I like it. Is there any way to adjust the altitude it hovers at? Would like to put some turrets on it and make it a proper gunboat but it is too high up.
@sgtowl just installed your mod. Wrye Bash (mod manager I use) says there are some deleted references in the Far Harbor version of Skyfish. I used FO4Edit to clean the copy on my PC, but if you would do the same with your and post it again everyone would get a clean copy.
Looking forward to using this in my game. Thank you.
In my experience, when someone complains about someone blocking them for trying to help, they either presented their help poorly, didn't respond well to responses to said help, or (in the case of something like Facebook) had something about their profile which strongly communicated that they're not a person the one needing help wants anything to do with. And considering that you're making accusations about their ego, I'm willing to bet it's a bit of all three in this case.
no he was just offended because i didnt do it in private which is something we dont do when teaching.. Like i pointed out we share info like that all the time... Ive never seen anyone offended by it before... Its not like i insulted him or the mod ...i simply pointed out that he had a typo in the folder name of the download...(the data folder in the zip was named date...which makes unzipping create a new destination folder
well that sucks...:P Please dont do that in the future... Another person i tried to help did that because he got frustrated not being able to fix his mods and would delete his posts and literal hours of lessons in the posts would be lost forever..... Anyhow... Lets try and make this a productive relationship in the future... :)
greekrage, I was able to get the bird to land on the pad, thank you. I did have to move the xmarker off-center to get the back wheel to touch the part in the back and not block the door and I would have to remove the railing to get it to land center and it just barely gets on that pad. it is small really small. but I have seen birds in real life land in combat zones under fire on smaller targets lol. the guys who fly helicopters are nuts.
Love the mod, will add it my 'recommended mods with landing pads'. And greekrage knows what they are talking about, it is always good to see experienced modders helping others.
cool...good job... Yeah marker may need some fine tuning some times...but bird lands differently depending on where its coming from. I also noticed noticed that when i tried to open the workshop workbench in ck to check on the links ..it took a bit of time to open up . So you may want to check the resources you linked to it in case of mistakes or invalid links.. It may be the cause of certain crashes people reported. One thing to remember in the future when doing such detailed builds with a lot of parts is to use SCOLS(static collections)... because i noticed it took forever to load the ship in CK when i moved from one cell to another......This could also cause crashes on lower end PCs
greekrage, i dont know about those crashes, they happened on the first V1 before I even added those resources and I have been unable to recreate those issues on mine or another PC. as for SCOLS every time I try to use that on my PC, CK crashes with it only working once on a smell item and when load back in turned purple.
only static objects....not stuff that is movable,collectable,interactive etc...(example if you add a tire that you can kick around shoot etc..then the whole scol will inherit the havok properties of the tire and drop to the ground ,spin etc..) Purple textures mean missing textures...( or textures that for some reason couldnt load in time and timed out.) Ive made gigantic scols with over 100 parts without issue for some mods so that i could optimize the mod as much as possible.(look at my Constructable crane in this mod )When doing scols on stuff like your ship make sure to check the list for unwanted objects in it like effects,markers etc... Just saying to figure it out because its very helpful and puts less strain on the player's system not having to load 100s of parts . Keep up the good work...
greekrage, ok was able to scols the main ship and things that would not change color, that I could not change back and floors. i would have liked to have done the crew living quarters but the wall would change and their new color op suck, would have been about 300 items. over all I went from 1900 items to 1100. also, add two modified workbenchs after looking at some of the things you did in your mods, they will be in the next update after I do testing and make sure everything works the way it should. did not plan on doing this but my son was having issues finding a place to add them where they did not seem odd.
texture swaps are a bit annoying but there are workarounds that we can talk about on your next project... Personally i take the scols and rework their textures(with custom textures too ) in nifskope and save them as a new nif/model and finally import them into the game again. Like this crane i needed to add to my military mod im working on...but with relevant textures..for example
and finally when you evolve even more you do stuff like this.. Imagine making that skyship from scratch exactly how you wanted it without depending on the game assets alone.. This boat is one of 7 ive made in 3dsmax
this is a teaser pic of the mod ....in case youre wondering where those boats fit into the game... 90% is imported assets ....redone vanilla and new models..
so now you turn to insulting me even though me and the author have moved past our little misunderstanding ? Btw the username means the rage of a Greek warrior since im Greek and a Spartan...
Bridges' comment seems reasonable to me, makes sense to put an edit in correcting that misunderstanding so that people skimming the comments in the future don't get the wrong impression.
both... When i can fix my pc....(cant afford to atm) so im stuck with an older setup i had that cant even load the mod in the editor because its really heavy ram wise..( it has a lot of custom resources like models and textures ) I will be releasing a stand alone of all the stuff you see in the pic (plus a lot more you cant see) and a location mod...
Awesome to see Greek Rage is still on nexus. Deadset still use a few of your mods, you took some of the "meh" locations and settlements changed them up actually improving them rather than just adding piles of things in.
72 comments
Looking forward to using this in my game. Thank you.
Apologies if its already explained somewhere.
Here are the instructions for the pad since i made the effort already...
Like i pointed out we share info like that all the time...
Ive never seen anyone offended by it before...
Its not like i insulted him or the mod ...i simply pointed out that he had a typo in the folder name of the download...(the data folder in the zip was named date...which makes unzipping create a new destination folder
Apparently just a misunderstanding; nevermind.Please dont do that in the future...
Another person i tried to help did that because he got frustrated not being able to fix his mods and would delete his posts and literal hours of lessons in the posts would be lost forever.....
Anyhow...
Lets try and make this a productive relationship in the future... :)
And greekrage knows what they are talking about, it is always good to see experienced modders helping others.
Yeah marker may need some fine tuning some times...but bird lands differently depending on where its coming from.
I also noticed noticed that when i tried to open the workshop workbench in ck to check on the links ..it took a bit of time to open up .
So you may want to check the resources you linked to it in case of mistakes or invalid links..
It may be the cause of certain crashes people reported.
One thing to remember in the future when doing such detailed builds with a lot of parts is to use SCOLS(static collections)...
because i noticed it took forever to load the ship in CK when i moved from one cell to another......This could also cause crashes on lower end PCs
Purple textures mean missing textures...( or textures that for some reason couldnt load in time and timed out.)
Ive made gigantic scols with over 100 parts without issue for some mods so that i could optimize the mod as much as possible.(look at my Constructable crane in this mod )When doing scols on stuff like your ship make sure to check the list for unwanted objects in it like effects,markers etc...
Just saying to figure it out because its very helpful and puts less strain on the player's system not having to load 100s of parts .
Keep up the good work...
Personally i take the scols and rework their textures(with custom textures too ) in nifskope and save them as a new nif/model and finally import them into the game again.
Like this crane i needed to add to my military mod im working on...but with relevant textures..for example
and finally when you evolve even more you do stuff like this..
Imagine making that skyship from scratch exactly how you wanted it without depending on the game assets alone..
This boat is one of 7 ive made in 3dsmax
90% is imported assets ....redone vanilla and new models..
Btw the username means the rage of a Greek warrior since im Greek and a Spartan...
When i can fix my pc....(cant afford to atm) so im stuck with an older setup i had that cant even load the mod in the editor because its really heavy ram wise..( it has a lot of custom resources like models and textures )
I will be releasing a stand alone of all the stuff you see in the pic (plus a lot more you cant see) and a location mod...
also it looks like the prydwen. prydwen is sky shark and this is sky fish. i'm thinking.. Rubiwen.