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  1. thenewyorker1
    thenewyorker1
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    Cute CoD zombies game, but the puzzles don't give off that much help and finding the Fazbear Freddy secrets SUCKS! Also, I beat it all the way to 50 on a level 80 Chem-Berserker, the leveled enemies aren't that tough to beat and give mediocre points. Would help if the tougher variants unlike the boss waves gave more points like glowing bloated for 500 for headshot finisher?
  2. Sankese
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    I was really hoping it'd be more fun, but it ended up being very tedious and longwinded. For one thing, I think 50 waves is far too long, it took me about 3-4 hours and 2 days just to get to round 48, then i died on 49 and now i am permanently stuck on round 48 as the ghouls stop spawning at a certain point. That is probably the biggest bug with this mod, that sometimes the ghouls either stop spawning, or spawn somewhere where you just cannot see/find them as they de-aggro which makes running around trying to find them for 30 minutes very unfun. Sometimes it seems they just dont spawn at all so you have to use /killall or you are just softlocked running around looking for 1 ghoul that wont aggro onto you/has become hidden.

    Overall, i think it is a very cool idea, but i found it a bit lacking and i believe it could use some work. But i do not want to discourage you, and i don't think its a bad mod, for what it's worth. The voice acting (specifically, Kravin) is pretty good and i like the layout of the radighoul games place, and im excited to try out the questline after i finally get out of the round 48 softlock hell i am in.

    Just my thoughts!

    Edit: I also found the puzzle bits of the mod a bit convoluted and confusing. I don't really know how to upgrade my weapons, a lot of unlockable rooms kind of just go nowhere or have nothing particularly in them. I found the 4 bears and i got taken to a room that i thought would be the PaP room, but it just had a nuka cola in it. and then after that i just kind of holed up in the main room and tried to beat the mod, and thats now where i am stuck on round 48.

    edit 1: also made my game crash twice.

    edit 2: and it also lost me 2 of my followers power armor sets, one of my followers permanently glitched to still be in their power armor, but the power armor was invisible so i couldn't ask them to get out of it, and the other set just got i guess completely broken and then my follower decided to leave it so thats 2 sets of power armor lost, and because the mod counts fusion cores as "ammo", my power armor itself ran out and i had to give THAT to a follower and run around without it.... AND THE REWARD FOR ALL OF THIS???? "Synth Left Leg" Three hours, 2 crashes, and 2 power armor sets for that. Incredible. So unfortunately, i uninstalled the mod and reloaded a save from before i ever did any of this. It is unfortunate that was my experience. it is a cool idea but i think it could use some tweaking.
  3. mr2blobby
    mr2blobby
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    Whatever you do, DO NOT USE EXPLOSIVES!
  4. Joshwo
    Joshwo
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    What to say... This game was super fun! It was awesome, you just simply kill Ghouls and explore the cool map! I found it especially awesome to see the cool skins on all the weapons after upgrading them! A mixture of Ice and Blood. The problem though is how glitchy it is. There's only three bugs too, but they keep happening over and over again. I'm not sure if they spawn out of bounds or just spawn up and out of the cage, but I kept having to throw grenades up in the corners of the cage to kill the remaining ghouls. Then came Wave 37 and I couldn't even do my true and tested "grenade invade" to fix it, I had to come here and use the console just to get through it. I also experienced one in wave 42 that I had somehow killed too many ghouls, I killed 880 when all I needed was 879.

    You seriously need to do something like remove the nodes from upstairs so nothing spawns up there and it's just the set, one time spawn for the characters that need to be up there. Also, is there a way to get the Cry-You-Later skin? I don't need the improved stats, but the pattern was awesome!
  5. hucker75
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    Stuck on wave 19.  Killed everything, nothing more spawning.  Was going to use sqt then setstage to get to the next wave, but nothing from this mod shows up in sqt.
    1. Joshwo
      Joshwo
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      The Mod creator needs to spawn infinite amount of ghouls until the wave is over, they also need to make multiple checks per wave, like 755, 760, 765, because it's so glitchy. It's okay to have a game that's too dangerous, but it's definitely not okay to have a game that keeps breaking.
  6. sandman099
    sandman099
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    I liked this mod - lately I have tried to find more quest mods to play to give me more things to do. I read some of the posts over the last couple of years, and I have to say I like the tough puzzles, mazes, and the hidden keys. I like the "no quest marker" style quests because the lack of hand holding makes the game more challenging. From reading some of the posts I think not everyone shares my view. I recommend that people give this mod a chance, if they want a bit more challenge than what FO4 normally offers.

    I did run into one problem that several other people reported in posts here. When going through the waves of enemies eventually the quest hangs because for some reason no more ghouls appear and I can't finish the wave. One person posted a couple of years ago that the reason for this is a counter that compares the number of ghouls killed to the number of ghouls active does not update properly. As a result I was one killed ghoul short of the number required to finish the wave, but no more ghouls were generated. The person who identified this problem posted a sort of work around, but I had trouble understanding it as I am not a programmer and I am just beginning to learn to use the console commands.

    I showed the post to a good friend who is a programmer and he immediately understood what the writer of the post meant. I got my friend to walk me through, and recorded the work around in simple steps that a person like me can follow. See below:

    Step 1 - Enter the console and type "help zom 3" (no quotes). This will display the quest global variables.
    Step 2 - Page up until you find the following values:
        Zom_activeghoulcounter = (value) and Zom_activekillcounter = (value)     Both values should be the same. If there is a problem with the quest hanging then the kill counter value will be one less than the active ghoul counter value.
    Step 3 - Type the command below (without the quotes):
        "Set Zom_activekillcounter to (value)"    make the value the same as the value of Zom_activeghoulcounter
    Step 4 - Type the command below (again, no quotes):
        "Help Zom 4"    This will show quest ID, forms, and other things. Look for the quest title "Zom_game01". The quest ID is the 8 character code in this line. For me the code was 7B003688. Make a note of this quest ID - it will be used in the steps that follow.
    Step 5 - Type the command below (no quotes):
        "SQS (8 character quest ID here)"    This will display all of the stages of the quest. You will be able to see completed stages as well as stages that have not activated yet. For this quest, stages in increments of 100 (so 700, 3700, etc) represent the start of a wave. Stages ending in 20 (720, 3720, etc) represent the end of a wave. Also, boss waves are represented by numbers ending in 50 or 70 after every tenth wave (ie. 3050 and 3070). If the quest has hung then the last activated stage will be a "100" number and the next stage will be a number ending in 20 (or possibly ending in 70 if the quest hung on a boss stage). Make note of the next stage after the last activated stage.
    Step 6 - Type in the command below (no quotes):
        "Setstage (quest ID here) XX20" (or XX70 if the hung wave is a boss wave).

    I had the quest hang on wave number 37. I followed the above steps and the rest of the quest ran fine without hanging again.

    The rest of the mod worked fine, and I enjoyed it.
    1. sak18ra
      sak18ra
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      THERE A COUPLE OF THEM:

      A cannibal in Concord
      Vault 1080 (with Vault 1080 renamed to Vault 81 - A lore friendly patch)
    2. Joshwo
      Joshwo
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      Help, it didn't pass the level when I did this, it just moved on to the next. I was three kills short and there were no ghouls anywhere. I was also on stage 37.
    3. Joshwo
      Joshwo
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      I'm now done with the waves, and wave 37 showing as not completed didn't matter.
  7. Praseodymius
    Praseodymius
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    Awesome Mod.  My biggest complaint is how hard it is to find the key to the Railway Rifle.  My second biggest is, after the whole place is unlocked, it can be tedious running the laps looking for ghouls (I figured out a running route to circumvent this issue)

    Awesome change to the Ripper.  Keeps it powerful, but doesn't make it the broken weapon it is in vanilla.

    Those bears scared the crap out of me.  I must have triggered, but missed the first one.  The first one I noticed, I gifted with a double load of buckshot. It was . . . disturbing.

    I'll have to try to finish the rest of the waves another day.  23 waves in, and it's time to take a break from the game.

    Edit: Beat the Mod.  I PHLUXING Love it.  Kravvin is a Craven Man, but his heart is fully human.  I love the backstory, I love the level building (even if I can only plot out 'to the mainframe' via 'airport terminal' and back), and I love how you tried to make the weapons truly dynamic, while still offering something at the higher levels of play.  The Minigun was my favorite, but the Cry You Later was what I spent all my RadiGhoul points on.  (partly because I'd hit a flow overstack error and crash to desktop when I tried to build turrets)  Fantastic stuff, looking forward to playing your other mods!  Greatest regret is, you can't take the weapons with you.  The "Fistol" and the "Piper" seem like they'd be situationally fun outside of RadiGhoul, while not being overpowered like Cry You Later (fantastic job on the munition transition to cannonballs!).
    1. Joshwo
      Joshwo
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      I can't finish it! The ghouls spawn upstairs and are supposed to be killed, but the raiders despawn and the ghouls are never spotted by the two upstairs! Idk why it's acting so strange for me, maybe I have to put a few companions up there...
  8. ShyguyTyler112
    ShyguyTyler112
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    so ive waited like an in game year in the building outside the building and in another cell for kravin to reset the thing to go again and he wont even acknowledge my greeting much less my existence what gives  
    1. Popsicleman313
      Popsicleman313
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      same here and Author won't respond on the topic.... MOD IS BROKEN 
  9. Popsicleman313
    Popsicleman313
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    So i can't restart the Game no matter how long i wait :( 
  10. lilhasselhoffer
    lilhasselhoffer
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    So...If you can last the 2-3 hours doing this, then it's worth a download.

    If that sort of time investment for a couple of legendary weapons is too much (one is a Sentinel's switchblade...) then you should read on.


    Let's talk about frustrations.  50 waves is way too long for this.  If you're at a lower level, it's going to be functionally impossible.  If you build turrets you'll likely get at least a few crashes.  You can get to wave 50...and not be able to finish.  Yeah, enemies spawned out of bounds.  Most frustratingly, if you are high level the majority of this is simply a game of hide-and-seek made out of concentrated frustration.

    So, let's dig in.
    50 waves is too long.  You start with enemies that take a single punch, and finish with level 175.  That said, all you get is radighoul points.  Points that are functionally worthless because the second you leave the weapons disappear.  With the constant crashing as stuff didn't consistently despawn, waves 30-40 had a CTD basically every 5-7 levels.  That leads to about 4 total hours in my playthrough...most of which spent running around trying to find where the 1-2 ghouls were that I still had to kill.  
    The level creep was...frustrating.  I was capable of one shotting things in the head until wave 48...so the last two were the only ones requiring anything but VATS.  
    Turrets either cost way too much (10k for a missile turret...or 2.5k for a plasma shotgun, 5k for an upgrade, and 1.5k for 9k total with a fully upgraded weapon and 300 shots...why?).  Of course, that's only the turret, you also need a generator.  That's frustrating, but you're then stuck with potentially crashing because the gibs it creates in a large group can also cause an overflow CTD.



    I understand that this is COD is Fallout...so there's nothing to fix here.  That said, let's discuss why COD has fixed spawn points.  It means that the AI doesn't have to path around a maze, so the simple and stupid is functional.  Hint, Bethesda's pathing AI is garbage.  If you want this to be better have a number of fixed spawn points, raised above the player's maximum jump height.  When the player gets close have them aggro, dropping down.  This way the dumber pathing is compensated for, rather than having to run around the map three times before you're sure there's a spawn bug.

    For those who do have an issue, there is a work-around with the console.  I got to wave 50, and there weren't any more ghouls spawning.  Find a ghoul corpse.  Go into the console, click on it, and type "resurrect".  The ghoul will get back up, and you can kill it again.  I'd recommend crippling both legs.  Repeat killing and resurrecting until the counter meets its requirements, and the next wave will load.  Remember, this is about a kill counter, not about killing all spawns.



    After all that bad, what does this get right?  Well, the upgraded weapons are fun.  It's a crap shoot...where you can upgrade a fatman launcher to cause staggers.  But...why?  One melee weapon, but you can spend a huge chunk of points to unlock a nuke launcher to use in a crowded corridor...to use against enemies healed by radiation damage?  This sounds like a complaint...and it is...but some of the upgrades are actually worth using.
    The gore soaked legendaries with unique names are fun.
    The later half of the game has some value.  4 hours to unlock a 15 minute search through an intentionally obtuse pipe network and otherwise largely perfunctory "magic institute" logic was frustrating, but it did offer a satisfactory why.  As in, "why does this even exist?"

    I'm sorry that I cannot offer genuine praise...but maybe this is much better in VR.   My limited experience as such would be Gorn...and Fallout cannot compete with that.  I can only offer that this is probably great if you've got an itch to scratch...but I'm not sure why such an itch exists.
    1. Skywise001
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      Agreed.  Its especially bad to tell folks who get a bug and the mod wont continue that its an intended feature of the mod. 

      Dont try this in survival.  Especially not at low levels.  You will be forced to retreat and in my case the mod NPCs stopped working.