![]() ![]() It’s a highly ambitious mod, and it is definitely the kind of thing that would have made Fallout 4 far more realistic and immersive had it been there in the base game at launch. The aim for the mod is to have an automatic cycling of seasons based on the date in game. The mod is currently in progress- as of right now, it has all four seasons, but you need to switch between them manually. “Those places are extremely green and growing,” creator GameDuchess explains, “with nature and animals there as much if not more than they were before the atomic bombs went off. The point of the mod is to portray a more realistic take on the Wasteland, where, in the absence of humans, we see nature beginning to take over again. Eurogamer reports on the changes that the Wasteland gets with each season- spring is overgrown and very green, summer starts to see the green recede, but compensates for it with a lot of growth, fall sees plants shed their leaves, and winter drenches the Wasteland in snow and ice. It’s a mod that adds seasons to the game the season cycle makes the Wasteland often look like Naughty Dog’s The Last of Us. There is always something new with Fallout 4 mods- for instance, take this one. Graphical ones, that make it look better (because Fallout 4 is one ugly game), to silly ones, that put in Thomas The Tank Engine or Star Wars in Fallout. Over the last month and a half since Fallout 4 launched, we’ve seen all kinds of mods for the title, from functional ones that make the game run better to mechanical ones, that make it play better. The other recent ones are combos of SS2 and hand-built w/o CRP.There is no shortage of Fallout 4 mods- I feel like I start all my news stories about mods for the game in this way, but it’s true. 2. I added 2 screenshots of Concord and CRP for those who haven't seen CRP. However those will have a workshop which hopefully will allow objects like large trees to be deleted (which Concord lacks). I haven't tried SS2's own complete settlement builds, so there may be conflict there especially with ground flora. ![]() To achieve that I think you need mods that prepare settlement sites, like clean and simple and/or the patches on the CRP discord server (some of which are slightly buggy too). It's a great way to get a settlement up and running quickly but you need to supplement it with hand-built. And lacks visual immersive quality with some plots. The SS2 plot system is very good but lacks choice with what you can build. I consider it a play once - at the moment. Lastly, SS2 starts off really well but loses ir's way a bit with C2. But those white sandy beaches in CRP are keepers. I should learn how to delete mod textures using fo4edit. Because of the texture issue I do use A Forest with SS2. And given the superior flora aspects of CRP I'd go ahead with both. Mods Modders Resources and Tutorials Overgrown Apocalyptic Commonwealth Guide (The Last Of Us) Overgrown Apocalyptic Commonwealth Guide (The Last Of Us) Endorsements 7 Unique DLs 735 Total DLs 890 Total views 21,083 Version 1. In theory CRP can be disabled without problem anyway. I haven't looked at other locations, but I think you could try SS2 and CRP together w/o major issue. Might be some minor incompatibility with other mods like Depravity, which I don't play. The homes are SS2's own interior cells so no impact except for a few exterior homes where flora breaks thru walls. Ive never had an fps drop with it (beyond the normal drops you get without mods). ![]() The important changes are Jake's workshop (the open building opposite the museum) and the settler homes. SimplyGreen works differently and doesnt disable the environment data so doesnt have the same load (but also doesnt change as many trees as a result). Some are located in the same place as CRP flora. Mostly these are cosmetic like walls, gates, turrets. SS2 does add and change objects in Concord. The bright Boston-like textures get replaced with dull, mossy ones. For example, I always put down "Boston" brick footpaths between SS2 structures. But CRP does impact the same objects that the clean and simple series, workshop rearranged, plus a lot of vanilla stuff like roadways and footpaths anyway. CRP does impact ground textures used in SS2 plots. But not most of SS2 it seems, maybe because SS2 buildings and objects use their own meshes and textures, and not vanilla objects. For me, the main problem with CRP is lack of compatibility with other mods e.g. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |