Hello, I would like to provide an update on the progress of importing the Kirloper interior into the game. Firstly, I want to express my gratitude to Kirloper for providing an excellent interior. If anyone has any suggestions or feedback, please feel free to DM me - especially Kirloper.
Currently, I am in the process of optimizing the interior and fixing any bugs. This is the primary step before moving on to the next phase.
Next, I plan to create a new subway interior in the vanilla world that will take players to this area. To achieve this, I will be utilizing two mods available here on the Nexus: https://www.nexusmods.com/fallout4/mods/56197 and https://www.nexusmods.com/fallout4/mods/33064.
In addition, I also plan to expand on the lore and create a new quest for this area. I believe this will enhance the gameplay experience and immerse players in the world even more.
A player home is planned in the works as well.
If the Creation Kit allows it, I also have some other potential changes in mind. Firstly, I am considering adding an AI monitoring system where players are introduced by a voiced AI. The AI will be aware of the player's military service (male) and transfer command of the complex after a certain quest is completed. I will look at including female players in the future and expand the lore as to why they will take control.
Secondly, I am exploring the possibility of creating a working animated missile silo launch. Although this is challenging, it is possible, as seen in the Far Harbor quest using the sub-launch hatch. Players will have the ability to initiate the launch sequence and target a specific area. I am unsure if I can create animations for an exterior launch similar to Fallout 76, but at the very least, I can spawn a new ICBM and target an area.
Long-term updates will include powering the facility, reactor meltdowns, supplying warheads, and other tasks related to the maintenance of such a specific area. References to other military areas in previous games, such as Lonesome Road, Fallout 3 areas, Fallout 76 detected launches, and possibly some lore behind these areas, will also be added.
I will keep everyone updated on my progress, and if you have any feedback or suggestions, please let me know. Thank you.
ICBM Model and credit goes to: https://www.nexusmods.com/fallout4/mods/27248
Playing this mod I found this graphical follo, everything inside it doesn't appear in the game, but if you cross it you can see it, but everything disappears from the other side. In another place there is also the same problem, but I covered it with rubble and it turned out well because it was lower and it could be hidden, but the one at the door is insurmountable, if someone can guide me, I would greatly appreciate it. There are also automatic doors that don't open and enemies that don't attack, even if you can tell me where to find information to make it work, I would really appreciate it.
Stumbled on this the other day and took a look at it. Finding it is a bit of a challenge, but if you walk west from the north east corner of the map you should stumble on it, your pip-boy should have a Star on it and follow it. Once you get it, I too had a problem finding the door to the underground portion. Do not COC into it, For those that don't listen it is "COC USAFICBMSILO" . This will fast travel you into the silo....but into the silo sewers and you will recognize them as the sewers associated with the Institute, most of these assets came from the maintenance area that you use to reenter the institute. Once you get far enough into it your way will be blocked due to not having the needed security cards. You can TCL your way in but that will be real slog as you are in the basement of a large complex.
As for the door in the bunker proper, look at the floor. Once you get access, be mindful of the ladders and gratings, it is a fatal fall..... From then on it is a very intricate pathway, with a few unfinished glitches, such as doors not opening even if you have the keycard. I have already said enough but the site is well worth exploring and has some surprises that make this well worth your time if not "profitable"....hint, hint. Companions don't follow you here, so if you get surprised you are on your own.
It is a great mod that really should be finished and tightened up a bit here and there a bit. Great work.
WOW! Looks very intricate and massive! I looked at it in the CK, and you did add a door to the commonwealth... somewhere north-east of the map (Salem region) and near the east coast beach billboard (west of Nakano Residence). Just directly north-east of Parson's creamery. It is inside a small bunker building. I'ma go in-game and explore! :D
Very cool atmosphere and layout -- the room designs are amazing. It reminds me kind of the game SOMA in a way. There are many expert locked doors, many pathways and different keycards. Pretty damn cool, but yeah, it is incomplete. I had a lot of frame rate issues (dropped down to 14 fps depending where I looked), and there are missing walls. If you finish it and fix the fps issue around the sewer-like tunnels, no doubt it'll be a great mod by itself -- without any quests.
21 comments
I would like to provide an update on the progress of importing the Kirloper interior into the game. Firstly, I want to express my gratitude to Kirloper for providing an excellent interior. If anyone has any suggestions or feedback, please feel free to DM me - especially Kirloper.
Currently, I am in the process of optimizing the interior and fixing any bugs. This is the primary step before moving on to the next phase.
Next, I plan to create a new subway interior in the vanilla world that will take players to this area. To achieve this, I will be utilizing two mods available here on the Nexus: https://www.nexusmods.com/fallout4/mods/56197 and https://www.nexusmods.com/fallout4/mods/33064.
In addition, I also plan to expand on the lore and create a new quest for this area. I believe this will enhance the gameplay experience and immerse players in the world even more.
A player home is planned in the works as well.
If the Creation Kit allows it, I also have some other potential changes in mind. Firstly, I am considering adding an AI monitoring system where players are introduced by a voiced AI. The AI will be aware of the player's military service (male) and transfer command of the complex after a certain quest is completed. I will look at including female players in the future and expand the lore as to why they will take control.
Secondly, I am exploring the possibility of creating a working animated missile silo launch. Although this is challenging, it is possible, as seen in the Far Harbor quest using the sub-launch hatch. Players will have the ability to initiate the launch sequence and target a specific area. I am unsure if I can create animations for an exterior launch similar to Fallout 76, but at the very least, I can spawn a new ICBM and target an area.
Long-term updates will include powering the facility, reactor meltdowns, supplying warheads, and other tasks related to the maintenance of such a specific area. References to other military areas in previous games, such as Lonesome Road, Fallout 3 areas, Fallout 76 detected launches, and possibly some lore behind these areas, will also be added.
I will keep everyone updated on my progress, and if you have any feedback or suggestions, please let me know. Thank you.
ICBM Model and credit goes to: https://www.nexusmods.com/fallout4/mods/27248
https://imgur.com/oljixis
https://imgur.com/RFlaQnn
Please see the link for ICBM.
As for the door in the bunker proper, look at the floor. Once you get access, be mindful of the ladders and gratings, it is a fatal fall..... From then on it is a very intricate pathway, with a few unfinished glitches, such as doors not opening even if you have the keycard. I have already said enough but the site is well worth exploring and has some surprises that make this well worth your time if not "profitable"....hint, hint. Companions don't follow you here, so if you get surprised you are on your own.
It is a great mod that really should be finished and tightened up a bit here and there a bit. Great work.
Very cool atmosphere and layout -- the room designs are amazing. It reminds me kind of the game SOMA in a way. There are many expert locked doors, many pathways and different keycards. Pretty damn cool, but yeah, it is incomplete. I had a lot of frame rate issues (dropped down to 14 fps depending where I looked), and there are missing walls. If you finish it and fix the fps issue around the sewer-like tunnels, no doubt it'll be a great mod by itself -- without any quests.
Also thanks for the review, forgot to put room markers to stop the fps drop