ADDITIONS


MAP MARKERS

33 New Map Markers

Just that. More map markers to make certain places worth of visiting by giving you a little reward.
There are not "new" places or locations, these are places that were already in the game but didn't have a map marker of their own.

You can see how the map would look on the images section.
That is a custom made image including all the map markers on the map.
It's not a screenshot, nor shows anything in-game (except the main map which is the original map texture in the game)
The icon images have been taken from the Fallout 4 wiki page.

UNIQUE ENEMIES

To have a sense of more uniqueness some enemies have been changed, giving them proper names.
The list is sort, just seven enemies have new unique names.

The Deathclaw in the cave on the south-western corner of the map has been changed from a regular Deathclaw into a Quantum Deathclaw.

The gunners have one more guard post.
In the previous versions the gunner checkpoint between Kiddie Kingdom and the Bottling Plant already was changed by fixing the turret and adding one more leveled gunner.
Now the abandoned guard post south of the Bradberton Overpass also has gunner guards. They will patrol the area and stand on idle points.

You have a sneak peak of these enemies in the images section.


ENHANCEMENTS

Minor fixes have been done across the map.

Some of them were already present in previous versions but now there are a couple more.

A sign of Nuka World not lit up when the power is on.
A streetlamp not removed when the power is on. (causing a glitch when the activaded one is on)
Sound markers missing on some bottle waterfalls.
Water textures on the factory yard above the ground (so you could see the straight line of the object or see the ground below)
Missing pieces of masonry on one of the gates of Nuka Town.
Disabled hidden furniture under the ground at Nuka Town.
Missing crows spawn point. (At Riverside Farm there was an unlinked crows spawn area, now working)

These are tiny things you probably not gonna notice terribly but.. hey, now they are fixed.

See the image section to have an idea how it changes the visuals.


Thank you very much for reading this article :)
Enjoy the mod ;)

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jackapoint

2 comments

  1. Kainschilde209
    Kainschilde209
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    A question about the supply line link. Given how you get to and from Nuka World, and therefore presumably how provisioners would get to and from Nuka World, why not force a Transit Center link? I mean, if they're gonna have to go through the Transit Center anyway, why not make that useful from a mechanics standpoint? Minor nitpick, otherwise loving the update! Thank you for all your hard work.
    1. jackapoint
      jackapoint
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      Basically because the Transit Center (Commonwealth) is a settlement on its own so there was 2 ways to do this,

      Option 1: Using the Nuka World map marker to show the info from the Nuka Market
      Option 2: Using the Commonwealth map marker to show the info from the Transit Center (Commonwealth).

      It's one or the other, both doesn't work. I preferred the option 1 :P

      The Transit Center (Nuka World) is the Map marker for the gauntlet area. Using it (to show the info from the Commonwealth Transit Center) makes no difference.
      What i was looking for is a way to show the supply line between Nuka World and the Commonwealth.

      Funny thing is this was a bug from the previous version that i've tried to take advantage on, but i couldn't replicate it without harming the mod.
      this is a simple thing to do while keeping it stable.

      For now stays that way, I will consider the idea though. I was focused on the world marker so I didn't considered the other transit marker. Thanks.

      And yes, you are right, the provisioner takes the metro!!! I've seen it!!! Funny to see the brahmin taking the train :P