

- #Bethesda creation kit randomized tree placement mod#
- #Bethesda creation kit randomized tree placement plus#
And the area where BOS shows up via the main quest seems like a good place too. I'm half sure there were buildings near a rider camp, not really that close. If you played assassin creed (the first one was it?) you may know what I mean.įor the location, try going western south. It would be boarded up from inside as well but just like a normal house. See all the boarded buildings? I'm thinking of filling one and give it some kind of a secret entrance like a sewer from somewhere.
#Bethesda creation kit randomized tree placement mod#
You know, I was thinking of a house mod in the city, a hidden one. Still thnx for the information even if its about Skyrim, since I am currently testing some things in Skyrims creation kit and this will be rly useful.Įdited by NDDragor, 17 January 2016 - 02:17 PM.

I could expand the worldmaps borders somewhere but I dont know if some in the future upcoming DLC will use that area.
#Bethesda creation kit randomized tree placement plus#
Plus I want to make as few changes to the original worldspace as possible. The problem will be finding a suitable place in the worldmap since its kinda really crowded in Fallout 4 and many locations are very close to each other. Landscaping and object placement wont be a problem since I have done a huge mod for Fallout NV with new landscapes and the creation kit for Fallout 4 shouldn't be too different from the Fallout NV one. With very basic landscaping skills (it just drag it down and up like clay.) you can change an area to make it flatter, make pounds and lakes and whatnot. Just make sure the area you in has no quests whatsoever. They are used for AI packages, area commentary by NPCs and stuff like that. If the location had any, it may be wise to remove them. There is also a bit about locations and how they work with keywords. This is from Skyrim, but will it should give you a good idea about what do when the GECK drops Okay, you can easily disable the area to never reset so that spawns won't respawn. Still the idea of the flying island sounds interesting and challenging to create. But I want my first player home to be just a normal shack or house somewhere in the wasteland. The idea of a flying fortress as a player home is really interesting and I think it could even fit into the Fallout 4 world, since we already have the Brotherhoods Prydwen as an flying fortress and why couldn't the same technologies that are keeping the Prydwen in the air be used to make a small floating island? And then there are all the technologies from the Institute as well. So of course one cell is more then enough, but if the perfect spot in the worldmap is on the border of two or even 4 cells then I will be forced to build on more then one cell.

Since the Creation Kit inst out yet I cant see how big the cells are but I am pretty sure that they will be like in the previous Fallout or Elder Scrolls games. The player home will be in the vanilla game map, just like the Red Rocket Truckstop for example.

if this is a BOS theme, you can animate a few Vertibirds flying around for visual effects. But how about a flying fortress (like Sky Captain with Jude Law and Angelina Jolie) that is actually a flying aircraft carrier. Mythical flying island can be too much immersion breaking for FO4. If you attempt to jump down, then the fall will teleport you to on top of Whiterun (notice the hiccup) and you fall to your death, for realism. You have a great view of the land below, only it is fake low-res Whiterun. In Skyrim, there is this floating island home. Can script a few random NPC walking around in the distance to suggest a busy city streets. or, if you are good, you can create a "fake" Diamond City using existing texture to fake an apartment view as if you actually live in Diamond City. So your new player home can be an island in the middle of no where, on top of mountain, or even a floating island (like in Zelda). You can make yourself a small cell, yet with. I guess the biggest known cell is Diamond City? But Bethesda is being conservative, you can go even much bigger than Diamond City.Īnd here is the good thing. Why do you need 2 cells? Isn't 1 cell enough for you? A cell can be almost as large as your memory (and the game engine) can handle. Trees, bushes, or wreckage wont be a problem but there shouldn't be any other buildings, camps or containers with loot. I think one or two cells, but it depends how that place will be split by cells and I would prefer to have nothing important on those cells.
