounter any problems ran at 60 FPS consistently. Hope you do not abandon the mod because it has a lot of potential.
This is in no way criticism because I know how hard and time consuming making a new worldspace is and dealing with the CK is a mission on its own.
1-I seem to have LOD issues, from faraway all Forest and trees do not render until close in proximity. I don't know if it is on my end or just the LOD's have not been generated properly.
2-At the moment is pretty empty would love more enemy camps and enemies overall , I don't even mind that there are no quests since I love exploring.
Other than that will continue tracking your progress congratulations on the release and hope to revisit The Savage Lands Soon
Thank you for your participation. There was a bug with boats in version 1.0 and it has already been fixed. A fast travel boat has been moved for your convenience, now it has a pier as well as a boat with a workshop. In the context of this mod, I will act on the principle of data accumulation - a specific number of proposals appear and I will try to implement them as I understand CK. Thanks
If your going to keep working on this consider adding a big battle with a super mutant fortress or location with masses of super mutants, and maybe some friendly BOS or Minutemen in a sorrounded bunker or something fun.
There are quite a few exploration mods which is excellent, but none that i know that adds a epic huge battle.
Also the giant green Supermutants could be backed up by the little green aliens, and maybe they have a landed ship somewhere.
Just a friendly suggestion since you put so much effort in already.
63 comments
Просматривая текстуры файла SavageLand - Textures.ba2.
В папке Textures\Maps\SavageLand\ SavageLand.00.00.png - .....- SavageLand.-5.04.png - .....- TestClaraCoast.-3.03.png.
Вопрос? Формат PNG не надо конвертировать DDS. PNG занимает много места и точно ли он поддерживается Fallout 4 как текстура.
SavageLand - Textures.ba2 1.3Gb из общей папки Textures\Maps\SavageLand\ - 1.28Gb PNG.
Может ошибаюсь.
Спасибо заранее за Ваше время и за мод.
Мод интересный. Особенно понравилось поселение Замок и Красная ракета.
Если можно установите полнофункциональную мастерскую, с привлечением и назначением поселенцев. В этих местах огромный потенциал для строительства.
Для строительства в любых местах использую команду: Player.Placeatme c1aeb . Только поселенцы не назначаются, если командой вызывать: Player.Placeatme 20593
Спасибо за ваше внимание и за мод.
Savage Isle
Вам необходимо скачать оригинальный мод.Где скачать?
Adult contentThis mod contains adult content. You can turn adult content on in your preference, if you wish
Спасибо Вам. Всё получилось изменил настройки аккаунта. Скачал Ваш мод.
Fallout 4 - Point Lookout at Fallout 4 Nexus - Mods and community (nexusmods.com)
In case of this mod that empty dock is used by a few mods as I understand it. And Point Lookout is favorite among them as its a recreation from FNV. So chances are IF (I havent tested) people cant run both mods they will most likely choose Point Lookout :).
Hence the suggestion to testing it and adapting to it. Thats all. I always love new area mods. They really never screw up vanilla content, are often safe to uninstall, dont break immersion but.... them doors hehehe.
Altough 'TheFallofApril' commented above there is no conflict, I assume he used both mods. So I guess the boats are next to each other?
EDIT: Oh yeah looking at the new gallery, your boat is a good chunk off. Should be no issues. I recommend using 'partial form or unknown 14' flag for your cell records. That way you wont accidently erase/overwrite other mod content in the same cell.
Ill add this mod to my list, but it will be a while before I test it.
Anyway here's somethings I noted down while I explored the place. Some are I don't know if just me problems/don't know if supposed to be like that/don't necessarily bother me but though I let you know anyway.
- For both workshop location the border thing is visible even outside workshop mode
- In Boat Workshop location I can't place anything without using mod like place anywhere
- Red Rocket has same problem but is only limited to the building itself. Grassy areas let me place stuff just fine.
- Also the workshop in Red Rocket is clipping inside counter
- Military Base has copy of South Boston checkpoint terminal. Which actually become quest target for Learning Curve
and since scribe doesn't follow inside this worldspace I had to use console commands to finish that quest.
- Military Base also has copy of the Guns and Bullets mag. Don't know if that was intentional
- Death Valley seemed to have invisible walls surrounding these big bones
- And of course pretty much everywhere i look there's some plant/tree/thing floating though I'm used to those in new land mods
For general criticism. Many places looked like interesting places to explore but there's not really reason for me to
do so. I'm more for the finding out what's story of the place whatever through notes , environmental storytelling or just finding random interesting things and it didn't look like there's any currently. Currently it's more "Ooh interesting place. Now where's that loot chest" if that makes sense.
to manually complete quests
https://fallout.fandom.com/wiki/Learning_Curve --- for quest IDs and stages
https://fallout.fandom.com/wiki/Fallout_4_console_commands#Quests --- list of commands and instructions
at the index: 4- quest for console questo completition
for workshop clipping manual fix, you may use the "modpos" and "modangle" commands
modpos x 10 ---- moves of 10 units along x axis; it accepts of course negative values. modangle is the same, but with rotations
it work with any objects but corpses; if object becomes blurry, move of 100 units then of -100 units, usually fixes it
Во-первых, что с вашим CreationKit? Почему с каждым обновлением файл всё увеличивается, достигнув 95 мб? Просто открыв и сохранив файл в CreationKit, ничего в нём не меняя, удалось уменьшить его до 26,3 мб.
Во-вторых, почему столько "грязных правок" и что мод изменяет в "Сафари" Ядер-Мира?
https://rataku.com/i/01.SDnTn8
https://rataku.com/i/SDn4aK
и, наконец, в-третьих, понятно, что выкладывая мод на Нексус на английском языке, вы получаете больше закачек, но не надо игнорировать соплеменников. Вы же играете в русской версии мода? Так поделитесь ею. Или дайте разрешение выложить русский перевод другим.
Besides a few floating trees I did not encounter any major issues.
Ran the mod with a full load Order of 400+ mods aand without any bouth times I did not encounter any problems ran at 60 FPS consistently.
Hope you do not abandon the mod because it has a lot of potential.
This is in no way criticism because I know how hard and time consuming making a new worldspace is and dealing with the CK is a mission on its own.
1-I seem to have LOD issues, from faraway all Forest and trees do not render until close in proximity. I don't know if it is on my end or just the LOD's have not been generated properly.
2-At the moment is pretty empty would love more enemy camps and enemies overall , I don't even mind that there are no quests since I love exploring.
Other than that will continue tracking your progress congratulations on the release and hope to revisit The Savage Lands Soon
ENDORSED....
There are quite a few exploration mods which is excellent, but none that i know that adds a epic huge battle.
Also the giant green Supermutants could be backed up by the little green aliens, and maybe they have a landed ship somewhere.
Just a friendly suggestion since you put so much effort in already.
Good luck.