diamond city plus
钻石城加
Screenshots 8 screenshots
About this mod Machine translation
describe:
Diamond City Plus is a revamp of Diamond City that adds a lot of new sheds/buildings and 35 new NPCs to the lower stands (i.e. my internal and external locations, as well as markets, farms, etc.) and has an AI package or is set as the default sandbox. Some sheds were added to the upper gymnasium, which is now just fluff.
Clean with FO4edit and clean manually. Everything that is left behind is there for a reason. If you want to clean it again for any reason, please be my guest but things may not be working properly, or there may be object/terrain issues.
background:
I think skoomaface did a great job with the Diamond City overhaul, so I'm using this mod as a springboard for learning CK. I spent a few weeks learning in his mod, and then a few weeks creating this mod. After I felt comfortable enough I decided to try the overhaul myself, please be kind :)
First of all, he has a lot of respect for skoomaface for teaching me about CK and giving me the tools I need to create.
Require:
Far Harbor and Nuka World (there will be no need for both versions)
Contained in this mod:
2 edited stadium meshes
I used NifSkope to remove the horrible 2D "fake stadium chairs" throughout the stadium. I also removed the 2D fence in the outfield area; although I did not remove the fence in the main stadium.
If for some reason you don't want to use them then just delete the folder, although the 2D sprites look terrible imo and will clip through a lot of added objects
2 new voices
Both sounds are used for marks, which are free sounds. One sample is the market crowd and the other is the laundry room which I included.
DiamondCityPlus.esp
Many new sheds/buildings and 35+ NPCs have been added to the lower stands.
Many of the sheds/buildings have interior designs, some of which are quite unique!
Some sheds/buildings are still inaccessible or linked
All new NPCs have AI packs or are set to the default sandbox in new navigation areas I create both externally and internally so they don't stand around
Navigation area for new NPCs. I'm finding some issues connecting certain navmeshes outside of the grandstand area (i.e. they can't connect due to some kind of "block", and there's nothing connecting that I can find them). So some paths are not connected and your companions will pop into the next available navmesh, you can also tell them to stay in the market etc.
Known issues:
The "Jet Junkie" house with two Jet Junkers takes a few seconds to trigger their AI sit-down packages when you first enter that building. If anyone knows how to get them to stay seated all the time, please let me know in the post or PM.
Now, the market’s crowd sounds are played around the clock. I know this isn't ideal, but even after testing several methods, I can't figure out how to make it work at some point.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.