The elevator is wonderful. There were no new elevator mods for a while, and yours is truly magnificent, so customizable and complex. One minor suggestion. Maybe use standard in-game elevator lines for the speaker, so it would speak whatever language the game is set up for, not just German? Now it only speaks German no matter what the game language is. I have no trouble guessing what the part names mean, but the German speaking elevator in post-apocalyptic America is not very immersive.
I want to do a full translation some time soon. I am currently figuring out how the tag replacement in the esp is working. The elevator lines are German because I did a full copy of the scene. I didn't want to touch the vanilla dialog.
The most irritating thing still is that there are stories missing. In every language. I want to replace the missing lines by a German YouTuber called Vaturas but that would still be German. For the missing English lines I would have to do some voice cloning.
I can look up the English vanilla lines first and separate the download section into the different languages. And thanks for the compliment. :)
I find it almost more fitting to have signage and elevator lines in german. Imagine somewhere a group of east german engineers made their way across the Atlantic and decided to create New East Berlin. Just another weird part of Fallout lore. (Like how is Cait speaking with an irish accent, if her family lived who knows how long in the post-apocalyptic US)
Oh, but for translating, keep in mind that in US english the ground floor is the first floor.
And yeah, that would be funny to imagine :D I recorded some lines for Cait in a Bavarian dialect and cloned her original voice with FallTalk. You know, because they have the same ancestors: the celts. Also it sounds way more believable than without the dialect as the AI is trained on anglophonic pronounciation.
Thanks for the hint. When I scrabbled about the quest that contains the elevator lines I couldn't find a first floor anyway ;)
Ahh. You meant new mods for old game version. I read new game version .163 :) Yeah the next-gen being hilarious with the edited NPC face bug is a no-go-area for me.
This one like most others is forward compatible. You can most surely play this on a next-gen installation. The only thing I had to for this to run on previous-gen is to "downgrade" the archive's version number.
That's part of Sim Settlements 2. The right one tells me about my components in the caravan network.The lower right one indicates when I meet a need fully and the numbers on the far left show the maximum number of settlers I'm supposed to have which in the screenshots I'm exceeding by far because of all the robots I built. You can visit kinggath's website to learn more about it, he explains everything in great detail.
Sim Settlements 2 is the mod and kinggath is the mod author that made me build this: I needed more plot space in a settlements so I started building towers which became more and more tedious and kinggath has put out quite the number of tutorials on how to make a mod on YouTube.
Yes, I will translate to Anglophone tongue and there are some things still missing you would expect having seen all content yet. Like bridges connecting the Prora or even windows for the Plattenbau. I am considering a new, perhaps smaller type of building and a variety of elevators.
The effort I put into this wasn't quite little. I am checking the Hot Mods section every day and I am asking myself why I didn't just post some bare chest or changed the sounds of NPCs' farts. However this isn't competition and I am delighted by every single one who sincerely likes this.
I've just seen your update with the translation etc and downloading it as we speak, thank you very much for that in advance. As for the missing bits I'm sure you they are on your to do list because you are a perfectionist.
Your effort is most appreciated and hopefully will get to the hot mods section, personally I have just voted for it so fingers crossed.
I do have a small issue with the installation of this mod. In my game, It appears in its own tab in Structure/Concrete, however, about 30 of the items are also appearing in Structure/Concrete/Prefabs, in other words duplicated there.
Is it a bug or just my game you think? I have tons of building mods installed and none of them is doing this.
It's not a big issue, just annoying. Would you be kind enough to check if it is an issue with the mod, many thanks.
Feature, not a bug. I wanted to make use of an unused vanilla category so you can navigate to the prefabs more quickly. Also the elevator objects are under structures -> elvators.
The mod looks very good. I'm currently reinstalling Fallout and will add the mod to my list. As for the navmesh, could the problems with pathfinding mentioned be solved by laying carpet? I'm currently working on a mod myself and have seen that Bethesda always lays a separate floor.
Thanks for the try to help but I think you are describing the navmesh itself. You might have seen a red triangle plane in the Creation Kit.
The navmesh problem is consistent within the building especially with carpentry. If you have built a foundation or roof scaffolding you will notice that NPCs are happy with those.
if you merge you should merged more than 5 none master esp's to get the benefits. if you merge 5 it will remove 4 active esp's on the plugins and since it will also make a dummy esp where the 5 esp's will merge you will only clear 4 slots. if you only merge less esp the merging is pointless. scan for more esp that are none masters categorize them then merge them...worked for me. my current mod count is 1373 mods and 978 pugins active.
And I was wrong about the percentage. I used 3727 out of 4096 possible records for esl plugins. That's 90.99%. To conclude there will be no light variant of this mod.
The way I understand it, everything's backwards compatible.
But what do you mean by 165? Do you mean 1.10.165? I haven't heard of that version number. All I can say is, that it runs on my prev-gen installation 1.10.163 with script extender 0.6.23
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The most irritating thing still is that there are stories missing. In every language. I want to replace the missing lines by a German YouTuber called Vaturas but that would still be German. For the missing English lines I would have to do some voice cloning.
I can look up the English vanilla lines first and separate the download section into the different languages. And thanks for the compliment. :)
The elevator lines are now American, too.
Just another weird part of Fallout lore. (Like how is Cait speaking with an irish accent, if her family lived who knows how long in the post-apocalyptic US)
Oh, but for translating, keep in mind that in US english the ground floor is the first floor.
And yeah, that would be funny to imagine :D
I recorded some lines for Cait in a Bavarian dialect and cloned her original voice with FallTalk. You know, because they have the same ancestors: the celts. Also it sounds way more believable than without the dialect as the AI is trained on anglophonic pronounciation.
Thanks for the hint. When I scrabbled about the quest that contains the elevator lines I couldn't find a first floor anyway ;)
(downloaded)
I am genuinely grateful that we get .163 mods.
I am locked down on .163.
Yeah the next-gen being hilarious with the edited NPC face bug is a no-go-area for me.
btw what's that workshop hud mod brother?
You can visit kinggath's website to learn more about it, he explains everything in great detail.
Sim Settlements 2 is the mod and kinggath is the mod author that made me build this: I needed more plot space in a settlements so I started building towers which became more and more tedious and kinggath has put out quite the number of tutorials on how to make a mod on YouTube.
Have fun!
Thanks
I also just read below there will be additions and English translation, can't wait.
Again, great effort, many thanks, respect.
Yes, I will translate to Anglophone tongue and there are some things still missing you would expect having seen all content yet. Like bridges connecting the Prora or even windows for the Plattenbau. I am considering a new, perhaps smaller type of building and a variety of elevators.
The effort I put into this wasn't quite little. I am checking the Hot Mods section every day and I am asking myself why I didn't just post some bare chest or changed the sounds of NPCs' farts. However this isn't competition and I am delighted by every single one who sincerely likes this.
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I've just seen your update with the translation etc and downloading it as we speak, thank you very much for that in advance. As for the missing bits I'm sure you they are on your to do list because you are a perfectionist.
Your effort is most appreciated and hopefully will get to the hot mods section, personally I have just voted for it so fingers crossed.
Have a great day buddy 🌹
Thanks, that's nice of you.
I do have a small issue with the installation of this mod. In my game, It appears in its own tab in Structure/Concrete, however, about 30 of the items are also appearing in Structure/Concrete/Prefabs, in other words duplicated there.
Is it a bug or just my game you think? I have tons of building mods installed and none of them is doing this.
It's not a big issue, just annoying. Would you be kind enough to check if it is an issue with the mod, many thanks.
Thanks very much 🌹
The navmesh problem is consistent within the building especially with carpentry. If you have built a foundation or roof scaffolding you will notice that NPCs are happy with those.
Is it ESL? if not. Can we get an ESL version please?
I'm just confused. You are under the limit by 75%? And you plan to keep adding to the mod?
Best of luck
And I was wrong about the percentage. I used 3727 out of 4096 possible records for esl plugins. That's 90.99%.
To conclude there will be no light variant of this mod.
But what do you mean by 165? Do you mean 1.10.165? I haven't heard of that version number. All I can say is, that it runs on my prev-gen installation 1.10.163 with script extender 0.6.23