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Posts posted by YouDoNotKnowMyName
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Something like that was already suggested once (take a "photo" and then be abel to craft a picture frame with that picture in it at settlements).
But it is technically
not possiblevery very hard to do.Because the "screenshots" that you take are png files that have the same resolution and size that your screen has.
The game requires a very specific format for textures.
So there would have to be a small programm that runs in the background and takes the screenshot image file, converts it, then edits the mod file (while the mod is loaded by the game, which is problematic) to have that picture as a craftable object or as a terminal entry.
There is a seperate forum for mod suggestions and mod ideas:
https://forums.nexusmods.com/index.php?/forum/3515-fallout-4-mod-requests/
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Open your mod list in FO4 edit (the basic one not the quick clean). In the main Fallout esm expand it in the left hand menu and scroll down alpabetically to find Worldspace. Look for Diamond City.
There are in total 4 blocks with sub blocks. expand them all. Then look in the right panel to see what mods (if any) have made changes to that sub block (you can ignore changes made by the DLC's) . Then at least you'll know where to start troubleshooting from.
I disabled Better The Third Rail, and it works, I deduced it was a conflict between Third Rail and Diamond City Expention. Having said that, wouldn't there be a way to make these two mods work simultaneously?
Isn't the "crash when entering / leaving DC or Goodneighbor" a vanilla bug that has something to do with the weather?
(Because DC and GN are seperte worldspaces)
I thought about that too, seeing as I'm using NAC X, which modifies the weather (at least it seems to me), but given that NAC X is a heavily used mod, I think the issue would have been noticed and patched by now since a long time. Having said that, I have not tested at good neighbors
Well, if it is a vanilla bug, then it will probably not be fixed ...
I assume that weather mods just change how the weathers look and maybe add new weathers but they don't change how the game engine itself handles weather and travelling between different worldspaces (that might have different weathers)
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I think it should be noted that it takes more skill to create an appropriation of something than just replicating something 1:1. 1:1 real life references exist, and working with that is very simple. To shrink something down, you need eyes for understanding the essence of the subject, and then translate it in a way it can be communicated to the audience.
I myself actually think the scales in Fallout 4 didn't work out, though, and I'm not disagreeing with your points. What I wanted to say was that treating them with more respect may offer you an insight to what may happen in development of a game, mistakes included.
About shrinking down the interiors - you might be a completely left-brain person and don't think the way I do, but I think architectures tell stories. For example, the size of Dragonsreach in Whiterun in Skyrim is meant to communicate how important and powerful the Jarl is to the city. If you shrink down the castle interior proportionately to the building shell, you'd probably end up with a less interesting dude in an armchair. I think this kind of thinking can improve what you want to express in some cases.
There is one game that does the fully 1:1 size for everything. Arkane Studio's Prey did all the interior matching up 100 % in the space station Talos One. It's only about 830 m long, but it feels huge in game. That's definitely one way to do something, but I don't think you could do it as easily in open world games without sacrificing game pacing. (Prey is an amazing game, by the way. One of the best immersive sim out there IMO.)
Personally, I think Fallout 3 and NV assets felt better proportion-wise than the uniform Fallout 4 modular kit. Of course, Bethesda had to sacrifice flexibility and varieties, but those older assets felt more relatable to me.
Just trying to offer different perspectives. :happy:
(You know what's the most un-immersive thing in Diamond City? Nat says the motor on the printing press would burn out from printing so many copy of their newspaper, but the printing press itself is HAND CRANKED. :laugh: )
Yes, it takes skill and experience to do what they did with FO4.
I personally think of the game world as literal, so while it is smaller then real life, I think that everything that is there is actually there.
I am not compalining "oh the town is so small", I understand that the game has (artificial) limitations (mostly because of consoles).
And yes, I understand that there are different approaces to interior design ("room design"), but no matter how "important" or "grand" an interior would like to be, it still needs to adhere to some basic concepts.
Some things we just take for granted:
Like gravity or enemies taking damage when they get shot ... and architecture beeing architecture (and not some teleporting time/space discontinuity).
It's almost like they made only a few interior cells for FO4 and thus tried to put as much into them as they could.
But all of this is probably just me beeing OCD-ish about architecture ...
And I meant "the biggest immersion breaking thing" as like "the physically biggest in size", not as "the worst thing about DC that breaks immersion" ...
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Do you mean an elevator that "loads" into an interior cell?
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It's a technique called "Impressionism" rather than "Realism". Otherwise the game wouldn't come out before the 2030s...
FO4 does not have that many interiors ...
And I personally would rather have lots of small (apropriatley sized) interiors, then a few that are out of proportion.
But hey, that gives me something to do (trying to fix all the interiors while keeping them "functionally" the same).
So I guess it is all good?
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but Bethesda people have way more experience than we do, and thinking in a way we can learn something from their work would probably be more beneficial.
You don't need experience to make something consistent (and / or realistic).
I guess I just have a "too literal" way of looking at things like interior cells ...
Yes, I can accept unrealistic things (like an airship that weighs thousands of tons, or teleportation, or cryo-sleep, ...).
Because those things have in-game explainations (kind of ...)
But things like architectural mismatches are just something that make me think "wait, what?"
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The building shells are about 30% smaller than they should be in general for the entire game, I think. It's what we have to work with, unfortunately.
I think the worldspace map was shrunk down to accommodate the kind of pacing they wanted for gameplay, and also the amount of contents they could create in the given time frame. In Fallout 4, there'd constantly be something to look at or get involved in, and I think that's why people are still playing it. It is easy to take a look at just one element of the game and say how bad it is, etc., but Bethesda people have way more experience than we do, and thinking in a way we can learn something from their work would probably be more beneficial.
I know, but still ...
"Normal buildings" can easily be fixed by editing the interior, but something like DC (lots of custom made assets that are made to fit together in a very specific way) is almost impossible to "fix".
That is why I generally like what they did in FO4: The "fake interiors" that are actually part of the exterior worldspace.
That forces the devs to adhere to the exterior architecture.
With the modular exterior and interior parts, making the interiors fit the exteriors is a lot easier then for Skyrim, where all the buildings had custom made exteriors and most of the time also custom made interios (that did not match the exterior).
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So, I just wanted to start working on a DC overhaul mod that adds some more buildings.
But as I was looking around DC in the CK, I noticed some weird stuff.
So I loaded the "exterior" of DC, copied it and pasted it into the "interior" of DC.
And it turns out that DC is a lot bigger on the inside then on the outside.

The light green is the exterior that I copy & pasted into the DC worldspace.
Sometimes I just hate this game ...
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Isn't the "crash when entering / leaving DC or Goodneighbor" a vanilla bug that has something to do with the weather?
(Because DC and GN are seperte worldspaces)
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I didn't really solve it, but I found something out:
There is a point in the conversation with Desdemona when she asks Deacon about the PlayerCharacter.
If the player is low level and hasn't done any quests yet (so if the player is not the minutemen guy yet, not a brotherhood of steel member, ...), Deacon will say something like "well he/she is either smart or tough to have made it here".
If I get that response in that conversation, the tradecraft quests starts properly.
If I am higher level and maybe did some quests and then try to join the railroad, the tradecraft quest won't start.
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Technical issues: I don't know, I would have to look up how the "jumping over / teleportation thing" is set up.
Immersion issues: If they moved the rubble back in the GN worldspace, they should also move the rubble in the CW worldspace.
But it is your mod, you can do whatever you want!
No need to try and appeal to my very special tastes about what is and what isn't "immersive". :laugh:
(I am very hard to please when it comes to things like that ...)
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Best way to expand Goodneighbor is with interiors imo.
With interiors you have still a creative freedom in parts, as long as you have interiors with believable sizes.
Edit: The map is great looks great. Don't know if she is your work, but I wish every part of the Commonwealth would be shown like this.
Yes, I made that map myself.
And yes, I have the whole commonwealth mapped in that style.
The way I did it is export the "local map" view for all the exterior cells of the commonwealth worldspace and then stitched them together.
Then I made colour overlays for all the buildings, streets, the rivers, the ocean, ... (by hand!)
It is almost done, when it is complete, I will upload it.
Maybe somebody else finds a good use for it.
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See this map for what I mean:

I marked the "playable area" directly outside of Goodneighbor in green.
The dotted green line is that elevated street with some raiders on it that runs under a few buildings.
The green line directly under the label "Daisys Discounts" is a small way that when followed leads to clearing under the mentioned "elevated street with raiders" where some molerats will jump out at the player.
The shaded red is the Goodneighbor "worldspace".
The darker red are the rubble "barriers".
I hope this help to visually show what I meant in my previous post about the space directly behind the barriers beeing accessible.
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If Goodneighbor was meant to be larger, I suppose it must have been dropped very early in development. I am going to see what I can do with the ends of the streets, perhaps place a door there that transitions to a new area. Alternative, put an NPC there that offers to guide you through the rubble to the other side of the street for a fee, which transitions to the new area, a method which is probably less likely to break Goodneighbor.
If you do that, that brings some new problems:
In the Commonwealth worldspace, the area directly behind that rubble is accessible, so if you want to use that area in the goodneighbor worldspace, then please make the same changes in the commonwealth worldspace.
Otherwise you will get the worst, most immersion breaking thing ever (in my opinion): "Interiors" that are bigger then the building / structure actually is on the exterior.
So, you see how the seperate worldpsace for goodneighbor really is bad for modding ...
Because all major changes that you do to the goodneighbor worldspace should also be done in the commonwealth worldspace.
I mean things like adding / editing buildings, clearing large ammounts of rubble ...
Also, in the vanilla game, when you are in the commonwealth worldspace and try to jump on / over that rubble, you get teleportet into goodneighbor.
The area directly behind the rubble that blocks of goodneigbor is accessible from the commonwealth worldspace!
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Does anybody else know how to get this to work?
I already tried to send a PM to ihavemods4, but they didn't reply ....
PLEASE, tell me how to get this to work!
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It's weird that GN has its own worldspace anyway ...
It is not THAT big and there is not THAT much going on there ...
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ive
Watch out for the worldspace size limit!
If you go beyond the +- 64 cell then things like furniture won't work and the movement of the player gets really messed up!
So DO NOT go beyond that limit!
Isn't the worldspace already 128x128?
What about creating an entirely new worldspace?
found a way around it with extensive ini tweaks, have a few places built already and it dosent seem to mess with anything yet, i will keep posted if i run into problems, im also testing it with a full playthrough to make sure that all missions are compatible, the world space for my mod is currently 256x256 and i havent ran into problems yet, it maxed out at 512x512 but thats where it messes up, i dont want to push it as it would require massive tweaks in order to get the game working
HOW DID YOU GET THAT TO WORK?!?!
I tried and beyond +-64 cells I have all sorts of issues ...
Please let me know, because you are not the only one who would like to make big worldspaces!
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Watch out for the worldspace size limit!
If you go beyond the +- 64 cell then things like furniture won't work and the movement of the player gets really messed up!
So DO NOT go beyond that limit!
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I apologize again for my English. Poor knowledge of English is my main problem.
Learning english is much easier then trying to figure out how this 3dsmax stuff works :laugh:
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So much things that I completley agree with!
Like, why is there so much useful stuff to loot in all those buildings. After 200 years?
Why are there still locked areas, after 200 years?
People would have broken intot and looted every single building within less then a year!
Especially things like the military buildings or the vaults!
I certainly would :laugh:
It almost feels like the rest of the world also got frozen for 200 years, so nothing really happened during that time ...
Except in the institute, where almost "too much" happened:
I mean, how did they even build that place?
Just take the glass of the main elevator as an example:
How did they manage to produce a perfectly straight glass "tube" that his 30 meters high and has a diameter of about 2 meters?
Making something like that would be impossible if you had all the space and resources.
But making something like that in an "improvised" way, underground?
Come on!
Or all the smooth curved metal wall panels?
You need huge machines to bend large sheets of metal like that.
That is not something that you just do with handtools!
Sorry for the rant ...
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Yes!
But I think most ceilings in FO4 should make the room look "smaller", "darker" and "confined".
Without actually beeing small (so that bigger creatures like mirelurks can still fit through interiors)
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Thanks anyway for all the work you have put into this!
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Nope, still convexity ...

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Good morning everybody!
There are some things that always need to be true for a game like FO4 to work:
Things that are in the vanilla game that also HAVE TO BE in "new worldspace mods", because otherwise the game experience is not consistent.
What I mean by that is concepts like "there needs to be a never-ending threat (raiders, feral ghouls, mutants, ...) that is independent of any quests and thus can't be 'resolved' ".
Or "there has to be at least one 'safe place' (like Diamond City) in the worldspace".
Does anybody know of any other essential concepts like that?
If so, let me know here ...

Mod authors should have made a master list of locations
in Mod Ideas
Posted
Just open the mod in FO4Edit and it will tell you exactly what areas the mod edits ...