Hello there! It has been a long time already since the last released update, but I am excited to finally announce that the development of the mod is it's final phase. Therefore I am really excited to announce that Nuka World Plus 1.0 will be released between march and April of 2022! I am incredible excited to share everything I have been working on for so long and then finally move on to new projects and even keep working on this mod to expand it further after 1.0!
For more news you can join my Discord Server - there you can find even more news regarding the mod.
Also I recently just got myself an patreon account where I try to share exclusive screenshots every two days showing and teasing the mechanics that will be introduced by the 1.0 version which will be available soon on Nexusmods.
Quite some time passed... But with Starfield's creation kit around the corner the time has come to rekindle my passion for modding... So I present to you my concept for the new Assault System in NWP 2.0!
The existing problems with the gameplay include excessive running, unfair results due to cell loading and other technical issues, and generally fun but somewhat minor issues. There are technical difficulties and unclean code. Furthermore, the investment in ammo doesn't justify the reward for each assault, which encourages players to wait out losses and then reclaim the park more easily.
The new concept proposes that attacks will only come from one specified gate, decided at the start of the assault. This new system is inspired by the "breakthrough" mode of classic Battlefield, providing a more robust system that can be adapted for other parks and facilitating the development of a more strategic AI. The goal of the system is to offer more "dumb fun" and immersion rather than extreme difficulty, requiring a rebalance across the board to make assaults more engaging. Higher-intensity assaults will offer better rewards in the form of resources, caps, and new builders. In this new system, each park will be divided into three different sectors that defenders must maintain. Each sector will present distinct challenges and circumstances. While assaults are ongoing, players are required to remain in the sectors, with leaving resulting in an auto-resolve of the situation (with appropriate warnings for players who are out of bounds). Depending on the development's smoothness, the new system potentially allows for an overhaul of the "Open Season Again" quest, implementing a two-way system where both attackers and defenders use the same mechanics. As the player can plan attacks to retake parks for themselves.
Sector 1# - Gate: The first sector is designed to be the quickest. Defenders don't receive reinforcements, and attackers start with only three waves, allowing one Assault Leader to spawn.
Attacker Objective: Storm the Gate and break through enemy lines to secure the first sector.
Defender Objective: Hold your ground and don't be overwhelmed by the attacker forces. Defeat three attack waves or kill the Assault leader.
Sector 2# - City: The second sector focuses on urban combat. Attackers receive a total of six waves (three more than the first sector) and allow another Assault Leader to spawn. Defenders will now receive reinforcements to even the odds, with the amount dependent on the faction and park upgrades.
Attacker Objective: Kill five defenders of the city or claim the entrance to the center.
Defender Objective: Avoid casualties and defeat six attack waves or kill two Assault leaders.
Sector 3# - Center: The third and final sector is the most intense. Both sides increase their combat efforts, with the maximum number of waves increased to nine and another Assault Leader joining the battle. Defenders immediately respawn fallen soldiers to keep the fight balanced.
Attacker Objective: Kill the defense leader to claim the park.
Defender Objective: Protect the defense leader under every circumstance and defeat nine attack waves or kill three Assault leaders.
Feel free to share your thoughts with me regarding the new concept!
This mod causes an immediate hard crash to desktop the second I walk past the fountain after getting into nuka world. No idea what could cause it, but heres my mod order should there be a conflict - I'm not really sure on what im doing at all though. On latest new gen patch steam version cuz i couldnt get the depot to download lol
I've figured out NMM was the cause of like, all of my modding issues. Installing it manually works. Also wanted to say this mod is actually really incredible. I'm amazed at the amount of effort put in here.
Does the mod start if I install if after beginning open season ?
I started open season but did not kill anyone. Installed the mod, waited half an hour at the market and nothing happened...
Is there an alternative way to start this ? How does the quest start ? I know its not immersive knowing 100% how it works but I need to know if its installed correctly.
Okey so only problem i had was that the first quest didnt progress after killing all the raider leaders so i quit the game and uninstalled the mod and then play , save , quit and reinstalled the mod and then it progressed if anyone runs the same problem.
Some mod this turned out to be, looks like it completely butchered the fizztop grill's terrain. Skipping over the lack of collision on a bunch of objects, the second I leave the elevator the plank is missing so I just fall to my death. No thanks.
As of 30March25, the mod works just fine with the next gen update. Its laggy but only in certain areas. Love the mod. Again, modders are doing the work that Bethesda should have done.
I have done two of the missing persons/rescue quests, but now I dont get any more. Most of the blueprints/work orders take more than 4 workers.
I can't seem to progress with the quest. After I restored the radio, the MM guy said to talk to Luna but no quest is activating. Tried talking to Luna but she always repeats saying "I'm busy right now". Anyway to fix this?
Type in console DLC04_NWP_MQ03 10 that will force start next step where you actually have to talk to Luna, im doing railroad walkthrough but had exactly same bug and this helped to progress it
877 comments
For more news you can join my Discord Server - there you can find even more news regarding the mod.
Also I recently just got myself an patreon account where I try to share exclusive screenshots every two days showing and teasing the mechanics that will be introduced by the 1.0 version which will be available soon on Nexusmods.
Discord
Patreon
Quite some time passed... But with Starfield's creation kit around the corner the time has come to rekindle my passion for modding... So I present to you my concept for the new Assault System in NWP 2.0!
The existing problems with the gameplay include excessive running, unfair results due to cell loading and other technical issues, and generally fun but somewhat minor issues. There are technical difficulties and unclean code. Furthermore, the investment in ammo doesn't justify the reward for each assault, which encourages players to wait out losses and then reclaim the park more easily.
The new concept proposes that attacks will only come from one specified gate, decided at the start of the assault. This new system is inspired by the "breakthrough" mode of classic Battlefield, providing a more robust system that can be adapted for other parks and facilitating the development of a more strategic AI. The goal of the system is to offer more "dumb fun" and immersion rather than extreme difficulty, requiring a rebalance across the board to make assaults more engaging. Higher-intensity assaults will offer better rewards in the form of resources, caps, and new builders.
In this new system, each park will be divided into three different sectors that defenders must maintain. Each sector will present distinct challenges and circumstances. While assaults are ongoing, players are required to remain in the sectors, with leaving resulting in an auto-resolve of the situation (with appropriate warnings for players who are out of bounds).
Depending on the development's smoothness, the new system potentially allows for an overhaul of the "Open Season Again" quest, implementing a two-way system where both attackers and defenders use the same mechanics. As the player can plan attacks to retake parks for themselves.
Sector 1# - Gate: The first sector is designed to be the quickest. Defenders don't receive reinforcements, and attackers start with only three waves, allowing one Assault Leader to spawn.
Sector 2# - City: The second sector focuses on urban combat. Attackers receive a total of six waves (three more than the first sector) and allow another Assault Leader to spawn. Defenders will now receive reinforcements to even the odds, with the amount dependent on the faction and park upgrades.
Sector 3# - Center: The third and final sector is the most intense. Both sides increase their combat efforts, with the maximum number of waves increased to nine and another Assault Leader joining the battle. Defenders immediately respawn fallen soldiers to keep the fight balanced.
Feel free to share your thoughts with me regarding the new concept!
No idea what could cause it, but heres my mod order should there be a conflict - I'm not really sure on what im doing at all though.
On latest new gen patch steam version cuz i couldnt get the depot to download lol
GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
ccbgsfo4012-pipboy(red).esl=1
ccbgsfo4016-prey.esl=1
ccbgsfo4018-gaussrifleprototype.esl=1
ccbgsfo4041-doommarinearmor.esl=1
ccbgsfo4042-bfg.esl=1
ccBGSFO4044-HellfirePowerArmor.esl=1
ccfsvfo4002-midcenturymodern.esl=1
cceejfo4001-decorationpack.esl=1
ccbgsfo4045-advarccab.esl=1
ccfsvfo4003-slocum.esl=1
ccgcafo4003-factionws03bos.esl=1
ccgcafo4015-factionas04hrpink.esl=1
ccawnfo4001-brandedattire.esl=1
ccswkfo4001-astronautpowerarmor.esm=1
ccbgsfo4062-pippat.esl=1
ccfrsfo4002-antimaterielrifle.esl=1
ccbgsfo4075-pipshroud.esl=1
ccbgsfo4009-piporan.esl=1
ccbgsfo4028-powerarmorskinorange.esl=1
ccbgsfo4031-powerarmorskinred.esl=1
ccbgsfo4029-powerarmorskinpink.esl=1
ccsbjfo4001-solarflare.esl=1
cctosfo4001-neosky.esm=1
cckgjfo4001-bastion.esl=1
ccbgsfo4063-papat.esl=1
ccBGSFO4115-X02.esl=1
ccrzrfo4002-disintegrate.esl=1
ccBGSFO4116-HeavyFlamer.esl=1
ccbgsfo4091-as_bats.esl=1
ccbgsfo4097-as_jack-olantern.esl=1
ccbgsfo4104-ws_bats.esl=1
ccbgsfo4111-ws_jack-olantern.esl=1
ccbgsfo4118-ws_tunnelsnakes.esl=1
ccBGSFO4110-WS_Enclave.esl=1
ccbgsfo4103-as_tunnelsnakes.esl=1
ccBGSFO4096-AS_Enclave.esl=1
ccbgsfo4047-qthund.esl=1
ccacxfo4001-vsuit.esl=1
ccbgsfo4040-vrworkshop01.esl=1
ccfsvfo4005-vrdesertisland.esl=1
ccfsvfo4006-vrwasteland.esl=1
ccFSVFO4007-Halloween.esl=1
cctosfo4002_neonflats.esm=1
ccfsvfo4004-vrworkshopgnrplaza.esl=1
ccBGSFO4046-TesCan.esl=1
ccSBJFO4003-Grenade.esl=1
ccOTMFO4001-Remnants.esl=1
unofficial fallout 4 patch.esp=1
ArmorKeywords.esm=1
WorkshopFramework.esm=1
AKWCR - HellfireArmor Patch.esl=1
Rebuild_SharedResources.esm=1
Scrap Everything - Ultimate Edition.esp=1
NukaWorldPlus.esp=1
Armorsmith Extended.esp=1
The Eyes Of Beauty.esp=1
dD-Enhanced Blood Basic.esp=1
Companion Infinite Ammo.esp=1
EveryonesBestFriend.esp=1
CraftableAmmo.esp=1
CraftableAmmo_plus.esp=1
Reverb and Ambiance Overhaul.esp=1
Rebuild_TheCastle.esp=1
settlementheight9000-aio.esp=1
W.A.T.Minutemen.esp=1
LooksMirror.esp=1
cheatterminal.esp=1
MilitarizedMinutemen.esp=1
Rebuild_TheCastle_Previs.esp=1
FCOM.esp=1
CBBE.esp=1
LooksMenu.esp=1
OCDecorator.esp=1
OCDispenser.esp=1
OCDecoratorDLC.esp=1
WorkshopPlus.esp=1
SKKWorkshopUtilities.esp=1
Also wanted to say this mod is actually really incredible. I'm amazed at the amount of effort put in here.
I started open season but did not kill anyone. Installed the mod, waited half an hour at the market and nothing happened...
Is there an alternative way to start this ? How does the quest start ? I know its not immersive knowing 100% how it works but I need to know if its installed correctly.
I have done two of the missing persons/rescue quests, but now I dont get any more. Most of the blueprints/work orders take more than 4 workers.
that will force start next step where you actually have to talk to Luna, im doing railroad walkthrough but had exactly same bug and this helped to progress it