Reginald_001 Posted February 25, 2019 Author Posted February 25, 2019 6 minutes ago, SexDwarf2250 said: Decided to start a new game rather than slug my way through removing mod addition #210 after it borked out on me. Using shacks to make my bases this time around. Here's Sanctuary, just got the basic layout up, fully walled in, still needs a good bit of clutter and amenities - and settlers. Those are all slaves soon for sale to fund my impending supply shipment needs... I'm hoping the shacks will work well as impromptu outer walls, sometimes the navigation doesn't seem to like that. I do believe the balconies will work out very nicely as improvised guard stations, especially to watch the gate, positioned as they are. <snip> Looks great, you should put some doors in those shacks!
SexDwarf2250 Posted February 25, 2019 Posted February 25, 2019 26 minutes ago, Reginald_001 said: Looks great, you should put some doors in those shacks! That's next on the list! Speaking of, shopping center shack lacks a snappable doorway, by the way. Edit: Regardless-
Reginald_001 Posted February 25, 2019 Author Posted February 25, 2019 4 minutes ago, SexDwarf2250 said: That's next on the list! Speaking of, shopping center shack lacks a snappable doorway, by the way. That is correct and was by design. The door didn't really fit as I didn't use the door model/mold. The idea was that this would a 'walk in' thing, through the shack side.
SexDwarf2250 Posted February 25, 2019 Posted February 25, 2019 7 minutes ago, Reginald_001 said: That is correct and was by design. The door didn't really fit as I didn't use the door model/mold. The idea was that this would a 'walk in' thing, through the shack side. It is of course a valid decision, and I have to grudgingly admit that while small children and very, very strong humans could probably "walk in" through a typical wasteland shack wall, they're not quite there, for the most part. ? That being said, my slightly off placement of the door actually fits right in.
Reginald_001 Posted February 26, 2019 Author Posted February 26, 2019 I've found two small errors that popped up after changing categories in the menu. These have been fixed now in Fo4Edit. I've also done some cleaning on the NavMeshes and inside the ESP itself with Fo4Edit to make it completely clean. The only vanilla object it touches now in the menu is the main menu. Votes are stilling coming in from people to make it SMM compliant, but I'm not about to add quests and scripts to the mod at this point. v1.0.3. Will be released before or during this weekend with all latest shacks. (After that I will continue laying the final hands on Ivy's dialogue for the DLC). 1
Fiona159 Posted February 26, 2019 Posted February 26, 2019 1 hour ago, Reginald_001 said: (After that I will continue laying the final hands on Ivy's dialogue for the DLC). Hurry up and finish it.I need to translate). 1
Reginald_001 Posted February 26, 2019 Author Posted February 26, 2019 6 minutes ago, Fiona159 said: Hurry up and finish it.I need to translate). Jaja It's coming! 1
Reginald_001 Posted February 27, 2019 Author Posted February 27, 2019 Added the SecuriShack(tm) Tower for a requester at Nexus. More pics:
Reginald_001 Posted February 27, 2019 Author Posted February 27, 2019 v1.0.3 IS RELEASED! - Fixed WR incompatibility, should work with all mods now unless they do something really weird with the main menu. - Added 3 completely new shacks! (IntelliShack, SecuriTower, HalfShack) - Added 4 resource objects! (3x Bed / 1x Scavenging Station) - Cleaned out all incompatibilities through Fo4Edit. (The CK tends to leave a lot of stuff behind when saving, that needs to be tended to with Fo4Edit. This has been done now.) 1
tjuebussen Posted February 27, 2019 Posted February 27, 2019 Nice. Do I need a clean save to update? 1
Fred Perkins Posted February 28, 2019 Posted February 28, 2019 When I downloaded the shack rz file and opened it with WinRAR, it was empty, no files?? I love Ivy btw.
Reginald_001 Posted February 28, 2019 Author Posted February 28, 2019 36 minutes ago, Fred Perkins said: When I downloaded the shack rz file and opened it with WinRAR, it was empty, no files?? I love Ivy btw. It's a 7zip file. WinRAR won't be able to handle it. Either do it manually through 7zip, or drag the 7zip file into a mod manager. There is an FoMod file added so both Vortex and NMM and other managers should be able to handle it. You will then get automatic updates as well. PS: MADE FIRST PLACE IN THE HOT MODS AT NEXUS! *PROUD* 1
Reginald_001 Posted February 28, 2019 Author Posted February 28, 2019 What a good day. Did 100 lines for Ivy and made a new shack to cool down. The 'Slack Shack', for v1.0.4. Ivy really needed my attention today...
Reginald_001 Posted March 4, 2019 Author Posted March 4, 2019 I've added TONS of shit to both Ivy and RPSF. RPSF Stuff follows below. - Made scripts to inject menus instead of hard coding them into the main menu form list. Now the mod is compatible with all other workshop mods. - Added Stores (Armor, Weapons, Pharmacy) that are half size and snap to floors so you can arrange close to each other. - Added Bedding (6 new beds) - Added new Shacks (2 pces)
Reginald_001 Posted March 4, 2019 Author Posted March 4, 2019 All 6 stores finished. You can place them standalone, or snap them to balcony floors to make sort of a mall, whatever you like.
Reginald_001 Posted March 5, 2019 Author Posted March 5, 2019 Made a new shack called 'CellShacked'. A metal shack that has a balcony, which can function as jail cell as well.
Reginald_001 Posted March 5, 2019 Author Posted March 5, 2019 Finished a small scavenger station, that snaps to other versions of itself. 1
Reginald_001 Posted March 5, 2019 Author Posted March 5, 2019 Making LoadScreens is fun. Of course, King Pelican finds his way into all my mods: So does shameless plugging for Ivy:
Reginald_001 Posted March 5, 2019 Author Posted March 5, 2019 I have created version 1.0.4. which introduces Script Injected Menu items, instead of using the old method which was incompatible with many other workshop mods. - Features MANY new shacks - Features MANY new categories - Features 6 WORKING stores/vendors (All types) - Features Loadscreens (please look out for them to see if they are placed correctly). - Features new scav station - Features new beds. - Just features a shitload of new stuff alright? Can someone (pretty please?) install this version for me and test it, to see if it works? If I get a confirmation I will update the downloads here and on Nexus. ReginaldsPrefabShackFest1-04.7z
spectrelite Posted March 6, 2019 Posted March 6, 2019 Thought I'd chime in and say that I've updated the mod using the 1.0.4 version and that has fixed Workshop Menu for me. Before, this mod's workshop menu wouldn't show no matter where I put it in my load order with Horizon. After updating it shows up now and everything seems to be working fine. I need to try and place some of the new stuff but it all seems to be working fine for me at the moment. 1
EgoBallistic Posted March 6, 2019 Posted March 6, 2019 Just updated to 1.0.4 and everything looks good, the script-injected menu appears as it should, etc. The only oddity I have noticed: the vendor shacks snap together front to front, but not side to side. I don't know if you intended for them to snap together at all, but I'm guessing you didn't intend for them to snap together the way they do. Side to side snapping would be handy, though. Otherwise, great work as usual. A++ would endorse again.
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