The mod changes too many things and will conflict with many popular mods. Bases are one thing but then you change vanilla locations. It's best to stick to one thing at a time, or make this modular. Just my opinion, FWIW/
between vault 111 and santcuary many places in concord almost everywhere around covenant likre was loving your mod but due to the issues around covenant i uninstalled it
Massive hole in the ground near the junkyard. I tried to use this to my advantage and build an underground bunker, but much of the map is all jacked up.
pluginname.esp pluginname - Main.ba2 (Where the precombine meshes and all non-texture supporting files would go if you actually generated them, given the amount of changes in the plugin, this will probably cause the size to bloat considerably based on the changes alone, if you actually did generate them, the .nif and .uvd files go into the associated main.ba2, not textures) pluginname - Textures.ba2
I've been watching this mod for a while now (since you uploaded it to bethesda) i've downloaded it a few time actually (everytime you update it i check it out again) i really like the idea of this mod but it being so broken i never play it long i love the look and feel of it it's almost like i'm playing a new game at times just exiting the vault and seeing all the mushrooms is amazing or being attacked by random pack of deathclaws definitely keeps you on your toes at time and i'm really looking forward to the day its stable keep at it
The best thing to improve though is the description. You spend time on this; make the description show that. Also would not put the fact that it breaks precombines up front. In fact, I would try to make versions that don't break precombines.
I see things in the video that I think look great and wish could be put into modular mods:
A green Diamond City, truely an oasis, is cool.
I like the idea of a rogue synth outpost, especially if there was some voiced dialogue explaining that they don't like the RR and don't like the Institute. Or maybe a Gen 1 liberation movement
I really like the idea of more outposts around the map
TBH I'm not going to play it because it looks janky AF right now, and I have enough trouble with jank as it is. But I hope this get's developed more.
Thanks for the feedback! I did consider not mentioning the precombines up front, but I wanted to be transparent so players knew what to expect. I tried to regenerate them in key areas like the cities where performance matters most, but I also wanted to clarify that I didn’t just break them randomly or by mistake.
17 comments
pluginname.esp
pluginname - Main.ba2 (Where the precombine meshes and all non-texture supporting files would go if you actually generated them, given the amount of changes in the plugin, this will probably cause the size to bloat considerably based on the changes alone, if you actually did generate them, the .nif and .uvd files go into the associated main.ba2, not textures)
pluginname - Textures.ba2
📁 Atomic_AGE
📁 Data
📄 Atomicagetexture.BA2 (28.5 MB)
📄 factionbases (8).esp (20.4 MB)
Atomicagetexture.BA2
Atomicagetexture.esp
Correct me if I'm wrong.
The best thing to improve though is the description. You spend time on this; make the description show that. Also would not put the fact that it breaks precombines up front. In fact, I would try to make versions that don't break precombines.
I see things in the video that I think look great and wish could be put into modular mods:
TBH I'm not going to play it because it looks janky AF right now, and I have enough trouble with jank as it is. But I hope this get's developed more.