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dinadan

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dinadan95350

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  1. dinadan95350
    dinadan95350
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    "I started with a light touch, which means ... I did not go nuts savaging pre-existing markers, spawn points, weather patterns, etc. So presently there are things like a Giant Scorpion spawn point within the bounds ." So ... be aware that in lieu of other content, the original authors made this area into a meat grinder. It's brutal. Your initial settlers will have a tough time.

    I tested this mod separately using ...

    1. Only Vanilla building elements.
    2. Sim Settlements 2 building elements.

    Both tests succeeded. See screenshots showing assigned settlers, beds, crops, and SS2 plots.

    You might also notice in the screenshots that the settlers are guarded (for the sake of the test) by an army of defense mechanisms.
  2. dinadan95350
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    Learned that Settlement Menu activation is tied to Workbench proximity rather than exclusively to build area. Therefore you'll find the menu won't activate in some of the further parts of the build area. You need to move back towards the bench, activate the menu, then move back to the outer edges to build. I use Kinggath's Workshop Plus, so this is quick. But it may be a hassle for some.

    I see now that this is why at Ivanpah the Workshop bench is in the very middle of the large build area. I put mine to one end. Hence the discovery of this behavior. To be clear, the build area is still what it is -- the buildable area. Menu activation is the only issue.

    This all really kind of boggles the mind. The build area is defined by a three-dimensional box -- and it makes sense that everything related to the buildable area (borders, menu activation) would be related to the build area. But they're not. Each feature is driven from a SEPARATE relation TO THE BENCH. Something to keep in mind next time you think about using Place Everywhere to move a Workbench. ;)

    Anyhow, harmless to the functioning of the mod, but could be annoying for some folk.
  3. dstar2040
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    It's been a while that I've had PV and Wolfe's PV Revitalization mods in my current playthrough, and was kinda put off downloading this mod for the slight tinge of negatively on the posts. Anyways, as I don't have SimSettlements or other mods that edit the workbench, the mod is working as any settlement ought to be, even at far range from the workbench. It's a great addition to PV. 
  4. 363rdChemicalCompany
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    So only Project Mojave is a requiremebnt not sim settelemts yes?
    Also I have 2 preexisting settelemtns, large and nuilt up with a lot of effort at Nipton good luck trailer Park and Nipton Road restop.
    Would they be adversely affected if I install this mod.? :)
    1. dinadan95350
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      Late response but no. Only touches the area above Crescent Canyon.
  5. LittlePunisher
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    What are people doing about the blowing sand in their builds?
    1. dinadan95350
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      Those weather areas are static boxes in the landscape. They were placed by the Project Mojave authors in certain locations. The way I deal with them is stick Sim Settlements 2 plots in those areas, but then do my custom builds (that I might spend more time with) in areas that those boxes do not cover.

      I've thought about making a mod that simply removes them. Not because that weather is a bad idea, but because its visual implementation is kinda rough. I haven't tried that yet. The concern I have is that even when you disable something it counts as touching the cell (which is an invitation for compatibility issues), and these weather boxes touch many cells. But maybe I'd try and start with the cells I've already touched with this build area.
    2. LittlePunisher
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      Ah ok. I don't use sims but I have positioned the settler's sleeping quarters down in that dust bowl, I don't go there much so that's ok.  I'm using the Chuck Yufarley Collection for my build so I have a bar that looks really good but if you look to the left or right whilst having a beer you will see the sand blowing by. lol I might relocate it but I may have the same issue. 

      Something like the cheat terminal where you can change the weather but in this case, stop the blowing sand would be good I guess.



    3. dinadan95350
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      I'm not sure the Project Mojave authors intended it this way, but it sure seems like it: the Nipton sites (Stop and Park) are atmospherically "clean" for discerning builders. ;)
  6. 60Petr60
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    Good day to you!
    I will not test version 0.4.
    Version V0.3 works fine, there are no departures, settlers walk. 2 huge swimming pools are installed,
    on the sides of the stairs from the entrance to the palace! It turned out to be the Taj Mahal, as in India.
    I will build a church with an organ, a huge power plant and a cinema with Disney cartoons.
    Thank you very much for choosing this place.
    At night, the moon appears above the palace, it's a pity that it's only virtual.

    In Mojave, in addition to your settlement, there are 5 settlements: the Ivanpa Circuit 60%, the Luck Trailer Park 90%, the Nipton Road Parking 60% and two posts that I rebuilt to 100%. Everything is built up with Churches and cinemas.

    Links to photos of your settlement! 
    Workshop Mojave Canon   https://wampi.ru/image/RtN2srl     https://wampi.ru/image/RtN2Aoq
    Mojave Canon
    map location    https://wampi.ru/image/RtN2wMJ
    Building elements
    Statistics   https://wampi.ru/image/RtN2mkn   https://wampi.ru/image/RtN24ox
    Start
    of construction "Taj Mahal", as in India      https://wampi.ru/image/RtN2ntI        https://wampi.ru/image/RtN2hi6
    Interior of the second floor of the palace            https://wampi.ru/image/RtN2kqQ      https://wampi.ru/image/RtN2CLw  
    Palace view from above                                         https://wampi.ru/image/RtN2Z8Z
    Two pools of the palace                                         https://wampi.ru/image/RtN2uYc
    Moon, Palace
    side view                                          https://wampi.ru/image/RtN2jNf
    House for 20 beds - appoint a settler                    https://wampi.ru/image/RtN2Bfz
    Completion of the construction
    of the Palace     https://wampi.ru/image/RtN2Qfk
    Church with an organ
    of 5 melodies                      https://wampi.ru/image/RtN2roy
    Cinema with Disney  20 cartoons                           https://wampi.ru/image/RtN2WCg      https://wampi.ru/image/RtN20Kt
    Autodrom "Ivanpa" 60%  map location     https://wampi.ru/image/RtN23q4    https://wampi.ru/image/RtKX7ZV    https://wampi.ru/image/RtKXxpx
    https://wampi.ru/image/RtKXRsn   
      https://wampi.ru/image/RtKXGw4           https://wampi.ru/image/RtKXD4i
    "Luck" Trailer Park 90%  map location                   https://wampi.ru/image/RtN2ORa
    Nipton Road Parking Lot 60%  map location         https://wampi.ru/image/RtN2e8i
    Defeat Scorpions with 4 heavy laser turrets and 4 rocket launchers turrets                       https://wampi.ru/image/RtN2UKO  

    Goodnight!
    Version 0.3 is installed
    All tests are passed, happiness is 100%.
    I built the palace in an hour.
    There are photos, but I have a problem with the placement. Apparently I'm stupid,
    it worked on other sites, it doesn't work here. The Scorpions, heavy laser turrets and 4 rocket launchers were removed.
    I don't use Sim Settlements 2!
    It's a pity that the house had to be demolished, the palace is huge!
    Thank you very much, everything is working fine.
    I'll figure something out with the settlers.
    I respect you all and appreciate your hard work, sorry. Good luck to you!
  7. dinadan95350
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    Status TLDR ...

    The exterior (Settlement/Workshop) seems feature-complete (wrt Settlement) and reliable. (But I do plan to expand and improve it.)

    The interior is neither useful nor reliable yet.
  8. 60Petr60
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    good evening!
    I'm sorry IF I OFFENDED YOU!
    I communicate with you through an interpreter!
    If you had said that you have Sim Settlements 2, I would have passed by. But there are two esp mods, exe and esl.
    Comrades singing your praises! Although they didn't use the mod, the dogs are like that. They don't care what you've created!
    I understand and respect YOU!
    Your mod doesn't suit me!
    Thank you so much for understanding, It's just a pity that the mod does not fit. Thank you very much!
    It looks like I'm the only one testing your mod!
    Good luck to you!

    A parable.
    Builders' competition. The architect asks the builders masons: - What are you building?
    1 Builder: - House.
    2 Builder: - I'm laying a stone.
    3 Builder: - I'm building a castle!
    In a world of ruin, squalor, apocalypse, squalid shacks, unsettled. 3 the builder is the creator!
  9. dinadan95350
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    Uploaded a new version 0.2.

    In testing the most important thing I noticed it that some Workshop/Settlement features seemed NOT to work because a SetOwnership event never fired. A SetOwnership event never fired because when I made version 0.1 I thought it'd just be nice to set the automatic ownership boolean to true. I mean, I didn't care for there to be a quest or anything so why not. Well, apparently that event has some important listeners.

    So ... now the appropriate listeners get the appropriate events and I was able to set up a Recruitment Beacon and start a regular Sim Settlements 2 build. See the screenshots.
    1. dinadan95350
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      If you used version 0.1 and upgrade to 0.2, and you started building, and you use Sim Settlements 2, you can force SetOwnership by approaching the Workbench and using SS2's "Manage" feature. I think this might enable most features w/o having to start over. There is probably a console equivalent. This is how I figured the problem out in the first place. I mean, I had set auto-ownership but obviously SS2 hadn't seen it (because ownership wasn't set in the way it expected). 
  10. dinadan95350
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    So, a little update. I thought I'd sit down and stub out an interior for the house within an hour or so. Seemed like no big deal to at least make a start. It's easy with the base Skyrim and FO4 kits. But ... the Project Mojave interior kits are much more rudimentary and challenging -- and maybe less water-tight from a behavior perspective. (Open the CK to the Nipton interiors and look at the windows, for example.) So, anyhow. Just saying I won't be banging that out as quickly as I thought I might.
    1. dinadan95350
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      So, I have stubbed out a working interior. Switched to the base wood kits and did it in about 30m. That said, I won't be posting it here yet because it's just that -- a stub. A nice empty first-floor layout that has no interactivity. I'll probably give it a basement and stick a Workshop down there.
    2. dinadan95350
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      I uploaded the stubbed interior with v0.2.

      It is a separate ESL so that I can cleanly develop the interior w/o mixing it up with the exterior. This is a technique I've been experimenting with on a much more ambitious Skyrim mod. It seems to work well over there although there are important differences in the engines. For instance, over in Skyrim that ESL might safely be an ESPFE. In FO4 it must be an ESL or very bad things happen. So please tell me if very bad things happen. Thx.
  11. 60Petr60
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    Your mod has been tested.
    1 workshop is stripped down.
    2 Settlers don't come.
    3 The happiness of the settlement is 0%.
    There's nothing to build in the house, you can't open the door.
    The mod is useless, you can just build without your mod. Refine it.
    Please answer the questions posed.
    Deleted your mod.
    1. dinadan95350
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      Well thanks. I will of course be improving the mod and if _nobody_ ever uses it but me that'll be fine.

      I actually welcome your posts here, despite the bad attitude and poor manners. But on that point I do need to be clear: I will not be responding to any more of your posts, period.
    2. Dude, you're like a rabid dog breathing down someone's neck. When you point out problems with a mod, you should give the author some time to sort them out, not immediately come back and whine about it.
  12. The reason more Project Mojave mods don't exists is because there isn't much in it. No quests, no real NPCs. There isn't anything interesting there to work around, just the environment, and there are already a ton of neat environment mods, especially from Zorkaz.

    I used to be really excited for the F4NV project, and I know I'll play it when it is finally complete, but I think I'll always go back to FNV for all the great quest mods, and because the more recent advancements in mechanics thanks to xNVSE, JIPLN, Stewie's Tweaks, KNVSE animations, and the modding wizards like Hitman and Xilandro have made FNV a better game in every way than a Creation Engine adaptation of it could be.

    The Mojave in NV is full of interesting NPCs and quests. The Mojave in Mojave Project is just a dust bowl. It's an impressive dust bowl with great potential for sandbox projects, but it is still a dust bowl.
    1. dinadan95350
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      So ... you and I are very much of different tastes regarding Obsidian, NV, and the respective game engines. And that's just fine.

      "Zorkaz". Yup, I use all of those. Love 'em. That said, they're objectively emptier than Mojave. FO4 has _no_ (zero) Wyrmstooth, Darkend, Vominheim, etc, etc. But anyhoo, that's not the point. The point is to mod it _because_ it's empty. Does the world really need _another_ player home in Riverwood (so to speak)? No. Emphatically no.

      You do point out that it'd be a good idea to add more color to Zorkaz's worldspaces, too. For the very same reason. Thx.
    2. Zorkaz's mods just ooze atmosphere and haunting beauty. They're made to a more realistic topographic scale than the vanilla landscapes, so even though they are much more empty, because the land feels more open, it seems larger than it is.
    3. dinadan95350
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      You're not wrong. Those mods are underrated. I do get your point that those _work_ empty better than Mojave. But to my mind, that just makes my point again. Mojave needs help. Anyhoo, I said "underrated". Glad to bump into a kindred spirit who feels the same about those. Are you familiar with Chanterelle for Skyrim? Kinda the same thing.