fallout 4 мод far harbor

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Far Harbor 2.0

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I placed a Workshop in Far Harbor Town and started building, 20 hours later you see the result inside!

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Basically all i did was to enter the console command ‘player.placeatme c1aeb’ which spawns a Workshop, then i entered ‘tgm’ to enable/start building without ressource restraints. I just went with the flow, but wanted to maintain that makeshift look you see in most Far Harbor Island outpost designs, with a touch of verticality. I am a fan of intertwined settlement routes, so i made sure everything is connected nicely and naturally.

Lots of cosy corners with custom placed items.

Lots of ‘tcl’ (ToggleCLipping) used to make some of the combinations possible.

I never played the previous Fallouts, but some pointed out it has similarity to ‘Megaton’ City from Fallout 3, which is exactly the vibe i wanted to achieve with these constructions.

It might look overboard to some, but even if you don’t like it, i hope you are at least inspired to give it a shot yourself! Once i started building i couldn’t stop until i was finished.

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Far Harbor Style Commonwealth

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This mod replaces weather, exterior lighting, and background exploring music to be identical to that of Far Harbor, providing much more gloomy and apocalyptic experience while exploring around the Commonwealth.

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Version 1.1Hotfix

Version 1.1

I. Requirement

This mod requires Far Harbor DLC, obviously.

II. Description

I thought the way how Far Harbor was described is much better than that of the Commonwealth. Vanilla Commonwealth is just too bright and vibrates with life, for a post-apocalyptic world.

So, I decided to replace vanilla atmosphere with Far Harbor ones.
What this mod does is just simply replacing vanilla assets used in the Commonwealth to Far Harbor assets.

1. Weather
Crystal clear Commonwealth weather is replaced with much darker and foggy Far Harbor weather. It would be hard to see clear skies, since this is a post-apocalyptic world.
*Radioactive fog with some green particles on it is not included. That is rather a map object, not a weather effect, and requires to be hand-placed.

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2. Exterior lighting
Exterior lighting is also replaced with that of Far Harbor. Overall coloring, or RGB value is different. Vanilla lighting is somewhat bright and has subtle red tint. Far Harbor lighting rather makes everything darker and yellowish, resulting in much more gloomy look for everything and every scenery.

3. Exploring background music
At the beginning, I only changed the weather. But I soon found that Far Harbor musics fit with foggy and gloomy Far Harbor weather so much better than Vanilla BGM. So, I replaced all vanilla exploring BGM with that of Far Harbor.

III. Installation

This mod does nothing to your save file. Feel free to install/uninstall at any point.

This mod is not compatible with any weather overhaul mods. This mod or the other mod will overwrite each other.
But it is compatible with Darker Nights mod.

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FAR HARBOR CUSTOM SETTLEMENTS PACK- 11 NEW LOCATIONS

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This collection of 11 fully functioning settlements in custom locations will finally make The Island a serious extended play proposition. All 11 settlements are at previously non-existent locations and are all sufficiently out-of-the-way that they can be used right from the start; they will not interfere with any quests.

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FAR HARBOR CUSTOM SETTLEMENTS PACK- 9 NEW LOCATIONS

This collection of 11 fully functioning settlements in custom locations will finally make The Island a serious extended play proposition. All 11 settlements are at previously non-existent locations and are all sufficiently out-of-the-way that they can be used right from the start; they will not interfere with any quests.

All settlements recruit, have random attacks and clearance quests, support supply lines and settler transfer, have large build areas, in short they are fully functioning. They have all been set up to function with Sim Settlements, but I’ve not personally tested this yet. I used the same method for these settlements as for all my others, and they all work with Sim Settlements.

SO WHERE ARE THEY?

If you want to find them yourself, skip this bit! Otherwise, the details are as follows (in no particular order of preference):

1. Parker Point: Northeast corner of the main Island, on the beach.
2. Salisbury Cove: A little bit northeast of Aldersea Day Spa, in the dip in the top of the map.
3. Gulper Island: On the island due south of Rayburn Point.
4. Goose Cove: In the swampy area in the southwest of the island. This is the largest build area of all of the settlements.
5. The Narrows: West of Briney’s Bait and Tackle.
6. Kings Point: You know that really busy looking dock area south of the Vim Factory? It’s there, and all the warehouses are included.
7. Newport Cove: West of the MS Azalea. This is a great place for a seaside picnic.
8. Sutton Island: That big island with no name near Huntress Island. that’s it. Got a beaut house on it too. Take plenty of ammo.
9. North Point: North and slightly east of Rayburn Point.
AND NOW THE TWO ISLANDS WORK ALSO:
10. Scratch Island: Northwest of Longfellow’s place.
11. Alley Island: Northwest corner of the map.

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WHAT ABOUT THE RADIATION?

I removed some but not all of the radiation zones in the settlement areas. If you want to get rid of all of it there are mods for that, otherwise you’ll just have to suck it up.

SCRAPPING

What you will be able to scrap will depend on your scrap mod(s). I have added all the things in the build area to the scrap list, but some such as the big pine tree clusters cannot be vanilla-scrapped. I’ve done the best I can on this front, the rest is up to you. Note that all settlements have large build areas and it’s possible to have very successful settlements in each location without any scrap mod at all. I ran through this with Scrappable Commonwealth as my scrap mod, and it wasn’t much help out here on the Island.

WHY DIDN’T YOU PUT ONE IN ***** LOCATION??

There are plenty of other great locations for custom settlements all around the island (such as the wrecked fishing boats north of Azalea, the Trapper hilltop fort in the center, the Gulper infested roadway on the west side of the main lake, etc etc etc), but all of these other places may compromise quests so I reluctantly had to let them wait. Will I add them in another batch? Probably, but this takes ages to do properly so don’t hold your breath.

I reckon I’ve pretty much exhausted the Island for custom, non-quest locations. But if you’ve found another and want to have it added to the list, please contact me.

LOAD ORDER

I have had best results with this mod at the END of the load order. Yes, after the scrap mods and all. For custom locations this seems to give the best results.

ABOUT THE NAMES

Yes, I got the names from Google Maps map of Mt Desert Island, where Bar Harbor (ME) is today. I tried to be as accurate as possible. Where there was no appropriate name I made one up (eg Gulper Island). Apparently the real Island has had an increase in tourism since this expansion pack was released for Fallout 4. Wonders never cease.

WHAT’S THE DEAL WITH THOSE TWO ISLAND SETTLEMENTS?

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THEY ARE WORKING NOW, many thanks to speedynl for identifying the problem.

MY OTHER SETTLEMENT MODS

THANKS TO

If it weren’t for Neeher’s and M0ds1984’s YouTube video tutes on settlement creation in CK I would still be trying to figure out how to switch my computer on. Thanks guys.

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Данный мод расширяет границы 4-х поселений из DLC Far Harbor в игре Fallout 4, для возможности расширения построек.

Подробнее:
* Все разбираемые элементы за пределами исходной области теперь могут быть разобраны.
* Увеличена область для построек.
* Увеличены размеры «песочницы» для NPC, то есть NPC в расширенных зонах будут вести себя так же как и раньше.
* Мод не затрагивает никаких объектов или ландшафта в расширенных зонах.
* Никаких вражеских маркеров внутри расширенных областях строительства не будет.
* Новые границы будут отображаться корректно, хоть они и немного «шаткие» в некоторых областях, но зато они точные.
* Каждое из 4-х поселений имеют большую площадь для строительства. Как правило, чтобы быть ближе к источнику воды, но не все из них могли иметь эту возможность.

А как насчет выделения объектов?
— Если вы задаетесь вопросом, почему некоторые объекты выделяются, но не разбираются, потому что есть несколько модов, которые делают эти вещи. Есть также много вещей, которые просто не могут быть разобраны. Так что имейте это в виду.

Совместимость:
— Совместим с Sim Settlements
— Не совместим с модами которые изменяют ячейки поселений, а также границы, области и верстаки. Мой мод не перемещает и не удаляет что-либо. Мой мод не сбрасывает ячейки. Должен отлично работать с модами на изменение поселений.
— Несовместим с Spring Cleaning.

Требования:
Fallout 4
DLC Far Harbor

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File information

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Expands the Workshop to Build In Far Harbor and makes all water clear so you can dive and see the bottom of the sea.

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Version 1

Expands the Workshop Longfellow Buildable Area Into Far Harbor and makes all water clear (including other water in the Commonwealth)so you can dive and see the bottom of the sea (why have a diving suit if you can’t see a damn thing with it?).

The workshops (containers) in Far Harbor have their budget increase so you can build more.

There are two versions:

Choose one or the other according to your preferences.

The Green and red Buildable area marks are not accurate, I need to create a custom one for a future release, but you can build almost everywhere around Far Harbor town, even under water.

Check also my diving suit to go with it.

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