V2 is up, with working settlement features thanks to nexusmods discord user 1000101.
Changes are large enough that they're listed in the main description. Be aware that if you use a save from v0/v1 the results cannot be guaranteed since there was a script addition.
PS4 compatibility has been maintained to this point... if you're waiting, it's coming soon.
Check the file downloaded properly, and maybe shuffle it around in the load order. That's... really it, this is a PS4 compatible mod so there aren't any major script changes, it's literally just a couple of map markers and a door that leads off into a separate worldspace.
I think it downloaded properly. And it was in the middle of my load order, I think before Vault 201. I do use a mod called "Dislocated" which adds something near Sanctuary though!
Check the images section here, there's one with the location marker. It's off the eastern point of the Sanctuary "moat" so it might still be within the sanctuary marked cells. Try it ahead of Dislocated to see if it wedges it in.
With COC not working, either it's the wrong marker or something's really interfering badly.
Amazing! Encountered all of sudden just now on ps4. Thanks for No external assets! Would consider options for ambient sound and ceiling removal, but all those i can do for meself.
Thank you mfree80286! Love this mod! Absolute must-have for every play-through. I build an enormous personal fortress (no settlers allowed), with display rooms for every faction, DLC, and mod that I use.
If you expand this to add a unscripted discovery quest of some kind, you know perhaps copy the concept from the vault and add some encounter areas with nested enemy's but as this is Deep Underground instead of rad scorpion's, mole rats and death claws perhaps add a forgotten Deep Underground Military Base or even a long dead (but not abandoned) Alien Zetan base using at least one cell so players have something interesting to discover.
Perhaps a large hanger with dormant alien scout ship's and a laboratory with human specimen's in tank's suggestive perhaps of a cloning facility and alien abduction/human experimentation etc along with a back story in the form of some garbled holotapes to find.
Perhaps a squad of soldiers believing that there commanding officers and indeed the very government's of the world had been infiltrated by or even completely taken over by the Zetan Menace and were in fact body snatching clones (Zetan synth's) had gone awol and stolen enough assets to mount a full scale attack upon the alien base's.
These true patriot's were not alone and had allies in other nations and in both the rest of the military and the intelligence serviced but knew that they were outmatched by there enemy so had to launch a last ditch swift attack in the hope that surprise would give them a chance.
They failed but not completely and though they all died in the attempt leaving only there body's in collapsed parts of the base and a few holotape journals to find as you dig through the ruins of the collapsed alien base there action's were able nevertheless to shut down at least this one base and set the Zetan's and there evil master plan back decades.
Perhaps the Zetan's plan was first to enslave many human's - even without them knowing that they were controlled by alien overlords and then eventually to remove the human race completely replacing the human's with hybrid Zetan synth's and by doing so colonize the earth for themselves.
While this base was destroyed you find evidence in the holotape's or at least hint's of a final doomsday plan by these patriotic military insurgent's which was that if all else failed and the Zetan's looked to have won the secret war then they would force the launch of all of the world's nuclear weapon's in the last desperate hope that while this may destroy the world there was a chance that at least some human's may survive while the Zetan's would then lose interest in the irradiated and scorched planet giving the human race at least a slender hope of recovering and not being wiped out entirely by the alien menace.
Good concept so far. Have you optimized the grid for any block size? Vault or vanilla height? Starting room seemed a bit arbitrary in that regard. Maybe an optimized starting point could be provided in the future?
The blocks themselves are 1024x1024 units with each max area at 3072x3072. I should probably look into laying a starting piece on the top of the initial block so folks can have a starting point, that was overlooked.
Fear not, there will be more changes soon. I'll be careful to not screw things up too badly for those already starting builds, these being whole and separate additions should avoid that.
Okay this mod is too under rated. For real. When I downloaded this I figured it'd be just some large underground blank space to build a big settlement, well I was bloody wrong. Its not large, its f*#@ing huge, I didn't think about the size of my character in it, Honestly I'm already lost... Actually, could somebody send help? I took a left, and then a right... I dug down... Help...
Seriously though, you could honestly build and entire game world down here. Endorse the f*#@ out of this and up vote it. It might seem simple but that's all it needs. Its an underground playground.
You know it's a big'n when I'm on my twitter yacking about how I'm having to tweak the draw distances in the lighting template so the far end of the room doesn't disappear when I'm in a corner...
Definitely a cool idea but it seems that supply lines are not working. Either that or automatron supply lines are not at least. It may just be a mod conflict on my end dunno.
okiedokie either way nice work :) I would prefer supply lines for my current playthrough but may make this a player home in another one and just dump my junk there instead of sanctuary :)
Are the supply lines working with the new revision? I haven't had a whole lot of time to beta test...
EDIT: No, they don't. I have some studying to do, how to get that functional... this is a different kind of settlement than I've done before, and I can't edit any scripts (default only, for the PS4 compat)
20180508 Since the 'bones' of the mod seem successful I think I'm going to expand it a bit. No worries to those already diving in, I won't step on anything that would break your existing work.
Also do need to do a little work on the settlement functionality, I will try to add the ability to supply lines soon but be forewarned, you will want to expand that initial platform because that's the only place available to drop the spawn point. I'm also trying to keep this PS4 compatible, which limits what I can ultimately do but I don't foresee this as an issue with the settlement functions.
Here's a short list of potential additional spaces, each with *probably* a separate workbench (i.e. settlement), unless I find that making the initial build area so widespread isn't an issue. - Marble vein/room - as stated below, various ore inclusions - a vein of oil shale and/or coal - a fault line with silt intrusion (i.e. dirt, a spot to farm upon) - some larger rooms set off from the main, for players who's systems can handle the longer draw distances - since everything but water and ground are disabled, potentially a spot where you can 'break out' and just be out in the open world and do whatever you want.
Like I said, these are just ideas, and not in the mod as of yet.
EDIT: Went ahead and added the markers for spawn and center, and added the main workshoplinkcontainersettlement object so the workshop radio and supply line *should* work. That's V1, I left V0 up in case there are any unforeseen issues.
26 comments
V2 is up, with working settlement features thanks to nexusmods discord user 1000101.
Changes are large enough that they're listed in the main description. Be aware that if you use a save from v0/v1 the results cannot be guaranteed since there was a script addition.
PS4 compatibility has been maintained to this point... if you're waiting, it's coming soon.
No map markers, and COC doesn't work either.
With COC not working, either it's the wrong marker or something's really interfering badly.
Would consider options for ambient sound and ceiling removal, but all those i can do for meself.
If you expand this to add a unscripted discovery quest of some kind, you know perhaps copy the concept from the vault and add some encounter areas with nested enemy's but as this is Deep Underground instead of rad scorpion's, mole rats and death claws perhaps add a forgotten Deep Underground Military Base or even a long dead (but not abandoned) Alien Zetan base using at least one cell so players have something interesting to discover.
Perhaps a large hanger with dormant alien scout ship's and a laboratory with human specimen's in tank's suggestive perhaps of a cloning facility and alien abduction/human experimentation etc along with a back story in the form of some garbled holotapes to find.
Perhaps a squad of soldiers believing that there commanding officers and indeed the very government's of the world had been infiltrated by or even completely taken over by the Zetan Menace and were in fact body snatching clones (Zetan synth's) had gone awol and stolen enough assets to mount a full scale attack upon the alien base's.
These true patriot's were not alone and had allies in other nations and in both the rest of the military and the intelligence serviced but knew that they were outmatched by there enemy so had to launch a last ditch swift attack in the hope that surprise would give them a chance.
They failed but not completely and though they all died in the attempt leaving only there body's in collapsed parts of the base and a few holotape journals to find as you dig through the ruins of the collapsed alien base there action's were able nevertheless to shut down at least this one base and set the Zetan's and there evil master plan back decades.
Perhaps the Zetan's plan was first to enslave many human's - even without them knowing that they were controlled by alien overlords and then eventually to remove the human race completely replacing the human's with hybrid Zetan synth's and by doing so colonize the earth for themselves.
While this base was destroyed you find evidence in the holotape's or at least hint's of a final doomsday plan by these patriotic military insurgent's which was that if all else failed and the Zetan's looked to have won the secret war then they would force the launch of all of the world's nuclear weapon's in the last desperate hope that while this may destroy the world there was a chance that at least some human's may survive while the Zetan's would then lose interest in the irradiated and scorched planet giving the human race at least a slender hope of recovering and not being wiped out entirely by the alien menace.
No, you did... you did it again...
Don't dig too deep in this one yet, still a little beta/WIP happening.
Fear not, there will be more changes soon. I'll be careful to not screw things up too badly for those already starting builds, these being whole and separate additions should avoid that.
Seriously though, you could honestly build and entire game world down here. Endorse the f*#@ out of this and up vote it. It might seem simple but that's all it needs. Its an underground playground.
F*cking huge, that's a specialty of mine :)
You know it's a big'n when I'm on my twitter yacking about how I'm having to tweak the draw distances in the lighting template so the far end of the room doesn't disappear when I'm in a corner...
EDIT: No, they don't. I have some studying to do, how to get that functional... this is a different kind of settlement than I've done before, and I can't edit any scripts (default only, for the PS4 compat)
Since the 'bones' of the mod seem successful I think I'm going to expand it a bit. No worries to those already diving in, I won't step on anything that would break your existing work.
Also do need to do a little work on the settlement functionality, I will try to add the ability to supply lines soon but be forewarned, you will want to expand that initial platform because that's the only place available to drop the spawn point. I'm also trying to keep this PS4 compatible, which limits what I can ultimately do but I don't foresee this as an issue with the settlement functions.
Here's a short list of potential additional spaces, each with *probably* a separate workbench (i.e. settlement), unless I find that making the initial build area so widespread isn't an issue.
- Marble vein/room
- as stated below, various ore inclusions
- a vein of oil shale and/or coal
- a fault line with silt intrusion (i.e. dirt, a spot to farm upon)
- some larger rooms set off from the main, for players who's systems can handle the longer draw distances
- since everything but water and ground are disabled, potentially a spot where you can 'break out' and just be out in the open world and do whatever you want.
Like I said, these are just ideas, and not in the mod as of yet.
EDIT: Went ahead and added the markers for spawn and center, and added the main workshoplinkcontainersettlement object so the workshop radio and supply line *should* work. That's V1, I left V0 up in case there are any unforeseen issues.