RayBo
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Knights of Spamalot
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I was doing yard work for most of the weekend. It was actually kind of neat the way it came together. View attachment 6662
This is the new walkway I put in at Abernathy. There's some up and down stretches from the back of casa Abernathy out to the house.
View attachment 6663
The walkway itself is made from concrete Sanctuary walkways that I twisted and turned. One end has a stair section and using that helped in keeping the walkway level over the terrain.View attachment 6664
The fence railings & stone posts are from Hozsa's Easy Homebuilder mod. I tried using
the Covenant wall sections first. It was a royal pain. The sections of those were too long to fit around the curves. View attachment 6665
Looks like there's a good bit of poison ivy growing on this side of the path. The trees with ladders are apple trees from GenghisKhanX's Apple trees mod. Assign a settler and one tree cranks out 6 food each. Not great, but it's a nice detail.
I doubt this is possible otherwise someone would have done it already:
A mod that tells the engine not to spawn grass when there is a workshop item within x units distance. You wouldn't want it for everything but there are keywords for that. I just don't think there's any way to tell it not to spawn grass on certain coordinates on the fly. Who knows, maybe someone like registrator2000 or kinggath know.
As soon as I get excited building something neat I notice the grass popping through. Then I end up abandoning it to go hunt brotherhood patrols.
Errr.... you can always move them outta the way with the console.Carla won't let me out till I buy something.......
View attachment 6674
I took this picture an hour ago and I'm still stuck in there.
I think there is one, but I haven't DL'ed it.....YMMV.I doubt this is possible otherwise someone would have done it already:
A mod that tells the engine not to spawn grass when there is a workshop item within x units distance. You wouldn't want it for everything but there are keywords for that. I just don't think there's any way to tell it not to spawn grass on certain coordinates on the fly. Who knows, maybe someone like registrator2000 or kinggath know.
As soon as I get excited building something neat I notice the grass popping through. Then I end up abandoning it to go hunt brotherhood patrols.
Errr.... you can always move them outta the way with the console.
Carla won't let me out till I buy something.......
View attachment 6674
I took this picture an hour ago and I'm still stuck in there.
I think there is one, but I haven't DL'ed it.....YMMV.
https://www.nexusmods.com/fallout4/mods/36442
You'll like this...... SOTS
It's called the Ashland cowl, you can craft it at the chem station.
It also might not be as cool as you think.........
View attachment 6676
Make sure to let Valentine know the details, lolThe Mysterious Stranger keeps showing up in my game, despite not having the perk (story for another day). So, I figured I would execute his ass, and I did. Problem was that, opening the console didn't keep him from vanishing, however, I did get a screen of his inventory. lol. I will try again using my pause hotkey but yeah, conqueror executes rule!
View attachment 6681
Yeah, I love that little easter-egg. Those little things are what makes FO4 great.Make sure to let Valentine know the details, lol
Fallout 4 has been terrible for breaking canon by sticking things in pre-war locations which aren't supposed to be (vertibirds, X series power armour, jet to name a few). The predecessor of the Deathclaw was being developed before the bombs dropped, based on a Jackson's Chameleon amongst other things. The Deathclaw as we know it was supposed to be the result of a combination of postwar mutation and Enclave tinkering.Were deathclaws created? I'm not up to speed on my lore. Or was this just convenient?
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