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Seddon4494

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Seddo4494

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About this mod

Hidden within the woods of Huntress Island, enveloped by fog, stands Huntress Manor. Once the home of the reclusive but brilliant Professor R.S.G. Hunter, the manor has been abandoned since his sudden, unexplained, death in 1877; it is now known only to the wolves that call the forest their home. Little do they know, the manor holds a terrible secr

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Narrative Description
Hidden within the woods of Huntress Island, enveloped by fog, stands Huntress Manor. Once the home of the reclusive but brilliant Professor R.S.G. Hunter, the manor has been abandoned since his sudden, unexplained, death in 1877; it is now known only to the wolves that call the forest their home. Little do they know, the manor holds a terrible secret.
     Back on the planks of Far Harbor a ghoul adventurer named Ronald has arrived carrying a locked wooden chest. He has tried shooting it, blasting it, and getting it picked by the best locksmiths in the land but nothing has been able to open it. Now, drawn to the island by 19th century correspondence describing a “locked box” he believes that the secret to unlocking the box can be found in the halls of Huntress Manor. Not a skilled combatant, Ronald seeks a second party to help him unlock the Secret of Huntress Manor. But perhaps some secrets are best left forgotten…

This mod will expand on existing lore in the Fallout universe surrounding "Ug-Qualtoth", references to which can be found in Fallout 3's Dunwich Building and Fallout 4's Dunwich Borers. The mod will add a couple of hours of new content that will take you all around The Island.

Installing and Starting the Mod
(Potential spoilers if you have not played the Far Harbor DLC)
If you have not disabled the Fog Condensers in the course of the DLC, you can find Ronald at Far Harbor. If you have destroyed Far Harbor you can still play the mod, in this case Ronald can be found at a small camp in the road to east of the Nucleus. You must have at least gone through the first conversation with Avery and been directed to speak to Longfellow before you can start the mod.
A rare bug has meant I needed to edit one of the scenes in this mod. Sometimes the scene after the "survive" objective would skip and the mod would become unplayable. File 1.1a is used in this case but you should try using regular 1.1 first, in most cases 1.1a won't be needed. 1.1a allows the scene to be played by talking to Dunwich instead of it playing automatically. However, sometimes the game won't detect changes made to scenes without creating a clean save and reinstalling the mod. It's annoying but as I've not been able to replicate the bug this is my best solution.

Main Features
- Ten main quests, though you will only be able to play nine in one playthrough; there are different final quests depending on who you side with at the end.
- Six types of radiant quests once the main story is complete, though you will only be able to access four in one playthrough.
- Ronald can be both a follower and a unique settler. He is not a commandable follower though this does mean you can have him in conjunction with vanilla companions.
- Explore the manor. As you progress through the mod's story more parts of Huntress Manor will be available to you. As you explore you can uncover more of the life of the reclusive Professor Hunter.
- Multiple endings. There are two main endings to the mod, each comes with a different set of radiant quests at the end and a different perk as a reward.
- There are some minor puzzle elements to the mod. If you become stuck, talk to Ronald. He will give you hints on how to solve the puzzles and if you ask him enough he will give you the solution.

The Optional File
I have also included an optional file which I made for fun while waiting for voice actors. I made it a separate file since it has nothing to do with the main mod. This file adds five collectable teddy bears to the Far Harbor area. They can spawn at random in any chest designated a "boss chest" by the game; the steamer trunks at the end of dungeons. More info about the bears can be found on a holotape at the Visitor's Centre.

Known Issues
-Occasionally, some of the scripted scenes will abruptly halt as soon as they start for no apparent reason. This shouldn't actually be an issue for progression as any scene I encountered which had this problem I made it possible to begin the scene by speaking to the NPC who speaks first. There is one scene which always skipped no matter what I did, but it is not essential to the story so if it happens in your playthrough you won't miss anything.
- The scene after the "survive" objective may not play. File 1.1a allows the scene to be started by talking to Dunwich.
-If Ronald as recruited as a settler, hired as a follower, then sent back to his home settlement, the game will not remember what he was assigned to before and he'll have to be resigned. This is mainly down to how I designed him as a follower, rather than a commandable companion like the vanilla ones. To get him to follow I had to completely remove him from the workshop he was assigned to.

Credits
Ronald: Isaak Wells, @isaakwells
Professor Hunter: Paul Warren, https://www.castingcall.club/m/nevernotninja
Anthony Dunwich: Forrest Lee, https://forums.nexusmods.com/index.php?showuser=4640904
Ug-Qualtoth: Khobis, https://soundcloud.com/user-963525711
Soldier: ThatKidWhoDoesStuff
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