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Tenhats and PeskyFox

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tenhats

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51 comments

  1. Deni131313
    Deni131313
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    Is there a possibility to expand the construction area towards a canal with water ? Thank you for the mods .
  2. rsuda
    rsuda
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    Was wondering if it would be possible to add a lore friendly large mechanical gate in one of the walls with a paved path leading to the rest of the park because unless I'm misremembering there's only the small door that leads into the employee area which wouldn't make sense considering that you have a whole garage of street cleaning equipment and shipping containers there in the vanilla version. Anyways thanks for the mod.
    1. tenhats
      tenhats
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      Yeah I was thinking about that as I was building out the location. The street sweepers being there is vanilla, which begs the question how Bethesda thinks those got in there. Unfortunately there's no existing meshes with garage door type thing for these wall types. If someone wanted to make one I could look into implementing it though.
    2. rsuda
      rsuda
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      Would it maybe be possible to add some sort of large paved tunnel that looks like it might start leading underground thats blocked off with debris to satisfy our headcanon? Basically imagining that all the parks are connected by a tunnel system like the one in kiddie kingdom. Or would that be past the scope of what you'd like to implement?
    3. tenhats
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      I'll take a look to see if there's any good assets around, if there are I could stick something inside one of the buildings that can be opened up.
    4. rsuda
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      I don't know if it would make more sense to you but looking from the picture that has the aerial view of the employee area maybe otherwise there could be some sort of tunnel entrance where the red shipping containers are? If its too much work though I'm sure I can create some sort of entrance in my own game by combining a bunch of settlement objects mods.
  3. jmegalos
    jmegalos
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    I'm trying out your Nuka World Raider Clutter Cleanup in conjunction with PRP 74 so would the best version of this to use be the NWRCC version or the PRP 74 one?

    Thanks.
    1. tenhats
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      That would require a hybrid patch, which I've made for the collection which includes this.
  4. AtomicWVGirl
    AtomicWVGirl
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    May I ask which file is compatible for the PRP 69 build? I'm still using a pre Next-Gen version of the game with PRP 69. I have several of your individual Nuka World settlement mods but haven't started the DLC yet. I was going to grab the file that's compatible with the Isle of Refreshments, but I may just grab the AIO if it has a file compatible for PRP 69.

    I love all the base game settlements that you've released, especially Fiddler's Green. That's been a really fun settlement location to build. Thank you for all these fun mods.
    1. tenhats
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      PRP 74 should have an OG version, I still haven't upgraded to NG either. Presently I have not made a PRP 69 version for this as 69 has been defunct for a little while now. Is there anything holding you back from swapping to 74?

      If you intend on using all of my settlements in nuka-world I would recommend the AIO as it's more efficient and can be safely upgraded from the individual versions mid save.

      And thank you, I'm glad you've been enjoying them!
    2. AtomicWVGirl
      AtomicWVGirl
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      Thank you very much for the help. I'll most likely grab the AIO then if I can update PRP safely. These settlement mods are a real addiction!

      I've never attempted to update PRP and have been playing my current playthrough for well over a year. I had to create some small patches for various mods that had minor conflicts with PRP 69, and I also use a few existing mod author patches for it. Would updating PRP cause any issues to them?
  5. wipeout
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    Fantastic, thank you for another outstanding settlement!

    If I'm using both Viva NukaWorld and your Isle of Refreshment, do you have a recommendation regarding which version of this mod I should use?
    1. tenhats
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      I'd have to make a hybrid patch. If you use many of my Nuka-World settlements though I'd recommend just swapping to the AIO I made for Nuka-World. It has a viva nuka-world version and contains both this settlement and Isle of Refreshment and you can safely swap mid-save.
    2. wipeout
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      Will do, thank you.
  6. TEMMIS
    TEMMIS
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    Would you consider making a settlement mod like this for all of the Nuka-World parks? There's already a settlement mod for them but it's old and buggy - prone to crashing. This system you use seems a lot more stable than just disabling precombines. I completely get it if it's not on your list, it would probably be a big undertaking.
    1. tenhats
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      To do a simple version of that which doesn't crash like the old one would be fairly easy, but to do it to the level of detail in scrapping, repairs, and navmeshing that I hold as a standard would be an enormous undertaking. For that reason although it does interest me it is not a high priority.
    2. PeskyFox
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      There is a concept in progress though. Literally just planning work, but I'm working on the ideas!
      If it does become a reality, it will be a little while from now, but here's hoping!
    3. CruduxCru0
      CruduxCru0
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      I keep hoping for someone insane enough to do a full repair of the nuka world parks. A couple years ago I would repair them for hours using nuka park settlements plus and snappy housekit, but unfortunately, SH didn't include all the unique nuka world textures required to do a proper job...
    4. PeskyFox
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      You're right about it being insane... it would take a lot of tedious work. Definitely worth it in the end though. I'll keep on yelling at Tenhats until it becomes a reality! (I won't, but know it's on the list of things to maybe do!)
  7. NextTurnIsRight
    NextTurnIsRight
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    Did you ever remove "Dunmore Homestead" from your list of planned Nuka-World projects? just curious because I know I've seen it on there before. It's a small little farm and it could make a neat little outpost but hey you do you.
    1. tenhats
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      Regarding Dunmore, I like the spot and actually have the location partially built, but ran into a road block in the shape of the NPC's voices, they use unique voice types and so don't naturally key into the settler dialog, causing them to be completely silent as settlers. I'll probably figure something out eventually, just not high priority at the moment.
  8. Dimensionlord1
    Dimensionlord1
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    Yay, another settlement mod! Already got a fun idea for this location. Maybe an Institute outpost in Nuka-World where my Overboss and her raiders meet with the Institute in secrecy. The location being hidden is perfect and fits the idea too.
    1. tenhats
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      Oh I could definitely see it being a good spot for that, it's a very well hidden spot especially if you don't remove the shrubbery out front.
  9. DhaVod
    DhaVod
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    will the viva nuka world work with prp 74? 
    1. tenhats
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      Does Viva Nuka-World have a PRP 74 patch yet?
    2. DhaVod
      DhaVod
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      not tested  (myself) but there is
      Emirals Viva Nuka-World Reborn Previs and UFO4P Patch
    3. tenhats
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      Ah good to know. I'll give that a look sometime.
  10. masternetra
    masternetra
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    When you get to the vanilla AIO, for sanctuary could you do a repair for the fences too? I noticed that seems to be missing in the old AIO, unless the repair barrier is stashed somewhere and I just haven't found it yet. Right now just aware of the houses, bridge, and road repair barriers. Wanted to ask on the old mod but as you know they turned off comments.
    1. tenhats
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      I can give it a look.