urbanoantigo Posted July 29, 2019 Posted July 29, 2019 Reginal, One note:, when the mod is downloaded and installed here by lovers, there is no Vortex show version or mod category, but when it is downloaded and installed by Nexus it already appears, I don't know if it's important ... images Spoiler coming through Lovers coming by the Nexus enjoying ... I miss a secret room in the basement, I don't remember now that you give me a hidden door in a bookcase, I think I'll use it in a space in the back central room, but I think it would be amazing to have some secret room inside the basement 1
RitualClarity Posted July 29, 2019 Posted July 29, 2019 On 7/27/2019 at 5:46 PM, Adviser69 said: Well, an hour and a half in with my builder character and I just got the kitchen/grow room finished. Next is the bedroom and bathroom. Gonna go room by room until I'm done, and get it saved to a transfer blueprint. Only then will I start up a playthrough character. Get it saved to a transfer blueprint?
Adviser69 Posted July 30, 2019 Posted July 30, 2019 5 hours ago, RitualClarity said: Get it saved to a transfer blueprint? I did indeed. Looks pretty decent, though I think it could use a bit more decoration. I just can't quite put my finger on what though. Here are the screenshots of what I have done. I did add some extra end tables, some potted plants and a divider covering the pool shower before I transferred it to a blueprint though. https://imgur.com/a/biQN650
RitualClarity Posted July 30, 2019 Posted July 30, 2019 41 minutes ago, Adviser69 said: I did indeed. Looks pretty decent, though I think it could use a bit more decoration. I just can't quite put my finger on what though. Here are the screenshots of what I have done. I did add some extra end tables, some potted plants and a divider covering the pool shower before I transferred it to a blueprint though. https://imgur.com/a/biQN650 I was wondring how you created a blueprint of this before you played. If it is as I think. Then one could create all sorts of basements and then install the blueprint and make this mod even more useful and essential with much less work (great since this mod is "empty" and encoursges you to create your perfect basement not have a planed area. )
Adviser69 Posted July 30, 2019 Posted July 30, 2019 44 minutes ago, RitualClarity said: I was wondring how you created a blueprint of this before you played. If it is as I think. Then one could create all sorts of basements and then install the blueprint and make this mod even more useful and essential with much less work (great since this mod is "empty" and encoursges you to create your perfect basement not have a planed area. ) By using this:https://www.nexusmods.com/fallout4/mods/22442/? Also, @Reginald_001, I did a thing while tinkering. If it worked well I'll post screenshots. 2
Adviser69 Posted July 30, 2019 Posted July 30, 2019 It worked and I adore it. I was tinkering around in CK and thought it would be fun to swap the materials of the walls, ceiling and floors. I rather like the end result. What do you think?https://imgur.com/a/kr6DyXZ 2
RitualClarity Posted July 30, 2019 Posted July 30, 2019 5 hours ago, Adviser69 said: It worked and I adore it. I was tinkering around in CK and thought it would be fun to swap the materials of the walls, ceiling and floors. I rather like the end result. What do you think?https://imgur.com/a/kr6DyXZ I don't know about @Reginald_001 but those are interesting. Kind of makes it look like it was there well before the war. Perhaps even longer. Maybe even something that was built and then buried over or covered by dirt over time. I was just thinking of this then thought of ... Dusk till dawn series They had Aztec ruins underground. Imagine how that would look if there was some graphics for that. It is a bit north and east of where they would have been but .. something similar.. Perhaps Norse or something like that. lol. You also have structures created in 1800 or even before that had statues and other materials that made it look great even though nobody (public) would see it. Spoiler Spoiler Spoiler 2
Reginald_001 Posted July 30, 2019 Author Posted July 30, 2019 10 hours ago, Adviser69 said: I did indeed. Looks pretty decent, though I think it could use a bit more decoration. I just can't quite put my finger on what though. Here are the screenshots of what I have done. I did add some extra end tables, some potted plants and a divider covering the pool shower before I transferred it to a blueprint though. https://imgur.com/a/biQN650 I would advice to make the lights on the pilars lower, so they light the ceiling more evenly. You definitely want to put some rugs on the floor, that's what this is missing, otherwise it's looking great! It's so cool to see how people decorate this. And it can use clutter some cluuter. This post below was buried pretty quickly but it has some tips you could check out. On 7/28/2019 at 9:52 AM, Reginald_001 said: Description on the elements and mods used in RR basement as seen in the screenshots. MODS USED: - Reginald's PreFab SchakFest! - https://www.nexusmods.com/fallout4/mods/37623 - DD Craftable Firelights (see below) - Do It YourShelf - https://www.nexusmods.com/fallout4/mods/14532 - All Fallout 4 DLC's. - Cozy Couches https://www.nexusmods.com/fallout4/mods/25030/ Step 1: Add stuff on the floor First I add rugs across the entire floor section. There's no real need for it but it breaks up the floors. You do this first, before adding any furniture. Step 2: Add lights and paintings Go around the basement and place the fire lights on all pillars. Reserve the electrical lights only to place highlights at a later stage of decorating. Lights used: DD Firelights with shadows disabled. This mod has been discontinued and can be downloaded as part of that mod author's final release. I initially installed it like that, to find it was a great big TROLL of the mod author. Yes he had merged all his mods into one, but that one big mod severely broke your game. Attached you will find the clean mod used as I consider it 'vaporware' at this point. If someone has an issue with it attached, please let me know. DD_Craftable_Fire_Shadow_Lights_1-9366-1-0.7z 13.83 MB · 6 downloads Step 3: Walk through the basement and think of a purpose for each area. Designate the bathing area, the kitchen, the bedroom, the library, the hobbyroom etc..etc.. Once designated, place only the most important furniture in each room. One bed in the bedroom, a stove in the kitchen, etc..etc.. Don't go into details yet!!! Step 4: Add the containers and other furniture, such as workbenches, etc.. Place electrical highlights above these areas. This will break up the lighting in the basement and will make it clear that these are 'areas of interest'. I use only the Do It YourShelf mod. Which is bloody amazing! Place Do it Yourshelf shelves everywhere and fill them with stuff relevant to the designated area!! 2
urbanoantigo Posted July 30, 2019 Posted July 30, 2019 Ms Reginald. Good morning (here is now 9 AM) I managed to explore the basement tonight, the whole is phenomenal, in short: Susy (I had to have a name for NX1), seems to me to have one of the best stocks as a community trader, I loved that feature of her and also on the entertainment menu she gave her drinks and food as well as generous trading, I found it immersive that she only makes changes in the basement and not on the surface, after all, her things are stored in the basement. Susy's (or NX1) dialogue when explaining why she can't have sex is great, and the argument close to desperation when she's sent away to die is great. she can walk the surface is also very cool suggestion: add in it also say as last justification that even if she was hacked to have the programming she has no hardware like the NX2 (can give a plot gas or not ... because the player can still hope to find a holtape, or even in the future find in Mr Steian's lab a hard and soft upgrade kit so the NX1 can expand its entertainment services. I even thought ... she might not have sex, but she could dance or sing to distract her owner, ops employer. Just thinking about the great power of this mod. But back to yesterday's analysis: Please change the translation file for this one I send now, I made some improvements. Red Rocket Basement_V1.0.2_ptBR_revisado.7z Points that I think can be improved: 1 - Susy (is that I and she are already friends you know ...) speaks too fast, sometimes can not understand and in the case of subtitles the speech ends before you finish reading, if possible, change little , maybe if she talks a little slower just 5 or 10% will do it. Detail, the robotic voice is perfect for character and its story, I strongly believe it should continue this same. 2 - Speaking of a name for NX1, it is common for people to name things (cars for example) and all the most expressive robots of FO4 have names, it works very well she has no name either because of her plot, but a suggestion would it be that she either has a name, or .... nicer still she asks you if you want to give her a name or choose any of the preprogrammed options ... 3 - When we dismissed the NX1 forever, and went back to the basement terminal to give the recovery command, I noticed that the same command option twice, one below the other, maybe repeated, tested both with a save before choose and both options do the exact same thing IMAGE 4 - In translation instead of Red Rocket Terminal, I put Red Rocket Basement Terminal, it is a detail but inside red rocket there is already a terminal named Red Rocket Terminal and I realized that the surface and the basement are networked. 5 - At the top right of the stairs, in front of the basement terminal, both Susy and Ivy get stuck, I don't know if shrinking a piece of the wall where they hit or maybe pushing the ladder deeper into the left wall solve it,IMAGE Spoiler 6 - Cosmetic, I put the clothes of French maid, it was beautiful and only tried the standard variation black color, it was a surprise that there are two options, one with and a half and the short skirt showing more legs and buttocks, and another one a little more behaved with the highest sock and the long frilly miniskirt, it was very beautiful I was also going to test her with an institute work suit and one with a long apron and gloves, I figured that as a multitasking cleaning lady, she could wear her French uniform for part of the day when she served, her office maid during the cleaning, and some other formal attire, maybe even pajamas, and of course a swimwear for a pool ... but anyway, the french maid uniform was very beautiful PHOTOS Spoiler More sex... Almost less sexy ... Anyway, wonderful mod, she provide you with food and drinks, has a good trade, and an interesting context, plus the handy basement set with all that "can have" in it makes the mod very cool. (maybe in the future ... maybe ... this mod could be "Red Rocket Susy's Basement" or " Susy's Red Rocket Basement" it's because it's not just a basement, there's someone there, but one idea...) A big hug, congratulations and thanks for the great mod 2
urbanoantigo Posted July 30, 2019 Posted July 30, 2019 8 hours ago, Adviser69 said: Funcionou e eu adoro isso. Eu estava mexendo em CK e pensei que seria divertido trocar os materiais das paredes, teto e pisos. Eu prefiro o resultado final. O que você acha? https://imgur.com/a/kr6DyXZ Wow, it was very good ?
Reginald_001 Posted July 30, 2019 Author Posted July 30, 2019 18 minutes ago, urbanoantigo said: Ms Reginald. Good morning (here is now 9 AM) I managed to explore the basement tonight, the whole is phenomenal, in short: <snip> Awesome. I'll look into it. Ivy and NPC's getting stuck in that point is strange because there's no navmesh in that corner. I fiddled with it lots of times and these days I just place something there, so they path around it. I'll add a NavCut there (and invisible object that NPC's can't walk through) and will see if that fixes it. I found out that the 'Move that Workbench' mod causes the Red Rocket Basement to become unlinked with the basement up top. https://www.nexusmods.com/fallout4/mods/7507 I am investigating this issue. 1
urbanoantigo Posted July 30, 2019 Posted July 30, 2019 Forgetting me, the NX1 sat on the pool floor by the left seat, I thought it was cool for them to sit on the stairs too, but this one on the floor was curious because her head is down, was she taking a dive or is it an accident? Spoiler
urbanoantigo Posted July 30, 2019 Posted July 30, 2019 20 minutes ago, Reginald_001 said: ... Ivy and NPC's getting stuck in that point is strange because there's no navmesh in that corner. I fiddled with it lots of times and these days I just place something there, so they path around it. I'll add a NavCut there (and invisible object that NPC's can't walk through) and will see if that fixes it. I don't know if it's the best solution, or if it's a solution, but I imagine that: 1 - if you can get the ladder deeper into the terminal wall, there is a little less stairs to the right for the characters to climb, I imagine that they do not run into that edge of the wall, or... 2 - Perhaps adding a concrete column or pipe in place, as the characters are not seeing the edge of the wall and trying to get through it, may be that they see a column or pipe and try to get around. mysteries .... ?
Nebuchadnezzer2 Posted July 30, 2019 Posted July 30, 2019 1 hour ago, Reginald_001 said: I would advice to make the lights on the pilars lower, so they light the ceiling more evenly. Speaking of, I should see if my INI settings are messing with my lighting a bit too much, cause most of the damn things ain't all that effective... Also did the same thing Urban did and gave her the French Maid outfit. Quite suitable, I think Since I've blueprinted my version [need to re-do that to confirm I didn't add/change much], I might have to switch to the 'larger' basement Still curious why Ivy decides to fuck back off outside while in workshop mode, as it gets a little annoying when you're messing around with small changes/details. Also, the 'auto-close doors' appears to reset your workshop menu positions/sub-menu's, presumably as a side-effect of getting all the doors to close themselves via script
Reginald_001 Posted July 30, 2019 Author Posted July 30, 2019 3 minutes ago, Nebuchadnezzer2 said: Speaking of, I should see if my INI settings are messing with my lighting a bit too much, cause most of the damn things ain't all that effective... Also did the same thing Urban did and gave her the French Maid outfit. Quite suitable, I think Since I've blueprinted my version [need to re-do that to confirm I didn't add/change much], I might have to switch to the 'larger' basement Still curious why Ivy decides to fuck back off outside while in workshop mode, as it gets a little annoying when you're messing around with small changes/details. Also, the 'auto-close doors' appears to reset your workshop menu positions/sub-menu's, presumably as a side-effect of getting all the doors to close themselves via script NPCs/Followers do the same in Home plate. When you order her to sit somewhere, wait for her to complete the sitting anim, then she stays put most of the time. 1
Adviser69 Posted July 30, 2019 Posted July 30, 2019 2 hours ago, Reginald_001 said: I would advice to make the lights on the pilars lower, so they light the ceiling more evenly. You definitely want to put some rugs on the floor, that's what this is missing, otherwise it's looking great! It's so cool to see how people decorate this. And it can use clutter some cluuter. This post below was buried pretty quickly but it has some tips you could check out. Yeah, I saw your screenshots. That tip on lighting could help, though now I'm wondering how candlelight would look with the new walls... But yeah, this is just a base blueprint. As I've stated, my base tends to grow in clutter and personality as I play through with a character and accumulate more items and junk. I'll post more screens as I progress. Just trying to figure out if I want to do a Railroad or Minuteman playthrough this time. I already finished a Brotherhood and Institute playthrough. 1
Adviser69 Posted July 30, 2019 Posted July 30, 2019 5 hours ago, RitualClarity said: I don't know about @Reginald_001 but those are interesting. Kind of makes it look like it was there well before the war. Perhaps even longer. Maybe even something that was built and then buried over or covered by dirt over time. I was just thinking of this then thought of ... Dusk till dawn series They had Aztec ruins underground. Imagine how that would look if there was some graphics for that. It is a bit north and east of where they would have been but .. something similar.. Perhaps Norse or something like that. lol. You also have structures created in 1800 or even before that had statues and other materials that made it look great even though nobody (public) would see it. That is kinda interesting. The walls, floors and ceiling are still concrete, I just swapped the regular materials out for alternative ones that were in the CK, and the one for the walls was labeled "DecoMarble01", so I guess it would stand to reason that it looks older.
urbanoantigo Posted July 30, 2019 Posted July 30, 2019 Mr Regnald Hi, I found another detail, that if I'm not mistaken some other colleague already commented, but ... When you order a drink for NX1, three times in a row, she offers you something to drink the first two times and the third time she apologizes that she has nothing at the moment but will provide this third speech of her does not play, she is mute, it seems that the audio of this speech does not load or is not there, I found out why the caption shows anyway. I think now is everything ? 1
Reginald_001 Posted July 30, 2019 Author Posted July 30, 2019 4 minutes ago, urbanoantigo said: Mr Regnald Hi, I found another detail, that if I'm not mistaken some other colleague already commented, but ... When you order a drink for NX1, three times in a row, she offers you something to drink the first two times and the third time she apologizes that she has nothing at the moment but will provide this third speech of her does not play, she is mute, it seems that the audio of this speech does not load or is not there, I found out why the caption shows anyway. I think now is everything ? Thanks, I'll check it out. 1
Adviser69 Posted July 30, 2019 Posted July 30, 2019 Man it's intriguing how different a build feels when you change the lighting. 1
Reginald_001 Posted July 31, 2019 Author Posted July 31, 2019 14 hours ago, Adviser69 said: Man it's intriguing how different a build feels when you change the lighting. Lighting goes a long way and good lighting is everything. I was thinking of writing up something of a tutorial. But there are some things you can take into account while lighting your own settlements and player homes. - Use a consistent 'lights' set for your settlement. Usually industrial lights work best in the game. The modern sets give off too little light to make a difference. - Try to imagine actually living in the space. Where would you put the lights? How would you walk in every day? Where would you be sitting, where would you eat? Which chair do you use to throw your clothes on? Etc..etc.. really think about how you'll be 'using' the space. - Try to use softer lighting in general, then add highlights and spotlights to focus on specific areas. - Try to see all lighting as a balance. So if you have 50% darkness and 50% brightness the scene will be very moody, but the higher you ramp up the dark spots, the more stale the scene/home will look (washed out). - The DD fire lights really are very awesome they provide a nice yellow base light, which makes it so that the electrical lights really stand out and interact with the yellow light from the fire lights. Check this one out, should you have 1.5hrs on your hands. 1
Adviser69 Posted July 31, 2019 Posted July 31, 2019 4 hours ago, Reginald_001 said: Lighting goes a long way and good lighting is everything. I was thinking of writing up something of a tutorial. But there are some things you can take into account while lighting your own settlements and player homes. - Use a consistent 'lights' set for your settlement. Usually industrial lights work best in the game. The modern sets give off too little light to make a difference. - Try to imagine actually living in the space. Where would you put the lights? How would you walk in every day? Where would you be sitting, where would you eat? Which chair do you use to throw your clothes on? Etc..etc.. really think about how you'll be 'using' the space. - Try to use softer lighting in general, then add highlights and spotlights to focus on specific areas. - Try to see all lighting as a balance. So if you have 50% darkness and 50% brightness the scene will be very moody, but the higher you ramp up the dark spots, the more stale the scene/home will look (washed out). - The DD fire lights really are very awesome they provide a nice yellow base light, which makes it so that the electrical lights really stand out and interact with the yellow light from the fire lights. Man ain't that the truth. Though I don't use any of DD's stuff, just because 1) I can't find any official separate downloads outside of the all in one since his departure, and 2) Even if I did, a lot of them are buggy and riddled with useless entries completely unrelated to the mods when opened in CK. I did find a good alternative though with Blood Rust & Bone and Creative Clutter. Here is my current progression update.https://imgur.com/a/beMUGm6 2
Reginald_001 Posted July 31, 2019 Author Posted July 31, 2019 8 minutes ago, Adviser69 said: Man ain't that the truth. Though I don't use any of DD's stuff, just because 1) I can't find any official separate downloads outside of the all in one since his departure, and 2) Even if I did, a lot of them are buggy and riddled with useless entries completely unrelated to the mods when opened in CK. I did find a good alternative though with Blood Rust & Bone and Creative Clutter. Here is my current progression update.https://imgur.com/a/beMUGm6 Looks good!! I uploaded the DD mod separately a couple posts back.
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