Id love if for the encounters along the way it did it sort of like fallout 2 where it just loads you into the encounter then resumes travel when combat ends or you go far enough away
Doesn't seem to be working at all read all description also if i do get it running I had a look in xedit and cant find a way but is there any way to add that it consumes an item such as oil for instance so it can be used in conjunction with other fast travel mods that have limited locations?
I have no idea if this is a bug or not but when i enter the museum in concord a message pops up usually about ghouls, but its only when i enter it not when i exit. could it be a conflicting mod or something else? I'll see if this is happening anywhere else and get back to you. otherwise im liking the mod so far!
This reminds me of the original Baldur's Gate. I have wondered a few times why Bethesda didn't have at least a small chance of random encounters during fast travel. Glad I'm not the only one...
From a technical standpoint yes. Everything in this mod is actually determined after the player has been loaded into the new location so no problems there. But, and I assume you have already thought about this, it may not make sense for the player to be in any danger if they are traveling in a heavily armored APC.
Yes, but only caps and random ammo and its only a ~6% chance. I didn't really want to give the player more loot but instead take away and add a risk to fast travel because in fallout 4 you're pretty much drowned in loot and ammo. But, I may add more chances to get loot.
This would be UH-MAZING if you could take just sample cells from the world map and make new standalone cells from them, which it loaded you up in for the random encounter (instead of just text saying such-and-such happened and you lost X amount of Y consumables) and you have to fight your way out of it or run away. Going outside the edge of the map would simply make you resume your fast travel (or, if this is a hard thing to code, could simply load you back up in the world map at the same spot you took the standalone cell from).
This way you would be loading up actual spots from the world map as their own cell and you could actually have a real and true random encounter. Even better would be if you could add a Wild Wasteland Perk that toggled on some weirdly fun/unique encounters as part of it, too.
Because who wouldn't want a random encounter with a friendly alien trader riding at the top of a pack brahmin and two dolphinian caravan guards?
21 comments
Great work regardless, great for normal-hard playthroughs!
http://www.nexusmods.com/fallout4/mods/16211/?
This way you would be loading up actual spots from the world map as their own cell and you could actually have a real and true random encounter. Even better would be if you could add a Wild Wasteland Perk that toggled on some weirdly fun/unique encounters as part of it, too.
Because who wouldn't want a random encounter with a friendly alien trader riding at the top of a pack brahmin and two dolphinian caravan guards?