al9984 Posted November 21, 2020 Share Posted November 21, 2020 I'm finally in a position to resume work on my mod idea "Boston Unsealed & More" or *B.U.M." (Because I'm a mature 36 year old that still finds rude/childish acronyms hilarious) which will be opening up the boarded up buildings around the commonwealth without breaking precombineds etc. anyway my main question here is... How strict should I be to keeping to the size of the outside parameters? the first house I've chosen to unboard (example here ) I've stayed within the size of the outside building. but while this is ok for some of the building it'll seriously limit me in the long run. So will people really notice if I expland a little bit? say 25-50%? would it ruin your immersion? (it's not as Bethesda stuck to this rule either!) the main building I want to expand are ones with stairs because as soon as a staircase goes in you lose all space. this house is my first idea... https://imgur.com/kiuKP8b So what are people's thoughts? Link to comment Share on other sites More sharing options...
Zorkaz Posted November 21, 2020 Share Posted November 21, 2020 You can't match inside and outside anyway because of the differences between the interior tileset and the minihouses outside. It's important to let windows and doors be at the right position. Link to comment Share on other sites More sharing options...
al9984 Posted November 21, 2020 Author Share Posted November 21, 2020 I managed to match the size with clipping the walls, floors and ceiling like this https://imgur.com/onPZaCF and over lapping walls (and offseting the one behind by .1 so the textures don't glitch) I've managed to squeeze a bathroom in this "one roomed" house ( https://imgur.com/PLhpYJu) as for the windows and doors I'll keep in mind they're number and keep then true to their outside locations. Link to comment Share on other sites More sharing options...
al9984 Posted November 21, 2020 Author Share Posted November 21, 2020 I've done a quick build (see here - https://imgur.com/a/9U1z6Ht ) I've kept the windows in the right positions (not sure how I'm going to tackle the "bay window" though) Link to comment Share on other sites More sharing options...
Zorkaz Posted November 21, 2020 Share Posted November 21, 2020 It looks fantastic and you know... you do you.Yet when using that overlapping method just make sure that you don't see the void from certain angles Link to comment Share on other sites More sharing options...
al9984 Posted November 21, 2020 Author Share Posted November 21, 2020 good point, seeing void is an instant immersion killer. I do try to do extensive test runs at each stage to check for things like that. Link to comment Share on other sites More sharing options...
Zorkaz Posted November 21, 2020 Share Posted November 21, 2020 As a side note, theres a way to set the ambient color to brown and disable the white void effect. This helps tremendously as it's hardly noticeable due to Fallout 4s color scheme Link to comment Share on other sites More sharing options...
al9984 Posted November 22, 2020 Author Share Posted November 22, 2020 surely it's better not to have any gaps in the first place? but if you could point me in the direction of tutorials that'll teach me how to do that I'd be most grateful. Link to comment Share on other sites More sharing options...
al9984 Posted November 22, 2020 Author Share Posted November 22, 2020 when you say "theres a way to set the ambient color to brown" do you mean in the "cell" dialogue box on the lighting tab ( https://imgur.com/rJItMSx ) and/or the "Directional ambient lighting" tab ( https://imgur.com/cHhXwdQ) ? Link to comment Share on other sites More sharing options...
al9984 Posted November 22, 2020 Author Share Posted November 22, 2020 Quick test run of house 2... still a couple of holes to patch up and I'm not sure yet what I'm going to do about the circular window at the front on the first floor. but I've dealt with the bay window on the side. Link to comment Share on other sites More sharing options...
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