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. 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. The important changes are Jake's workshop (the open building opposite the museum) and the settler homes. 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.
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