The first chapter of The Isles Of New England series, aiming to recreate various real-life islands along the New English coastline in the fallout setting.
This first chapter will take you to Boon Island, Maine, an unassuming lighthouse with a tragic history in real life, from shipwrecks, to cannibalism, to fires, madness, deadly illness, and harrowing storms, this island’s been through a lot.
The next chapter will Feature a bigger island with multiple quests and settlements.
This mod will work on the next gen update & pre next gen update (1.10.163)
Thanks to your open permissions, I have ported this mod to Xbox! It works great from the test I did and thank you once again for allowing your amazing work to be shared with Xbox players. <3
I was wondering if settlement attacks work on the island? I've used SKK random encounters but it can't find any encounter zone to spawn (doesn't work there) so my only other option for hostile spawns is settlement attacks (before cages) I'm doing a "Boon Island only" run where i can't use resources outside of the island, similar to what Joov did with Spectacle Island. EDIT: none of the SKK mods worked, thats combat stalkers, random encounters and settlement attacks. The islans simply doesnt have a spawn location set for these mechanics so they fail to function. It would be nice of the mod author to add these location pointers in an upcoming update.
Checked and Boon definitely has attack markers and an encounter zone, but when I have time I'll check on the SKK mod and see what it's upset about and if it can be solved.
Thank you for the speedy reply, All I needed was for attackers to spawn, SKK or no SKK. I just used SKK mods to spawn them faster, but I have no issue playing with base game timers and settlement attack mechanics. Thank you again.
I suspect it may be possible to use console to disable the emitter, I’ll check on that for you and get you the ID if so. We aught to add a non-console way of turning it off though, we’ll look into it
Use the console command "prid xx0C4350" (you will need to replace the X's with the correct number for your load order) and then press enter, this should select the radio transmitter. Then use the console command "disable" hit enter again and it should be disabled for good.
If you need help finding the correct numbers use the command "help Boon 4" this should show some of the records contained in this mod and they will all share the first 2 numbers.
The patch works wonderfully. I also loved the "ghost story" element, it's just the right tone. There's no real sign of when that all happened Pre-War, just as it should be.
Quick story, but kind of sad. Took about 30 minutes, but comes with a couple surprises. Had no issues from start to finish with PRP and backported game. Endorsed.
Excellent mod! Endorsement and kudos all around! Great little story. Crossing my fingers for future chapters.
A small question, is it difficult to move the boat at Croup a little bit? Do I need the CK to do it, or can I adjust some coordinates with xEdit? (yup, I know zero, zilch, nada about modding apart from some basic tweaking in xEdit). Reason for asking is that I use the "The Red Wave (Reloaded)" mod in all my play troughs and there is a small conflict at Croup. https://staticdelivery.nexusmods.com/mods/1151/images/22013-0-1486993498.jpg Not a big problem, the boats clips, but both are accessible and usable.
Thank you, that would be great, but as I said, not a big problem apart from the visual.
I think this mod will be incompatible with Sailboat Abode - A Fast Travel Ship, If I remember correctly the sailboat and the Boon Island boat will overlap almost completely.
No problem, happy to help (..or give you more work and headaches :D) I'm also using the sailboat mod, not so much for traveling, more as a semi-permanent player home that I move between a couple of locations.
Did a quick test, and yes, the boats merge "perfectly", a sail/motor boat hybrid monster. I can't even disembark the sailboat, have to use tcl to get ashore.
For anyone curious, the Sailboat Abode mod's boat arrival at Croup Manor can be seen in this youtube vid (watch from 12.00 minute mark). However, for multi-location travelling boat home mods the place to really be asking for patches is at those mods because they both touch on tons of locations - at least 24 for Red Wave Reloaded, and at least 40 so far for Sailboat Abode, many of which are at popular mod locations. So it's a bit unreasonable to go around asking all other mods at all those many locations to all provide patches when such patches should be added at those travel mods (which sensibly keeps them all in one place for users - and out of the way of non-users). Short of that, users of those travel mods that are capable with FO4edit could try editing (i.e. cutting) Croup Manor location from those mods.
Don't know if your post was directed at yours truly, or just in general? (I would guess in general) Anyway, if you read my inital post, I didn't ask for a patch, but for advice (from them or the community in general); and I don't "keep expecting" anything from anyone, at least on that point we totally agree.
Feedback to the modders (for your information): After some more testing it seems that the Red Wave also clips so bad that tcl is needed.
DISCLAIMER: To the Karens of the world, NO, I do not expect or demand that the modders of Boon Island must or should make a patch, either for the Red Wave mod or any other mod conflicting with Boon Island. Not now, or not at any time in the future. This is purly for their information. (is that clear enough, or should I use crayons?)
So, no s#*!, there I was, looking at my notifications on Nexus and saw an update for Caves. Went to the mod page, checked out bug reports (nothing to worry about, cool), opened the comments tab and saw something I had somehow missed before, which is silly because it's at the very top and BIG, and clicked the link to come here. Downloaded and want chapter 2. Soooo many islands in New England with some very ... interesting histories.
513 comments
Even More images of Chapter 2...
And some more images of Chapter 2...
The first chapter of The Isles Of New England series, aiming to recreate various real-life islands along the New English coastline in the fallout setting.
This first chapter will take you to Boon Island, Maine, an unassuming lighthouse with a tragic history in real life, from shipwrecks, to cannibalism, to fires, madness, deadly illness, and harrowing storms, this island’s been through a lot.
Xbox Available Here
I've used SKK random encounters but it can't find any encounter zone to spawn (doesn't work there) so my only other option for hostile spawns is settlement attacks (before cages)
I'm doing a "Boon Island only" run where i can't use resources outside of the island, similar to what Joov did with Spectacle Island.
EDIT: none of the SKK mods worked, thats combat stalkers, random encounters and settlement attacks.
The islans simply doesnt have a spawn location set for these mechanics so they fail to function.
It would be nice of the mod author to add these location pointers in an upcoming update.
I just used SKK mods to spawn them faster, but I have no issue playing with base game timers and settlement attack mechanics.
Thank you again.
If you need help finding the correct numbers use the command "help Boon 4" this should show some of the records contained in this mod and they will all share the first 2 numbers.
Atmospheric storytelling, wonderful plot and beautiful settlement. Excellent work! My compliments to the chefs!
Have a blessed week and thanks!
Heartily endorsed and waiting with gleeful anticipation for part two.
nice mode. I saw a review of it by SnailOXD on Youtue and it sounded interesting. BTW Snail said to say hi. looking foward to chapter 2.
A small question, is it difficult to move the boat at Croup a little bit? Do I need the CK to do it, or can I adjust some coordinates with xEdit? (yup, I know zero, zilch, nada about modding apart from some basic tweaking in xEdit).
Reason for asking is that I use the "The Red Wave (Reloaded)" mod in all my play troughs and there is a small conflict at Croup.
https://staticdelivery.nexusmods.com/mods/1151/images/22013-0-1486993498.jpg
Not a big problem, the boats clips, but both are accessible and usable.
I think this mod will be incompatible with Sailboat Abode - A Fast Travel Ship,
If I remember correctly the sailboat and the Boon Island boat will overlap almost completely.
I'm also using the sailboat mod, not so much for traveling, more as a semi-permanent player home that I move between a couple of locations.
Did a quick test, and yes, the boats merge "perfectly", a sail/motor boat hybrid monster.
I can't even disembark the sailboat, have to use tcl to get ashore.
Edit: Screenshot
Anyway, if you read my inital post, I didn't ask for a patch, but for advice (from them or the community in general); and I don't "keep expecting" anything from anyone, at least on that point we totally agree.
DISCLAIMER:
To the Karens of the world, NO, I do not expect or demand that the modders of Boon Island must or should make a patch, either for the Red Wave mod or any other mod conflicting with Boon Island. Not now, or not at any time in the future. This is purly for their information.
(is that clear enough, or should I use crayons?)