This is some pre alpha version. Unfinished and visual breaking many interior cells. He touches nearly every interior cell and deleted all combined references for nothing. There is nothing, no new temporaries, no persistents added. Maybe he planed something in the future, which never comes. ;-) Some is working, but needs overhaul. e.g. flickering floors etc. If you want to use this mod, you should be familiar with FO4Edit and invest some work. Primarily delete all unused cells with deleted precombineds. Whiterock and some caves are unfinished. Terminals and doors not working. You need often console: "unlock". (Or change mod.) At least, you can disable and delete the mod without problems. The mods gives you only one unique powerful Gauss weapon. Thats all. Its not all bad. :-)
I downloaded this mod and all I got was a holotape with a bunch of directions that lead me to nowhere and nothing. There is no cave, no club, no anything. I'm afraid the actual mod is missing out of your mod bro.
- Fatigue of Fallout 4 SOTC was worked on for my entire summer when I worked on it, pretty much this game was the only thing I loaded up on my PC next to the editor. So the burnout at the end of summer was a big kick.
- RIP Computer Computer died too in the winter, not the hard drives fortunately, so a return to this mod is still possible at some point in the future. However I have not been able to get replacement parts yet to bring my computer back up to a state where it could work with the editor or game effectively (even when the mod was being worked on I was forced into minimal settings to keep a functioning framerate in general)
- New Job My efforts didn't go to waste however as I found myself employed into the game industry this year, so any serious dedication to this mod is limited as my time dedication is focused at work to make cool stuff there. And while I have time to spare, I would rather not spend 24 hours a day of my life in making levels to keep myself from hitting the burnout roadblock again.
-
Now, on the sideline, I would like to talk about some parts of this project, and kinda respond to some posts made here
-Whiterock levels With hindsight, I am not a fan of the whiterock base, it was mainly served as an experiment to see how a set of levels connected to a 'hub' would perform, I made a total of 3 proper levels and one hub level in around 2 weeks, where previously I was doing one new area to explore per week. Quality of the levels are questionable at best, lacking a lot of polish and interesting encounters. I would personally want to go back and rebuild all of it from the ground up if I could ever get the time for that again.
Then again it's been well over a year since I did this mod so I could say that for every level I threw together.
If you do get the bugs reported in comments bellow, please just brute force your way through with console commands. I'm not going to be capable of making fixes any time soon, sorry.
TLDR: Can't jump back into working on the mod for now or any time soon, Sorry
Regardless Thank you all for playing this mod to begin with, it is one of my most popular level design releases I've ever had and the things I've learnt from my time here and in other modding communities got me as far as I have today, I wouldn't have got this far without all of you giving my work a shot in the first place.
Whiterock: So I got Access A, Access B, was in robotic and soldier hub, but I can't seem to progress further. The research hub needs a console, and the other door needs a maintenance key.
Having the same issue. I had to use the console to unlock the doors and continue through. And once you're inside the research center the console to open doors doesn't work either.
I appreciate the hardwork that modding reqiures. Therefore I want to give some feedback. Of course, WIP one is exluded. I strongly recommend more clutter. Vanilla dungeons are good examples to compare. And little bit more work on the lighting would be better: less ambient lighting more object-lighting (lamps, mushrooms, windows, fire...). Also all of the terminals werent working , they did not function when commanded. I had to use consol commands to open doors.The directions for dungoens were misleading too. Most of the time they were not where holotape says where.
Love the mod! I cant wait to see more of your dungeons in the game. Although I don't have any specific dungeon ideas, I think some of the water areas to the east of Boston could use love of some kind. I've always imagined a few large shipwrecks could make for a cool dungeon area, or maybe you could add some to the glowing sea? I always felt that area really needed a lot more love to be considered the "extremely dangerous" area it is supposed to be.
I'll be taking a few weeks off from the project to try out some other ideas for levels, been working on this one for a few months without any significant break so I have been fairly burnt out.
61 comments
Some is working, but needs overhaul. e.g. flickering floors etc. If you want to use this mod, you should be familiar with FO4Edit and invest some work. Primarily delete all unused cells with deleted precombineds. Whiterock and some caves are unfinished. Terminals and doors not working. You need often console: "unlock". (Or change mod.)
At least, you can disable and delete the mod without problems. The mods gives you only one unique powerful Gauss weapon. Thats all. Its not all bad. :-)
Hello.
Should probably say where I went.
A few things ended work on this mod, sadly.
- Fatigue of Fallout 4
SOTC was worked on for my entire summer when I worked on it, pretty much this game was the only thing I loaded up on my PC next to the editor. So the burnout at the end of summer was a big kick.
- RIP Computer
Computer died too in the winter, not the hard drives fortunately, so a return to this mod is still possible at some point in the future.
However I have not been able to get replacement parts yet to bring my computer back up to a state where it could work with the editor or game effectively (even when the mod was being worked on I was forced into minimal settings to keep a functioning framerate in general)
- New Job
My efforts didn't go to waste however as I found myself employed into the game industry this year, so any serious dedication to this mod is limited as my time dedication is focused at work to make cool stuff there. And while I have time to spare, I would rather not spend 24 hours a day of my life in making levels to keep myself from hitting the burnout roadblock again.
-
Now, on the sideline, I would like to talk about some parts of this project, and kinda respond to some posts made here
-Whiterock levels
With hindsight, I am not a fan of the whiterock base, it was mainly served as an experiment to see how a set of levels connected to a 'hub' would perform, I made a total of 3 proper levels and one hub level in around 2 weeks, where previously I was doing one new area to explore per week.
Quality of the levels are questionable at best, lacking a lot of polish and interesting encounters.
I would personally want to go back and rebuild all of it from the ground up if I could ever get the time for that again.
Then again it's been well over a year since I did this mod so I could say that for every level I threw together.
If you do get the bugs reported in comments bellow, please just brute force your way through with console commands. I'm not going to be capable of making fixes any time soon, sorry.
TLDR: Can't jump back into working on the mod for now or any time soon, Sorry
Regardless
Thank you all for playing this mod to begin with, it is one of my most popular level design releases I've ever had and the things I've learnt from my time here and in other modding communities got me as far as I have today, I wouldn't have got this far without all of you giving my work a shot in the first place.
I wish you all the best.
I certainly had fun with these new locations!
I appreciate the hardwork that modding reqiures. Therefore I want to give some feedback. Of course, WIP one is exluded. I strongly recommend more clutter. Vanilla dungeons are good examples to compare. And little bit more work on the lighting would be better: less ambient lighting more object-lighting (lamps, mushrooms, windows, fire...). Also all of the terminals werent working , they did not function when commanded. I had to use consol commands to open doors.The directions for dungoens were misleading too. Most of the time they were not where holotape says where.
Again, thank you! It was nice.