DO NOT ENABLE (activate) this mod if you have already visited Spectacle Island. That will really mess up your day. one question to your description to confirm: does this mean it is essential to start a new game if i already visited the island ?
Good question. No, you don't have to start a new game. But what you have to do is: load a save from before your first visit to Spectacle. The mirelurks and the circuit box are the problem. They are tied to the geography of the island. I tried to move all the trigger locations in the CK, but I just couldn't get everything set up properly. So I ended up removing all of the quest triggers in the BeachFlattenClear esp. If those triggers have already been tripped in a previous visit, things get messed up big time.
Im trying my best to get this to work and I have all the requirements but its just buggy as hell.
The ground is not sandy, my fps drops by 130% when looking at the resort area, theres rocks in the middle and objects flicker around.
Edit: I managed to have a better outcome using blueprint importer but there are still rocks in some places that werent removed. The lag is also insane and objects flicker from a distance and dont appear but that might be due to render distance settings
That doesn't look good. Check a couple of things: 1. From the instructions: The Beach Resort has two files that must be loaded and activated. The first, BeachFlattenClearSpectacleV2.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.
2. Do you have any mods that affect Spectacle Island? That will mess up the terrain build.
I'm not very good at terrain building in the CK. But if you can't clean it up, that's where you will have to go to make your own Spectacle Island esp. Also, I haven't installed the latest version of FO4 and won't. That's another possibility. There may be incompatibilities with the latest FO4 patch.
I haven't been active in FO4 for quite awhile. I know that there was a major update to the game a few months ago. Do you know if Transfer Settlements was updated? Also the update may be the reason that the esp version doesn't work.
That would be nice, but not possible. This build is dependent on Transfer Settlements blue prints which is a complex and detailed mod. Also the buildings are set in a sculpted location which had to be cleared in the CK. That said -- all of the building blocks are available in the work shop from Snappy Build, SOE, etc. so you could build your own copy. One more thing. There is a mod called Clipboard that allows you to copy and paste buildings, trees, decorations, whatever from one settlement, copy them to a clipboard, and then paste them to another settlement. I've used it several times. It works well capturing almost every object.
It's just a location with a workshop bench. I never tried putting up a settlement beacon. Probably doesn't work, but I'll take a look next time I play FO4. I just take my group of companions there to enjoy the setting.
I need some help. I did the steps correctly and somehow after the transfer was done, there's this some chunk of floating land (non-sand, probably from the vanilla land). I put your beachcleanplugin dead last and the problem still occurs. I'm using some landscape mod like Borealis, but I put your after that so it should overwrite it. Any ideas? I could provide screenshots if you want. Thanks
This mod completely re-landscapes Spectacle Island. It doesn't know anything about what other mods have done to the Island. How could it? Unfortunately that includes the vanilla version. So don't visit Spectacle before installing this mod. Follow the instructions.
I can't seem to find the mod that contains GruffyddsSignsAndPosters.esp all his mods only have SignsAndPosters.esp none of his esp's in his mods have his name infront of the esp files not sure what to do seeing that the esp version of this resort requires this esp I'll have to use the blueprint version instead.
I have had the original mod since before the "Collections Debacle," a year or so ago, so I don't know what is at Gruffy's mod site after he left nexus. I suspect you could change the name of the esp you downloaded. I think that would work unless he made incompatible internal changes. But sure, use the BP w/o Gruffy's signs. It's just signs and posters that are simply wall decorations.
It seems to have the same name here at the link to Gruffy's site. idk.
I haven't visited the spectacle island but there are some floating rock canyons and giant twigs (whatever you call that thing) and the resort is flickering at short distance upon my first visit after mod installed. Any solution for this other than going to use CK and disable them? I can't seem to disable them in console commands since it won't allow me to click on their reference.
Oh and if you ever learn or master how to disable the references rather than deleting them and made an update, share them. Would really love to have this mod. Would be better if you made this on a difference worldspace to avoid bugs.
There are no floating rocks in the mod, so you have another mod that is putting them there. -OR- If you have visited Spectacle Island before installing the esp and blueprint, there will be floating rock/mud holes where the mirelurks lurk. The mudholes are triggered the first time you visit the Island.
Nope, no other mods besides yours. And like I said, I haven't visited. Not once. But, come to think of it....does encountering the spectacle island from a distance; say from a bridge going to diamond city... counts as visited? Eh regardless I'll just download Villa Ambra 2.0 as a substitute alternative.
Anyways gonna have to uninstall for now, too many bugs and the entire baja resort flickers erratically at long-to-medium distance. I'll use this mod again if you could make a copy of the entire beach resort on another worldspace with no vanilla references deleted. Its a perfect place for a player's home, even if no settlement.
What bridge? I thought you said you didn't have any mods in place. OK so, I'm asking this in an educational manner -- not derogatory, but intended to make you think a little -- do you think that a mod that affects Spectacle Island, might have an effect on Spectacle Island?
And concerning another location, feel free to copy whatever you want for your own personal use. That would be really cool. You have my permission.
Bridge near Wreck of the USS Riptide (I think I can't even see the island from that far now that I think about it). Anyways I do not have any other mods that modify spectacle island besides yours. I didn't even bother saving with the mod enabled due to the bugs and the deleted important references.
Base on my knowledge and a decade of using geck IN FNV/Fo3; Certain mods that deletes vanilla references (such as quest related ones) from any specific locations instead of disabling the object using the "intially disabled" breaks the game especially if one already or has yet to complete the objective that is bound/related to the said reference. (Could be a lot different in Fallout 4 though since I'm new to the game after finally getting a good PC to run it.)
I already did copy/pasted the entire non vanilla objects into new worldspace and deleted the edits in the vanilla world for personal use. Thanks for the permission regardless but I won't upload them until I've secured the original creator of Baja Island NV.
70 comments
DO NOT ENABLE (activate) this mod if you have already visited Spectacle Island. That will really mess up your day.
one question to your description to confirm:
does this mean it is essential to start a new game if i already visited the island ?
The ground is not sandy, my fps drops by 130% when looking at the resort area, theres rocks in the middle and objects flicker around.
Edit: I managed to have a better outcome using blueprint importer but there are still rocks in some places that werent removed. The lag is also insane and objects flicker from a distance and dont appear but that might be due to render distance settings
1. From the instructions: The Beach Resort has two files that must be loaded and activated. The first, BeachFlattenClearSpectacleV2.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.
2. Do you have any mods that affect Spectacle Island? That will mess up the terrain build.
I'm not very good at terrain building in the CK. But if you can't clean it up, that's where you will have to go to make your own Spectacle Island esp. Also, I haven't installed the latest version of FO4 and won't. That's another possibility. There may be incompatibilities with the latest FO4 patch.
That said -- all of the building blocks are available in the work shop from Snappy Build, SOE, etc. so you could build your own copy.
One more thing. There is a mod called Clipboard that allows you to copy and paste buildings, trees, decorations, whatever from one settlement, copy them to a clipboard, and then paste them to another settlement. I've used it several times. It works well capturing almost every object.
I'm using some landscape mod like Borealis, but I put your after that so it should overwrite it.
Any ideas? I could provide screenshots if you want.
Thanks
It seems to have the same name here at the link to Gruffy's site. idk.
Oh and if you ever learn or master how to disable the references rather than deleting them and made an update, share them. Would really love to have this mod. Would be better if you made this on a difference worldspace to avoid bugs.
Anyways gonna have to uninstall for now, too many bugs and the entire baja resort flickers erratically at long-to-medium distance. I'll use this mod again if you could make a copy of the entire beach resort on another worldspace with no vanilla references deleted. Its a perfect place for a player's home, even if no settlement.
And concerning another location, feel free to copy whatever you want for your own personal use. That would be really cool. You have my permission.
Base on my knowledge and a decade of using geck IN FNV/Fo3; Certain mods that deletes vanilla references (such as quest related ones) from any specific locations instead of disabling the object using the "intially disabled" breaks the game especially if one already or has yet to complete the objective that is bound/related to the said reference. (Could be a lot different in Fallout 4 though since I'm new to the game after finally getting a good PC to run it.)
I already did copy/pasted the entire non vanilla objects into new worldspace and deleted the edits in the vanilla world for personal use. Thanks for the permission regardless but I won't upload them until I've secured the original creator of Baja Island NV.