I'm putting development of this mod on hold. Health issues and a general distaste for modding at the moment (lack of GECK and a generally unfriendly modding community). I'm working on something very similar to this that will be a lot more fun for a lot more people, but its incredibly time consuming without the GECK to implement. I'll likely start with a small proof-of-concept with a teaser video and wait till the GECK for full implementation.
Thank you to everyone who supported this mod; I hope you like the next iteration once I have GECK access. If someone would like to contribute to this mod, or has modelling experience I would love to have team mates that share in my desire to destroy the world! =)
New release is out! This was a big change to the structure of the mod and now utilizes an ESM for the main changes.
There is a limitation that prevents floors and roofs from behing recognized as a surface to place objects onto. This will require the use of console commands (modpos), the "Place-in-Red", or the "Place Everywhere" mods in order to place any items on floors and roofs.
PLEASE, if you are going to use the standard version or are curious about the differences, watch my video on "AOE Explained." It should clear things up for you.
If anyone has suggestions, feedback, or whatever, you know the drill. Post stuff here (or in the bugs section) and I'll do my thing.
--------------------------------------------- SK Compatibility Update: My mod is fully SK compatible, but some mods that aren't and use SK patches have the potential to make most of my objects revert to vanilla status. I've created an "SK Patch" Patch to address this. It should fix 99% of any SK-related problems caused by other mods; just place it after any other SK Patches in your load order.
Why tf is there not more love for this mod its a good common sense idea like just crazy to me probably wont even work for me bc it didnt get a lot traction so why continue to update? :( <3
quick question: can I use this mod together with the mod Workshop Rearranged? (I checked in FO4Edit) It thoroughly borks Destruction's esm constructible objects entries (keywords etc). The SK patch reverts it though (I checked in FO4Edit). Would it be safe to use you think?
You must be some kind of an sadistic person to enjoy this. I saw your video about the Ghouls and the social experiment ... Sry, but if a game triggers this kind of sadism then something is wrong with the player, you need psychological help my friend.
This mod causes a really frustrating glitch that makes preston's "build a recruitment beacon" quest unfinishable by not recognizing built settlement beacons. Just a heads up to everyone. Might be a compatibility issue but after removing this mod the quest became finishable again
As far as I've noticed none. My pc isn't really a gaming pc and I have to run fallout on medium but with this mod even in my settlements where I like to go all out on the walls with the help of place everywhere. A sim settlement in starlight drive in completely surrounded by walls 3 layers high with interiors had no frame drop even when getting destroyed. It just does the same effect as crops in vanilla and you simply repair the scrap pile in the workshop mode
So can I use this in conjunction with Sleepless Nights to add more challenge to a game? Set up a wooden barricade only to wake up on the seventh night to a ghoul horde ripping down the barricades? I just feel like there is not enough threat without a little extra danger and it's too easy to simply slap boards on windows and they can't get in at all anymore.
Man I really wish this mod would get picked back up. I want Battlefield in Fallout...the ability to bring buildings down, either by blowing the base out or by center column det. Sure it'd prolly be game breaking if used irresponsibly, but who cares? The glory of it would still make legends. No need to worry about animating the destruction of each individual tiny part, that's why FX sprites like fireballs, dust and debris clouds exist...would be more true to life anyway.
64 comments
I'm putting development of this mod on hold. Health issues and a general distaste for modding at the moment (lack of GECK and a generally unfriendly modding community). I'm working on something very similar to this that will be a lot more fun for a lot more people, but its incredibly time consuming without the GECK to implement. I'll likely start with a small proof-of-concept with a teaser video and wait till the GECK for full implementation.
Thank you to everyone who supported this mod; I hope you like the next iteration once I have GECK access. If someone would like to contribute to this mod, or has modelling experience I would love to have team mates that share in my desire to destroy the world! =)
There is a limitation that prevents floors and roofs from behing recognized as a surface to place objects onto. This will require the use of console commands (modpos), the "Place-in-Red", or the "Place Everywhere" mods in order to place any items on floors and roofs.
PLEASE, if you are going to use the standard version or are curious about the differences, watch my video on "AOE Explained." It should clear things up for you.
If anyone has suggestions, feedback, or whatever, you know the drill. Post stuff here (or in the bugs section) and I'll do my thing.
---------------------------------------------
SK Compatibility Update: My mod is fully SK compatible, but some mods that aren't and use SK patches have the potential to make most of my objects revert to vanilla status. I've created an "SK Patch" Patch to address this. It should fix 99% of any SK-related problems caused by other mods; just place it after any other SK Patches in your load order.
wow, amazing concept, right?
Just a heads up to everyone. Might be a compatibility issue but after removing this mod the quest became finishable again