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Commonwealth Slavers Whore House Exterior 1.7


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About This File

Important notice!!! For personal reasons, I am leaving LL, probably for good. I will be deleting my LL account soon. Please back up, and feel free to re-share, on your accounts, any and all of my mods. All rights are granted, no credit required. These have been some great times here, and a great community, but it's time for me to move on. I wish you all the best of luck and happiness!

A very light mod, just enlarging the whore house from Commonwealth Slavers on the outside, to roughly correspond to its size on the inside. While it is a fun joke, with that tiny house, it was just too immersion-breaking for me.
Just added two static houses and edited the navmesh to correspond to the new shape.
Since I had to revert to the beginning of the mod, for unrelated reasons, I couldn't test yet, whether I haven't broken anything, but I don't see a reason for any issues. In any case, if you encounter any, please let me know.

Known Issue:
The bloodleaf collection animation does not start. This (allegedly) only happens if the collection quest has already started. You can either load a game before it started, or disable the mod for the duration of the quest. I couldn't test this because I made mod just as this quest was started, and the previous savegames were too old, so I never tested this, but JB tells me it should be working. I'll appreciate any feedback or confirmation on this.

Edited by gargamel9
edited the information about the bloodleaf bug


What's New in Version 1.7

Released

I discovered a trigger volume which should trigger the bloodleaf collection animation, and moved it to the new bloodleaf location, but, at least for me, it still doesn't work. I'm uploading it just in case it works for someone else. I'm at my wit's end. Please let me know if you have any suggestions.
The aforementioned method of summoning some bloodleaves via console doesn't advance the quest, so for now, the only way to pass this stage is to temporarily uninstall, and then install again this mod.

Update 1.6:
- Raised the bloodleaves somewhat (yes, they're finally there, and the beer cases are gone), since I couldn't harvest them (with the gloves on). Even after this change, I still can't harvest them, but it looks better, so I'm uploading it. Hopefully the harvesting issue is just on my side. The plants are the original ones, just moved. I welcome any suggestions about where the issue might lie. Right now, the only workaround is to spawn the items via console, for me at least.

Update 1.5:
Finally! After a lot of searching I found a link to a version of CK fixes which addresses the master issue. Sorry for the spam.

- Bloodleaves should finally be there (if not, I swear I'll do something drastic!)
- Beer cases removed yet again

Update 1.4:
- Addressing persistent bloodleaf issue with duplicating them, rather than moving them. The problem seems to be that CK refuses to record CS as one of the masters of my plugin (may have to do with the number of error messages when I load CS directly). This means that any change I make in CS is always reverted, so I can only add onto it. Hopefully the duplicated bloodleaves will work.
- For the same reason, the beer cases are back. There is no way for me to remove them, apart from editing the original CS plugin, but it doesn't seem safe to save it with that many errors. If anyone knows how to make the plugin recognize CS as its master, please let me know.

Update 1.3:
- Moved the bloodleaves behind the pillar again. Mysteriously, they somehow reverted to their original position under the building. I suspect this is due to FO4CK not always registering changes in a cell, and only allowing to save (ctrl+s) when changes had actually been registered. Hopefully it will stick this time.
- Removed the two beer cases Murphy will be standing in, when waiting to escort you on one of those diplomatic quests.

Update 1.2:
- Removed some interior walls levitating high above the brothel, which I used to adjust the size of the building, and I thought I had deleted.

 

Update 1.1:

- Moved the blood leaves under the new structures outside of the structures (behind one of the bridge pillars) to make them accessible again (I hadn't reached that stage in the quest yet, so I didn't know these were quest-related.
- moved some dead tree debris as well, so as to not clip so much into the walls.


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