What a fantastic mod for immersion, thanks for making this! Would you know by chance if all your crp mods would be compatible with america rising 2? Also do your mods all take into effect only after the main quest or before?
Hello MissWinter77, I wanted to thank you for your mods that expand the Commonwealth, I was just looking for similar mods to set up my version of the Commonwealth where there is a formed government and together with the SS2 mod I think it will be a great combination with your modifications. I want to thank you again and wish you further development in working with mods
Great work! this really makes Commonwealth a place where people actually live! but i like to give some advice. you really should not use 'deleted' on vanilla reference. it can cause CTD. use 'initially disabled' instead!
im going off the screenshots highway reclamation will interfere with the same areas as roads well traveled while it shouldn't cause any crashing you will definitely find areas where objects clip into each other and others that break immersion
as for skycamps I don't see any placed in the same areas I added objects but cant say for sure without testing
Thanks for posting this mod. I've used a similar mod in Skyrim and enjoyed it. The signs help me orient in the Commonwealth, and they're done in what feels like an immersive way. I like the variation in the types of signs you've created also. I appreciate you offering your material to the community.
Quick question: How do Gunner Skywaymen sort out faction-wise?? Are they automatically hostile if you hunt Gunners? If you accidentaly kill one (because of the Gunner title) do the other Skywaymen take umbrage?
The Skyway Courier Service and the Gunner Skywaymen are different factions that compete for use of the Commonwealth Skyways the gunner skywaymen appear in hostile gunner camps as additional difficult gunner enemies
I didn't quite get how this mod works. Does it activates after final quest, or works from the get-go? Do those signs activate upon claiming settlements or do they point to them even while they are Ghoul-infested? It certainly looks like something incredible if those things progress with the game.
this mod is meant to be part of the world from the get-go the signs are meant to have been placed by traders and caravaners traveling the commonwealth or by the skyway courier a faction meant to already exist in the world only a small number of signs point to settlements that wearnt already controlled by settlers and most of those lead to former settlements or placed that could have been former settlements the only big exception being sanctuary and red rocket
I see. Well, I dunno how hard is it to make, but maybe tying some of the "Enable" and "Disable" markers for signs to quest completion or Workshop ownership could lead to better immersion. Like tying Sanctuary sign to finishing Sturges' quest introducing Settlement building. You could make even more signs this way with places that are neither settlements nor ex-settlements. Would certainly make world even more lived-in. Either way, great mod. I'll use it in my next playthrough.
68 comments
Skycamps
https://www.nexusmods.com/fallout4/mods/83098
Highway Reclamation Project
https://www.nexusmods.com/fallout4/mods/49260
as for skycamps I don't see any placed in the same areas I added objects but cant say for sure without testing