Фоллаут 4 мод на строительство замка

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Now restores all walls, make sure to go into the game before installing to move any objects you think might be in the way (or else they might get stuck inside the added walls).

Author’s instructions

Stay safe out there.

Much Love,
Ludwig, SwedishMudkip

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Right, instead of writing a short story about things I’ll just officially cease the development of this old mod. Maybe I can finally find peace to make some other mods.

I advise everyone to instead subscribe to the mod «The Castle Fully Restored Inside Out V2», by Hozsa.

What’s new doc?
July 11th
Added a «preferred path» to the south entrance which means they’ll prioritise walking there instead (duh), should make them less confused.
Navmesh on the North wall has been completely redesigned, for the better probably.
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July 10th
Pretty sure developing this mod has made me hate the settlement, soon I’ll start to have nightmares of fixing bugs while seeing more coming in.
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July 9th
All doors have been fixed and tweaked, every other bug that has been reported has been worked on as best as I can. Building inside the castle is wonky at times, some things work perfectly while others don’t, some places work while some not as much.

Also now that this seems to be stable enough along with most bugs fixed I think I can take a break from this mod and start working on new projects.
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July 8th
Added tiles along the whole castle, added a north entrance (teleportation marker as of now), and numerous bugs have been smashed.
You’ll notice that there’s a big rubble of rock by the south entrance, this can be scrapped, but be aware it’s there for a reason, but you can craft a wall or whatever to cover it.
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July 7th
There was an issue in which you couldn’t build inside of the castle, should be fixed, you tell me.
Some improvements to the collision on the wall.
Also re-added grass to the courtyard.
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July 3rd 13.11 pm
As the previous update below this, I stated by frustration over the extreme mess up of the old file. I ended up completely remaking the mod instead of trying to fix the old one. 6 hours later I’m finished, for now. I should probably go to sleep.

The south entrance actually has a real door now, meaning trade caravans and other shit can get through. I did this by combining the wall meshes, it’s simple in theory, but I’m proud of myself for being able to pull that off. *high fives self*
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July 3rd 6 am
Last release was incredibly broken. I am currently rebuilding the mod from scratch (purposely) since I’ve learnt so much from working on this and I can now make it A LOT more polished. Also, I think I accidentally learnt 3D modelling so I’ll edit some meshes instead of just improvising.
Also, it’s 06.30 am and I haven’t gone to sleep send help.
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July 2nd
3* FINALLY. Finally, finally, fin-ally. You can now all experience the first version of the mod with all the added walls.
Thanks for all the support and I’ll keep working on this mod as/if needed. 2.5* Also cleared the tunnel going downstairs in the armoury in preparation for moving the door, nothing there yet.
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June 28th
1* Got Nifskope to work finally and the rock rubble in the kitchen has been removed so the tunnel is now completely functional! Yay!
1.5* Also some Navmesh improvements. (hopefully)
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Always load last in the load order to fix missing walls and other shit. it’s in comic sans so it’s important

Current issues.
The added wall mesh has no «real» collision mesh, as I don’t know how to do that yet. Instead it has an improvised and very bootleg one made from the GECK’s invisible collision meshes, maybe around 30 of them, they are not placed perfectly nor too smoothly, but it does the job more or less and that’s enough for me.
I think I added too much cream in my coffee, it tastes all right though.

The Castle, the settlement we all love and adore (right?). Well it’s broken, structurally at least. And many other mods have been made to attempt which are all very well made. This is just what some kid did on his long and boring summer.

Navmeshed

Does not mess with anything in your settlement, except from placing walls inside things you may have built (duh). If you’re paranoid just backup your save to move your stuff, but seriously there shouldn’t be any risks.

I wouldn’t recommend installing this mod before doing the quest to retake is, as this literally will block the «entrances».

I seriously recommend using the spring cleaning mod.

What my mod does, however, is not just patching it up but also adding the functional tunnels inside as well.

If you’re a modder more talented than me then, by all means, feel free to improve this however you want, think about it like a playable resource.

Add me on Steam if you want.

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Rebuilt version of the Castle. Fully effective and heavily defended.
Minutemen approve this message.

DLC requirements

DLC name
Wasteland Workshop
Far Harbor
Contraptions Workshop
Vault-Tec Workshop

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My own version of a full minuteman playthrough fortress. Things are going better this time, stonewalls have been rebuilt and they even brought some steel to the edifice. The settlement workshop capacity has been moderately increased, at least to build what i have planned to. Usually i increase the workshop capacity until the game starts lagging, two and half vanilla’s (903 objects to be precise). I don’t use anything that messes up with precombines, i build only on vanilla foundations so anyone can download and profit. The Castle is fully functional, it has tons of water, food, beds (one should add some if he’s planning to have 30+ settlers though), merchants and of course, plenty of defense. Sadly it has no secret door but it definitely has a lift (for some reasons, all my settlements have one or the other. ).

Many requirements aren’t mandatory, but all mods i’m using are always useful at some point. AWKCR is always needed for one reason, i build its specific workbench in many settlements. Same story for WATM, i use its workbench to be sure i only recruit far west minutemen to populate the area. Locksmith isn’t mandatory at all but i use it to lock doors and containers, it can be really helpful to help defending or just preventing your containers from being robbed by utterly dumb settlers (or even companions). I have no idea about how transfer settlement handles such thing so don’t panic if doors are stuck, maybe you need this mod.

Thanks for downloading and feel free to comment if some things are broken or even could be improved.

Light/shader mods i’m using on the screenshots:

Enb PRC (tweaked Hazmat preset), NAC climate overhaul, ELE Fo4 and ultra exterior lightning, Brighter Setllement lights (dim option if i ain’t wrong, i never use the bright options) and Brighter Wasteland Workshop Lights.

Edit. added the awesome Workshop Decoration Pack as a requirement. I missed this one.

Источник

Строительные моды в Fallout 4. («Полезные моды», ч.4)

Сегодня я подготовил для вас небольшую подборку модов, упрощающих режим строительства в нашем любимом Fallout 4.

Я показываю моды постепенно, по мере прохождения игры. Кто смотрит и читает меня сначала знают, что я специально начал новую игру с нуля, чтобы показывать весь процесс-прогресс постепенно, не перегружая игроков деталями.

▶ Самые необходимые моды в Fallout 4. ч.1 https://zen.me/1eB7Dy
Самые необходимые моды в Fallout 4. ч.2 https://zen.me/mqVVW
Карты Pip-Boy Fallout 4 https://zen.me/1tq66p
Полезные моды для Fallout 4. Часть 3 https://zen.me/Nidz5

Быстрая Мастерская (фикс лагов)
Faster Workshop (Workshop Lag Fix)

Установка

1) Т.к. автор мода категорически против размещения своего мода где-либо, кроме Нексуса, придётся скачать сначала английскую версию мода.

2) Зайти на Геймер-модс и скачать перевод.

3) Распаковать оба архива в отдельные папки.

4) Забросить переведённую папку в папку с основным архивом с заменой файлов.

5) Запаковать получившийся архив.

Весь процесс показан в видео.

Фикс подсвечивания при крафте
Crafting Highlight Fix

Установка

Размещаем что угодно и где угодно
Place Everywhere

Самое главное, чем пользуюсь постоянно сам: возможность перемещать не перемещаемые ранее объекты, такие как верстак Мастерской, Силовую броню и в значительной степени всё остальное.

Мод позволяет работать с игровыми объектами за пределами «зелёной зоны строительства». Т.е. вполне возможно, скажем, выйти за пределы Сэнкчуари и, к примеру, поразбирать мешающие машины, трупы собаки и рейдера, да и сам мост так-же вполне можно разобрать, пределов нет ВООБЩЕ.

Клавиши « Place Everywhere « по умолчанию:

♦ F1 отключает/включает привязку объектов друг к другу.

♦ F2 отключает/включает привязку объектов к земле. То есть можно совсем отключить авто стыковку стен например, когда надо, или вкл обратно, тоже самое с привязкой объектов к земле.

Это лишь часть из возможностей этого мода, остальное уже для заядлых строителей. Повторюсь, про этот мод я буду рассказывать отдельно, мод заслуживает отдельного обзора.

Теперь об установке.

Установка

Мод великолепный, и стройку без него я лично уже давно даже не представляю. А мы двигаемся дальше.

Мод, не совсем относящийся к строительству, но бесспорно полезный.

Установка

Версии на геймер-модсе и Нексусе отличаются лишь переводом. Качаем и устанавливаем как обычно.

Надеюсь, эти моды помогут вам в режиме крафта и строительства в нашей любимой игре Fallout 4.

Ссылки на другие полезные моды в начале статьи, продублирую и здесь:

▶ Самые необходимые моды в Fallout 4. ч.1 https://zen.me/1eB7Dy

▶ Самые необходимые моды в Fallout 4. ч.2 https://zen.me/mqVVW

▶ Полезные моды для Fallout 4. Часть 3 https://zen.me/Nidz5

А на сегодня всё. Оставайтесь на Светлой стороне. До встречи на просторах Пустоши! Всем Удачи. И пока!

Источник

Строим вместе с сайтом Rukami.top
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