I want to know if any of you oppose me adding interconnected/unmarked quests that span multiple locations, also possibility of new biomes(some groups of locations around the same area will have different stuff like one overgrown area/one area full of fungus idk) and maybe a faction territory type thing where certain base game factions get more influence near their bases?
I have no hope that some industrious genius will make a workable settlement in Salem (without the problems that existing mods have). So I'll probably install your mod on a new playthrough. Thank you for your hard work.
The barriers with spikes are a good addition. This place is looking more like it tried to exist.
I suggest adding a couple of beds and perhaps a few containers/random objects inside the buses, and if possible plastic tarps and/or grille/metal scrap on the broken windows. It's something I do on certain settlments like Starlight Drive-in. Junk walls turned around, also give the impression of something made to reinforce scrappy homes/walls.
Don't forget the Far Harbor tents, a single one of the ones that allow you to sleep would be welcome on Trudy, or a couple sleeping bags inside that bus behind the dinner.
I will try out your mods on my next load order.
PS: this might be a discussion you're not interested in having, and I understand if that's the case, but how do you adress the discrepancies between "realistic" and "lore-friendly"? For example, I see a lot of people complaining about Diamond City's garbage. I don't, because I have seen worse places in real life. What's unrealistic about DC, for me, is that the local priest may as well not exist. In my experience, local religious men in poor communities are A) selfless people which help everyone as much as they can, and sometimes are the positive counter to local gangs which the latter won't touch due to fear of alienating the community; or B) shameless crooks which use religion and the illusion of hope to rip off what little wealth people might have. With no in-between. A detail more pertinent to your mods is that no one ever uses broken glass to make better walls.
I’ll probably get an update for this out soon, but I’ll def add some beds and stuff. The mod to me is lore-friendly/adjacent bc a lot of it builds on top of existing lore and it only uses vanilla assets, regarding realism I try to make the areas look like it’s been 200 years without altering anything that’s already been placed. I’ll be sure to add the stuff in the busses and houses at Salem, not too sure about if I’m gonna update Drumlin Diner, but thank you either way!
14 comments
So I'll probably install your mod on a new playthrough. Thank you for your hard work.
I suggest adding a couple of beds and perhaps a few containers/random objects inside the buses, and if possible plastic tarps and/or grille/metal scrap on the broken windows. It's something I do on certain settlments like Starlight Drive-in. Junk walls turned around, also give the impression of something made to reinforce scrappy homes/walls.
Don't forget the Far Harbor tents, a single one of the ones that allow you to sleep would be welcome on Trudy, or a couple sleeping bags inside that bus behind the dinner.
I will try out your mods on my next load order.
PS: this might be a discussion you're not interested in having, and I understand if that's the case, but how do you adress the discrepancies between "realistic" and "lore-friendly"? For example, I see a lot of people complaining about Diamond City's garbage. I don't, because I have seen worse places in real life. What's unrealistic about DC, for me, is that the local priest may as well not exist. In my experience, local religious men in poor communities are A) selfless people which help everyone as much as they can, and sometimes are the positive counter to local gangs which the latter won't touch due to fear of alienating the community; or B) shameless crooks which use religion and the illusion of hope to rip off what little wealth people might have. With no in-between. A detail more pertinent to your mods is that no one ever uses broken glass to make better walls.