there was a conflict with Atoms Storm when I first uploaded the mod but I've since moved things around so that it doesn't conflict. And yes, this is an entirely new worldspace that's separate from the Commonwealth. Doing it that way is a lot easier than trying to change things directly in the Commonwealth.
FO4 Crash Log Auto Scanner And Setup Integrity Checker and Collective Modding Toolkit are reporting that there's some TGA files left in the (textures\actors\character\FaceCustomization\Hunters_Abyss.esp) folder.
Nothing that will effect the operation of the mod however at almost 200MB for those files, that's a pretty hefty chunk for the installed version of the mod. With 388GB of installed mods and base game(plus cc) it doesn't make a dent for me, but others might be fighting disk room.
Collective Modding Toolkit found a couple other unexpected, unimportant files, in the results list. (it actually missed one or two that I noticed)
At over 1,300 esm/esp/esl I have to fight to get things to play nice, so I overly check things as well as I know how to avoid problems and crash less. This isn't criticism, FO4 Crash Log Auto Scanner And Setup Integrity Checker even recommends notifying the mod author about this, it's just my OCD way of helping show appreciation for such an awesome job on a cool mod.
No, I don't mind. Thank you for letting me know. This was my first time generating face data and I had no idea the .TGA files were not needed. I remove them and tested; everything looks fine. I've uploaded a new version. It didn't take it down by much, 50mbs or so, but it any reduction in file size helps.
This is a really cool mod and I had a great time with it.
PROS: - The overall vibe is very desolate and post-apocalyptic - The new locations are pretty fun and interesting - The linear progression is a nice change of pace - The Vault-Tec Shelter storyline is very dark and evoked some feelings in me, as did the quest for the super mutant at the end, even though they were both short. - Friendly Super Mutant characters are always a plus
CONS: - The LOD is bugged. Buildings pop in and out of existence or move to an entirely new location when up close, which breaks immersion. - Some of the interiors are a little basic - Some of the location markers are poorly placed - AI Voice acting - The beach area doesn't make a whole lot of sense. Should be a separate mod - Lack of facegen which breaks X-Cell support
Overall I had a fun couple of hours with this one. If you wanted to capture the feeling of The Divide, you definitley nailed it.
Thanks, and I agree with you on the Cons. I used the Creation Kit LOD generator and it looked like ass. LODGen looked better, but still had minor issues like popping textures. I'll keep working on it. I intend to expand the interiors in the next update; looking back I completely agree with you. For the voice acting I wouldn't use AI for humans and it really does not sound right, but the stilted talking almost fits for Super Mutants. I don't have a lot of options apart from letting everyone be silent.
I don't know what you mean by facegen and X-Cell support, unless you mean the mod, X-Cell, in which case I just downloaded and installed it. I'll look into and try to make it compatible.
Thanks for taking the feedback in good faith. I suppose using Super Mutants is a fair compromise when it comes to AI voice-acting. It's a tricky one for modders because a lot of them don't have resources to hire or recruit professional VA's! At the same time, a real human giving a performance is always better IMO.
The X-Cell thing is due to X-Cell's facegen setting, which improves performance by doing... something. I'm not entirely sure what. All I know is that it causes characters to have missing heads/faces when they don't have their own FaceGen data. As a result, X-Cell users need to generate the face with Creation Kit
-I am on 3.1 and have built myself a very nice settlement that I do not wish to discurp. is it safe to upgrade to 3.3 on the same save?
And if so to I load 3.3 over 3.1 and the overwrite the conflicts? Or deactivate 3.1 and load 3.3?
-Never did find the singla amplifier but I now understand that may be a bug.
-Also still amazed at this mod, the environmental sotrytelling is so powerful. I especially like small details how so many skeletons in the airport and elsewhere seem to be clutching their luggage. Even while (likely) starving or dieyng from acute radiation syndrome (just as likely) people still want to hold on what little property they still have. If nothing else to escape into a tiny slice of normalcy for a moment, while looking at and going through their luggage.
It should be safe to update the game, but you could always use Transfer Settlements to make a backup first, just in case. In 3.1 I fixed the quest for the radio by getting rid of it. you can find the amplifier at one of the active radio stations in the Commonwealth (There are only two physical locations), then plug it into the machine in fuselage in the mutant settlement.
Yes I saved it in TFB , its the same one I published, except I added another nice house. I may publish it as an update. But tis full of well armed men and attarctive female NPCs. Took me a while ot creat that pupulation. I think I will experiment with it in a seperate profile and copy my save games over
I have an idea: Maybe someone could add someting to make the trip in the subway station (sotuh to north subway station as it currently is) suggestive of much greater distance travelled for immersion? Maybe a long corridor or just a notice "You walked 10 subway stations that were destroyed, you did not stop there but this one looks intact". Or something like that.
Could do that, but I specifically used places in the real world. The iron works that collapsed into the cave is called Dighton Ironworks, which is in Dighton of course, and the settlement is at Barrington Beach, which is further south of it. They are about 37km away from each other.
This is still buggin my immersion a bit. Any way when we step in the subway we could just add a message "You traveled 20 miles through seemingly endless subway tunnels". Even better would be an actual lenghty tunnel walk to show how distant the bay is from the gorge, but I bet the message is a lot easier to implement.
I am having trouble with the radio quest for Lipwig. I have the latest version of your mod. In the log, it's mentioned that something was fixed regarding this in an earlier version. When I talk to Lipwig, he tells me about needing a Signal Amplifier. Nothing shows up in the Quests. Nothing happens at all. It's a dead conversation. Any assistance would be appreciated. Thanks.
I'm currently working on a bug fix that I hope to have done and up by tomorrow. For some reason quests with non-human NPCs seem to bug out and stop working regardless I what I do. I'm switching it to a non-quest related method. You'll be able to find the amplifier and plug it in yourself, rather than relying on someone else.
The version I uploaded should fix the issue by getting rid of the quest all together. I put in a console that can be activated by yourself once you have the signal amplifier. and if this doesn't work I'm climbing the roof and jumping off the nearest brahmin.
Thank God. I don't what it is about quests given by non-human NPC's but they just bug out on me at some point. I'm just going have to avoid it from now on.
Could you clarify what exactly I'm looking for? Metalman said it's where radio stations were. Would that mean like radio towers? I'm stuck, I'm afraid :,)
Thank you. I've fixed it and uploaded a new version. I really have to be more careful when using GIMP to create these files. It's too easy to go outside the original size of the picture when selecting.
101 comments
Nothing that will effect the operation of the mod however at almost 200MB for those files, that's a pretty hefty chunk for the installed version of the mod. With 388GB of installed mods and base game(plus cc) it doesn't make a dent for me, but others might be fighting disk room.
Collective Modding Toolkit found a couple other unexpected, unimportant files, in the results list. (it actually missed one or two that I noticed)
At over 1,300 esm/esp/esl I have to fight to get things to play nice, so I overly check things as well as I know how to avoid problems and crash less. This isn't criticism, FO4 Crash Log Auto Scanner And Setup Integrity Checker even recommends notifying the mod author about this, it's just my OCD way of helping show appreciation for such an awesome job on a cool mod.
PROS:
- The overall vibe is very desolate and post-apocalyptic
- The new locations are pretty fun and interesting
- The linear progression is a nice change of pace
- The Vault-Tec Shelter storyline is very dark and evoked some feelings in me, as did the quest for the super mutant at the end, even though they were both short.
- Friendly Super Mutant characters are always a plus
CONS:
- The LOD is bugged. Buildings pop in and out of existence or move to an entirely new location when up close, which breaks immersion.
- Some of the interiors are a little basic
- Some of the location markers are poorly placed
- AI Voice acting
- The beach area doesn't make a whole lot of sense. Should be a separate mod
- Lack of facegen which breaks X-Cell support
Overall I had a fun couple of hours with this one. If you wanted to capture the feeling of The Divide, you definitley nailed it.
I don't know what you mean by facegen and X-Cell support, unless you mean the mod, X-Cell, in which case I just downloaded and installed it. I'll look into and try to make it compatible.
The X-Cell thing is due to X-Cell's facegen setting, which improves performance by doing... something. I'm not entirely sure what. All I know is that it causes characters to have missing heads/faces when they don't have their own FaceGen data. As a result, X-Cell users need to generate the face with Creation Kit
is it safe to upgrade to 3.3 on the same save?
And if so to I load 3.3 over 3.1 and the overwrite the conflicts?
Or deactivate 3.1 and load 3.3?
-Never did find the singla amplifier but I now understand that may be a bug.
-Also still amazed at this mod, the environmental sotrytelling is so powerful.
I especially like small details how so many skeletons in the airport and elsewhere seem to be clutching their luggage.
Even while (likely) starving or dieyng from acute radiation syndrome (just as likely) people still want to hold on what little property they still have.
If nothing else to escape into a tiny slice of normalcy for a moment, while looking at and going through their luggage.
But tis full of well armed men and attarctive female NPCs. Took me a while ot creat that pupulation.
I think I will experiment with it in a seperate profile and copy my save games over
Maybe someone
Maybe a long corridor or just a notice "You walked 10 subway stations that were destroyed, you did not stop there but this one looks intact".
Or something like that.
Just an idea...
Works for me
Any way when we step in the subway we could just add a message "You traveled 20 miles through seemingly endless subway tunnels".
Even better would be an actual lenghty tunnel walk to show how distant the bay is from the gorge, but I bet the message is a lot easier to implement.
Thanks for considering!!
I have their teddy bear a seat of honor in my settlement at the bay, in a nice chair, with a view outside over the water.
Please don't jump. It worked! :)
Abyss_DeathclawCoat_Mask_d.DDS (1027x1314)
Abyss_Texture_DeskTopPicture_d.DDS (257x512)