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I have finally done it. It took a long time, but it's arrived. This mod has been quiet for a long time, but in that period I was doing a lot. The biggest thing on the list? Making this mod, the main, master version of it, function without the Slocum Joe's Creation Club dependency. I released a no Creation Club version months ago, but that was paired down and had many plots that had touches of Slocum Joe's content in it completely removed. I realized I could do better, and I did. The main version of the mod is now all-new, all-different, and it doesn't require the Slocum Joe's Workshop as a dependency anymore. Will there be added content if you have? Sure, there will be, but almost all of the original work is there too, much more than in the previous, stand-alone "Creation Club Free" version.
I went back and rebuilt most of the early plots from the ground up, with a host of improvements. I even thought, from my many hours of playing time, how my mod could play better with others. For that reason, I added some synergies with other mods. I even added a new plot. So anyone who wanted to try this out but didn't because of the CC content before, now you can, with only two plots that will be locked away and out of your reach. The changes are almost too many to provide in patch notes format, so I'm going to do my best to provide you with the highlights -
I have also put up an article that will be updated as I release more plots that can be found on the Nexus Page - this gives details about each plot, the bonuses/penalties, skins, and resources produced as well as a little bit of information about my intention with the plot and how it should be used. You can find that here - https://www.nexusmods.com/fallout4/articles/2566
I'll be added another article in the near future about the crafting in this mod, since that remains a significant part of this mod and some more additions will be made to that in the future.
A NOTE ABOUT THE CREATION CLUB FREE VERSION: The Creation Club Free version is still fine to use, but I don't intend to support/update it as now the main mod is, in effect, a Creation Club Free version as it does not require it. If you're using the Creation Club Free version, I recommend you stick with that version until you finish your playthrough THEN switch to the new main version. If you switch now, your plots will be reset because it's a different file.
I went back and rebuilt most of the early plots from the ground up, with a host of improvements. I even thought, from my many hours of playing time, how my mod could play better with others. For that reason, I added some synergies with other mods. I even added a new plot. So anyone who wanted to try this out but didn't because of the CC content before, now you can, with only two plots that will be locked away and out of your reach. The changes are almost too many to provide in patch notes format, so I'm going to do my best to provide you with the highlights -
- All plots other than 2 (Donuts and One More Cup of Coffee) now available without Creation Club content, though additional spawns will appear in Beans for Breakfast and Old World Diner if you have it. No matter, though, because you still get a lot of good stuff from those plots even if you don't.
- Skins added! Find new skins available for the plots Glory Days, Rock Lobster, and Intergalactic Planetary.
- Optimizations! Plot clutter has been redone and optimized, making this mod leaner and making some of the spawns make more sense and occur in a more logical order. Intergalactic Planetary has also been reoriented to not be "backwards" as many complained it was. Donuts also has two new Donut Artists to help keep up with donut production.
- Construction Stages! Added some more construction stages for my earliest plots, since the SCOL method doesn't eat up so much space. Enjoy watching the plots build as opposed to materialize out of nowhere.
- New Plot! Where the Brahmiluff Roam, it's a ranch/dairy Heavy Agricultural plot that spawns up to two Brahmiluff, and provides the settlement with fertilizer and two new items - Brahmiluff Cream and Brahmiluff Cheese. I know what you're thinking - another milk? What about The Milk Problem (TM)??? Updates to the milk patches are coming real soon to deal with that. Unfortunately, I had to do it to escape the CC content as I needed a milk. There wasn't another way. Trust me, I agonized over it.
- Resources! Before a lot of my plots had mistakes in the way that I had set up the resources they produce. I've rectified that. Now you should be getting more resources. Check your workbench regularly for the freebies.
- Wasteland Imports gave me permission to use some of their assets. Right now, they're just for sale in the Old World Diner. More of them and more extensive use of them will be coming for these soon, though.
- Mod Synergies! Right now more items will appear in certain plots if you have Wasteland Venturers (Beans for Breakfast) or Settlement Radar Station (Intergalactic Planetary). More will be coming.
- The One Downside - Spuckies and the Bean Burger have been removed. This was heartbreaking to do, but the nifs they were made from used Creation Club meshes. I'm no 3d artist, so I couldn't recreate them. In their place, I've added Bean Cakes and Tato Latkes for those plant-based post-apocalyptic adventures who have excess produce they need to make food out of. However, if any of you knows some 3d artists that can hook me up with some free sandwich nifs, I'm game!
- Old World Diner's menu has been greatly expanded. Because, seriously, why are you the only chef that knows how to make a steak or some vegetable soup? Now your settlers and you can enjoy the sophistication that comes with a post-apocalyptic cooked meal if you've got the caps.
- General bug and error fixes. These weren't reported to me, but I noticed them in how I had set up the plots (as with the resource production), but I've fixed them so many of the plots have a look and feel that is more what was intended.
I have also put up an article that will be updated as I release more plots that can be found on the Nexus Page - this gives details about each plot, the bonuses/penalties, skins, and resources produced as well as a little bit of information about my intention with the plot and how it should be used. You can find that here - https://www.nexusmods.com/fallout4/articles/2566
I'll be added another article in the near future about the crafting in this mod, since that remains a significant part of this mod and some more additions will be made to that in the future.
A NOTE ABOUT THE CREATION CLUB FREE VERSION: The Creation Club Free version is still fine to use, but I don't intend to support/update it as now the main mod is, in effect, a Creation Club Free version as it does not require it. If you're using the Creation Club Free version, I recommend you stick with that version until you finish your playthrough THEN switch to the new main version. If you switch now, your plots will be reset because it's a different file.