If you find radioactive fog related radhazards in FH that are not disabled after completing the Reformation quest, please post the cell ID of the radhazard(s) and I will add them to the mod.
Dear author! Can I ask you to make the Fog and Radioactivity disappear after the Atom is destroyed? Or make it as an optional file. Logic says that peace with the sect of the Children of the Atom is impossible. (It's just as impossible as peace with cannibal supermutants.)
I love the idea of the fog being removed if you make peace between Far Harbor and the Children of Atom but I noticed this mod removes most of the fog even if you are new to the island and haven't done any of the quests. I know that the fog is a nuisance and one of the dangers you will face while exploring but I thought this mod had effect after you completed the Reformation quest. I don't have a heavily modded game so I don't think there is a conflict. Also I noticed something funny, I can't sprint in some areas around Dalton Farm. I disabled all other mods except for this and still can't sprint. A minor inconvenience but I just wanted to mention it. It is a shame it didn't work for me, the mod is awesome but I guess I have to enable it after I complete the Reformation quest; breaks the immersion a bit but eh...
Because some of the radiation hazards and mist objects (making up radioactive fog) are, sadly, baked in. Lucky though, those are the minority and exclusively at or near settlement locations.
I'm not sure why they were included in the precomb/previs madness in the first place - They aren't, in any other locations. Maybe Beth done this as a super lazy way to prevent players from accidentally scrapping them, idk. They did a lot of cheap-outs with the precomb/previs system, see also broken roombounds in interiors or the engine's broken MipMap handling code etc. All simply glossed over by running Umbra, instead of fixing them.
The radioactive fog is made up from moveable statics & hazards. Near settlements, the PHZD are baked into precombines. I think Beth did this to make them unscrappable in a most lazy way, as they're baked in only at/near settlements and nowhere else.
I love the mist of horror, but I will still test your will Atoms, although I have already completed the main quest on the island, but there are still a few open locations. So let's see how it looks now on the island after I installed your mod.
Since I don't like Tektus, I've never used the persuasion option to leave the island.
Hours later, after I persuaded Sister Gwyneth to leave the island, she wandered in the nucleus, which confused me a little. Then you can't talk to her anymore.
>Hours later, after I persuaded Sister Gwyneth to leave the island, she wandered in the nucleus, which confused me a little. Then you can't talk to her anymore
yeah that's a vanilla bug lol. I always console-commmand her to become a settler and then make her a guard in Sanctuary
@niston I guess I didn't understand the mod somehow.
I've never had a smokescreen like this before. But she disintegrates in front of Far Harbor. Comes from Old Longfellow Island. He supposedly has the fog in his lungs and now he has probably breathed it out.
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@janedynamite Thanks for the info, I'll keep that in mind next time!
OK, now I understand your mod! [A smiley with a Glowing lamp over Head would be appropriate here.]
There is fog and there are clouds. You (Atom) only lets the fog disappear that previously covered the clouds, because ich could only see dense wafts of fog.
After the fog clears after a peaceful dissipation, the previously overcast clouds reappear.
So that's not fog on my screen shot but just a low-flying dense cloud. Now the Old Longfellow also has clouds in his lungs. That old rascal.
They are even LOD clouds, I think. Meaning, they'll disappear as you close in. Tried to remove them as well, but they're kinda sorta hard to find in CK lmao.
peace is good choice to work for.. but NOTHING is worth killing an 'Innocent' person for.. esPECialy if it is just because of a mentally depraved creative writer :) can you make a peace with Atom WITHOUT killing any innocent people?
Calling Tektus "innocent" even in quote marks is so way off I barely know where to begin. I used to think FO3's good/evil thing was too painfully obvious to need pointing out, but clearly it should've been kept in FO4 because the CoA, Institute and BoS are all evil organisations, and the game provides multiple painfully obvious in-your-face "clues" (and similarly in-your-face clues as to exceptional individuals within them who aren't evil) and yet still some gamers demur!
The CoA's nucleus under Tektus is run by terror - first thing you witness when arriving is a loyalty test that is ultra-evil personified. All disobedience is treated as treason, doubt is considered heresy, both net a death sentence. Richter does it, but it's Tektus' orders. I could provide multiple examples of this, and more examples of the CoA being evil across FO4 & FO3. But note, outside of visiting megaton's two churches, FO4's crater and nucleus (in which cases you're treated as a potential recruit or message bearer etc) you are generally treated as a hostile who can killed or sacrificed.
I like the idea of weather changing at the end of FH, though personally I would just prefer less rad fog rather than nice weather - after all, Reformation is a co-existence, not a removal of Atom. Maybe your weather mod should instead occur if the CoA are destroyed?
Haven't played Far Harbor for a while. Might be a good idea to make peace this time instead of killing the Children of Atom for corrupting the island xD Say, how does this mod fare with weather mods? I use Commonwealth Climate specifically.
I don't know that weather mod you mentioned, but Far Harbor has it's own weather. So if that mod doesn't specifically change the FH weather, I'd expect it to be compatible. And if it edits the FH weather, you can try putting this mod directly below it.
for me is an amazing idea this mod this is the cause bcse i Love MODs. i think that mod much times. an re thinks that in otherverse. applyying that to all the commonwealth and NR like a role vault pace keeper. creating a good environment ending for all factions. is so dumb for me resolve conflicts in this game whit a N bomb a site . provoke a fusion core explosion, a crash landing of a skybase and or a massacre of rebells / civillians , for me all this things are s .--- . apart of the thousands of personal kills to becoming a profesional killer or tiranic mafious mercenary 1armyman ninja mutant super hero job . starting from a basic home mortal father or mother like nate and nora, yes is the lore of the universe of the game but. insane for my mind. lol. YES,,, GO TO PLAY MY LITTLE PONY you MtFK . yes i know. u play fallout u must drop some blood i know . but the main history of fallout 4 is not good for me ,survival faction war, after nuclear war? i decide skip main story many times and too in acadia synth harbor atom -war and raider wars?? . this is and exceeded for meeee waste of time. i think in rebuild civilization (workshops settlements core) after chaos of a fallout ,,,or survival to nature dangers or defend civils lands, ( wildlands) , no more chaos mafia and more military bull s . . yes , you, bro are wrong in chose game go away tho other game , am sorry XD bros, i like fallout ,,, but they never go to do this type of solutions in FO beacause they hdnt not too good motives to do thinks like that in the game industry , every game is a message to the public mind. in this resolve thought violence
28 comments
If you find radioactive fog related radhazards in FH that are not disabled after completing the Reformation quest, please post the cell ID of the radhazard(s) and I will add them to the mod.
Thanks.
Or make it as an optional file.
Logic says that peace with the sect of the Children of the Atom is impossible. (It's just as impossible as peace with cannibal supermutants.)
Also I noticed something funny, I can't sprint in some areas around Dalton Farm. I disabled all other mods except for this and still can't sprint. A minor inconvenience but I just wanted to mention it.
It is a shame it didn't work for me, the mod is awesome but I guess I have to enable it after I complete the Reformation quest; breaks the immersion a bit but eh...
Lucky though, those are the minority and exclusively at or near settlement locations.
I'm not sure why they were included in the precomb/previs madness in the first place - They aren't, in any other locations. Maybe Beth done this as a super lazy way to prevent players from accidentally scrapping them, idk. They did a lot of cheap-outs with the precomb/previs system, see also broken roombounds in interiors or the engine's broken MipMap handling code etc. All simply glossed over by running Umbra, instead of fixing them.
Near settlements, the PHZD are baked into precombines. I think Beth did this to make them unscrappable in a most lazy way, as they're baked in only at/near settlements and nowhere else.
Since I don't like Tektus, I've never used the persuasion option to leave the island.
Hours later, after I persuaded Sister Gwyneth to leave the island, she wandered in the nucleus, which confused me a little. Then you can't talk to her anymore.
yeah that's a vanilla bug lol. I always console-commmand her to become a settler and then make her a guard in Sanctuary
I guess I didn't understand the mod somehow.
I've never had a smokescreen like this before. But she disintegrates in front of Far Harbor. Comes from Old Longfellow Island. He supposedly has the fog in his lungs and now he has probably breathed it out.
@janedynamite
Thanks for the info, I'll keep that in mind next time!
It's just that you don't get to see them normally, because the fog on the island is so thick.
There is fog and there are clouds. You (Atom) only lets the fog disappear that previously covered the clouds, because ich could only see dense wafts of fog.
After the fog clears after a peaceful dissipation, the previously overcast clouds reappear.
So that's not fog on my screen shot but just a low-flying dense cloud. Now the Old Longfellow also has clouds in his lungs. That old rascal.
Thanks for your work on this mod.
Tried to remove them as well, but they're kinda sorta hard to find in CK lmao.
but NOTHING is worth killing an 'Innocent' person for.. esPECialy if it is just because of a mentally depraved creative writer :)
can you make a peace with Atom WITHOUT killing any innocent people?
The CoA's nucleus under Tektus is run by terror - first thing you witness when arriving is a loyalty test that is ultra-evil personified. All disobedience is treated as treason, doubt is considered heresy, both net a death sentence. Richter does it, but it's Tektus' orders. I could provide multiple examples of this, and more examples of the CoA being evil across FO4 & FO3. But note, outside of visiting megaton's two churches, FO4's crater and nucleus (in which cases you're treated as a potential recruit or message bearer etc) you are generally treated as a hostile who can killed or sacrificed.
I like the idea of weather changing at the end of FH, though personally I would just prefer less rad fog rather than nice weather - after all, Reformation is a co-existence, not a removal of Atom. Maybe your weather mod should instead occur if the CoA are destroyed?
Tbh, I don't think NAC X Legacy is compatible with anything... xD
Say, how does this mod fare with weather mods? I use Commonwealth Climate specifically.
Thanks
So if that mod doesn't specifically change the FH weather, I'd expect it to be compatible.
And if it edits the FH weather, you can try putting this mod directly below it.