This has to be one of the best quest mods in fallout 4. Great world building, engrossing writing and amazing set pieces, with a more old school way of following clues. From the moment I found the coffin I was hooked and excited to see where the quest would lead me next. You need to look at every nook and cranny to see where to go. You definitively have a talent for story telling.
Sad that you don't have any more mods, I thought I had stumbled upon an untapped well of story quest mods.
Thanks for making this! Played in VR and I wish I could go back and discover it all again.
The script that checks your level runs every time you change your location(the script will stop running once the quest starts). Just walk outside of your current location and the quest should trigger. If it doesn't walk to the Drumlin Diner from Concord and look for an out of place container on the side of the road.
I'll update the description to make this more clear. Hope you enjoy the mod!
really appreciate the time and effort making this mod. but i too am having a hard time starting this mod, I.m at level 160 & nothing pops up to start this mod. I.m walking from concord to drum diner & there is no outof place container (exactly where?). Now I know there are no quest markers & focuses more on exploration. But if you can.t even start the mod than its not for me. jmho
I can't quite place my finger on why but it's atmosphere was right on the spot. The detail you put in this is amazing and I sincerely hope you get the inspiration, time and energy to follow up on some of the stuff in this. It's dynamite stuff!
Spoilers: I loved your humor: The insanely cumbersome and clunky Lands Ship - Fallout to the core! Burial at land - Hilarious! The mutated toe whispering terrible, terrible things - Yes! It detatching during dinner - Alien! The logs were a good mix between a serious and funny feel. I laughed a lot but was allso very exited at times. I can't say the quest was easy - far from that. It was enervingly difficult at times but that just added to the feeling of satisfaction when solving a puzzle. Like someone mentioned before, many Fallout quests are basicly shooting galleries with waypoints. This was a fantastic contrast to that. Like bringing Myst into this universe. But like in Myst I felt a bit alone. It was a bit sad to only have notes from dead people to follow. A live caracter or two would have been welcome. This is in no way a critisism though. I know you've put a tremendeus amount of work into this and I thank you for it.
Now, like any ungreatfull consumer of free content, I can't get enough and feel entiteled to know what happened to the crew of the Land Ship and as mentioned below there are so many more questions: Where's the Walking Ship now. Why did they send them to capture a decomissioned Walking Ship and its captain? How did she know they were after her? How did the Ghoul know were she'd be and at what time? Why did she go there? To do what? How did the enginere know the ghouls robot was the key? Where is the ghoul and his robot now? Why did it take 200 years for him to come to Boston? What happened to Bill and Veronica? Mom comitted suicide but how did the father die? And so on and so on...
Okay, this gets an endorsement for two reasons: As several others have mentioned, the entries in the Alert terminals are excellent. Best thing about the mod by far. I encourage you to focus on more of that in your next one. Also, merging the work benches and the work station (red box) is amazing! The overall quest is maddening. I love a good puzzle, but I think you assumed we'd get a lot of clues that were pretty damn oblique. I used the video walk-through a lot but it only helped because I recognized landmarks. "Now I'm in Charlestown." Why? Why did he go to Charlestown? I got Malden. Stumbled over the tossed bag by accident. I never did figure out your comment about a church in Charlestown. "There's only one." I guess I missed it. The closest one was the Old North. If there was a clue there, I missed that too. Again kudos for your writing, but damn...
The point of this quest is just to get a new player house?
But what about the landship? And that other spider landship? What's the point of those weird scribbles?
Now, once you get past the landship silliness, the second part of the mod is markedly better (although I have no idea why would you use blue Pulowski shelter as an entrance for bunker-sized shelter), with the exception of the Poseidon Energy "protocols", which are ridiculous, even by Fallout standards, culminating in proper Fallout-style puzzle of restarting the plutonium well.
The check for Aqua Boy/Girl perk seems to be bugged, though.
So, are you planning on expanding this landship thing, or is it just an elaborate red herring?
This mod wast extremely hard. I couldn't have finished it without consulting a walkthrough on numerous occasions. It was really cool though. I liked the interesting back story and the unusual (for fallout) puzzles. Thank you!
55 comments
Sad that you don't have any more mods, I thought I had stumbled upon an untapped well of story quest mods.
Thanks for making this! Played in VR and I wish I could go back and discover it all again.
Looking forward to trying this mod out, I love these kinds of quests!
I'll update the description to make this more clear. Hope you enjoy the mod!
Loved this. On top of the interesting story, there are now some unique new locations in my Commonwealth, which I'm always hounding after.
Also, mutated sentient toe. Great stuff.
I can't quite place my finger on why but it's atmosphere was right on the spot.
The detail you put in this is amazing and I sincerely hope you get the inspiration, time and energy to follow up on some of the stuff in this.
It's dynamite stuff!
Spoilers:
I loved your humor:
The insanely cumbersome and clunky Lands Ship - Fallout to the core!
Burial at land - Hilarious!
The mutated toe whispering terrible, terrible things - Yes! It detatching during dinner - Alien!
The logs were a good mix between a serious and funny feel. I laughed a lot but was allso very exited at times.
I can't say the quest was easy - far from that.
It was enervingly difficult at times but that just added to the feeling of satisfaction when solving a puzzle.
Like someone mentioned before, many Fallout quests are basicly shooting galleries with waypoints.
This was a fantastic contrast to that. Like bringing Myst into this universe.
But like in Myst I felt a bit alone. It was a bit sad to only have notes from dead people to follow.
A live caracter or two would have been welcome.
This is in no way a critisism though. I know you've put a tremendeus amount of work into this and I thank you for it.
Now, like any ungreatfull consumer of free content, I can't get enough and feel entiteled to know what happened to the crew of the Land Ship and as mentioned below there are so many more questions:
Where's the Walking Ship now. Why did they send them to capture a decomissioned Walking Ship and its captain?
How did she know they were after her? How did the Ghoul know were she'd be and at what time? Why did she go there? To do what? How did the enginere know the ghouls robot was the key? Where is the ghoul and his robot now? Why did it take 200 years for him to come to Boston? What happened to Bill and Veronica? Mom comitted suicide but how did the father die? And so on and so on...
Great mod!
Hope you'll make a sequel!
The overall quest is maddening. I love a good puzzle, but I think you assumed we'd get a lot of clues that were pretty damn oblique. I used the video walk-through a lot but it only helped because I recognized landmarks. "Now I'm in Charlestown." Why? Why did he go to Charlestown? I got Malden. Stumbled over the tossed bag by accident. I never did figure out your comment about a church in Charlestown. "There's only one." I guess I missed it. The closest one was the Old North. If there was a clue there, I missed that too.
Again kudos for your writing, but damn...
The point of this quest is just to get a new player house?
But what about the landship? And that other spider landship? What's the point of those weird scribbles?
Now, once you get past the landship silliness, the second part of the mod is markedly better (although I have no idea why would you use blue Pulowski shelter as an entrance for bunker-sized shelter), with the exception of the Poseidon Energy "protocols", which are ridiculous, even by Fallout standards, culminating in proper Fallout-style puzzle of restarting the plutonium well.
The check for Aqua Boy/Girl perk seems to be bugged, though.
So, are you planning on expanding this landship thing, or is it just an elaborate red herring?