Looks pretty cool. So I take these are just static structures, no death traps included. I am curious if they are navmeshed so NPCs can move through them.
When I saw the mod title I thought of how awesome it would be if they included crazy traps. You know, spikes, lasers grids, swinging blades, etc.. Traps that were designed to use the dismemberment and exploding limb capabilities of FO4 would be great. Then it could use NPC furniture components, idle animation markers, components that triggered the crafting animations for NPCs, and these elements could be scripted to cause traps to spring immediately or on a delay. In some cases activate a trap elsewhere that will spring when walked over. Some of the markers could also disable traps, or open doors. Some traps could cause NPC insanity/rampage. There could also be means of aquiring a limited amount of weapons here or there for NPCs.
Then dropping a group of NPCs into the maze would have highly random outcomes, because if one of them used that marker, it would disable a trap, then one would use some other marker that would open a door. Then one of them who happened to get a knife, would go insane later, but outnumbered, he would die. Then one of them gets dismembered by a trap. Then one of them activates a delayed trap, and by the time it goes off one of them has left the area. Plus adding various passive animation markers, just for flavor, like pacing, sitting on the floor, face palm, etc...
The mod contains completed design schematics for: The Lobby, The Reactor Room, and a 7x7x3 cube death maze. There are also placement pieces [The SCOLs] which will allow you the ability to copy paste large chunks of a Cube Themed Dungeon. I also did all of the preliminary design work for the art aesthetic. I know that doesn't sound like a big deal, but it really is. Essentially, if you wanted to create a Cube Mod, using this mod, you won't need a 3d designer to research and create the Cube art aesthetic from nothing. Using this mod, that research has already been done for you.
Copied this from my other post, since it was actually regarding this thread: I really didn't mean to downplay how awesome your mod is or the excellent work that you have put into it. Great job! I also didn't mean to sound unimpressed. This is very impressive work! I was just excited by the concept and how much potential it has within the FO4 engine. I just wish I was better with scripting.
It also occurred to me that ElPolloAzul makes tons of insane and brilliantly scripted weapons and other devices, and I can't think of a better person to devise the sort of traps which would suit this resource. A large collection of his mad science can be found here https://www.nexusmods.com/fallout4/mods/25610/?tab=description
Hey you stickied and locked my other comment, which is fine, but I just wanted to clarify that I really didn't mean to downplay how awesome your mod is or the excellent work that you have put into it. Great job! I also didn't mean to sound unimpressed. This is very impressive work! I was just excited by the concept and how much potential it has within the FO4 engine. I just wish I was better with scripting. I like your nickname too...
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When I saw the mod title I thought of how awesome it would be if they included crazy traps. You know, spikes, lasers grids, swinging blades, etc.. Traps that were designed to use the dismemberment and exploding limb capabilities of FO4 would be great. Then it could use NPC furniture components, idle animation markers, components that triggered the crafting animations for NPCs, and these elements could be scripted to cause traps to spring immediately or on a delay. In some cases activate a trap elsewhere that will spring when walked over. Some of the markers could also disable traps, or open doors. Some traps could cause NPC insanity/rampage. There could also be means of aquiring a limited amount of weapons here or there for NPCs.
Then dropping a group of NPCs into the maze would have highly random outcomes, because if one of them used that marker, it would disable a trap, then one would use some other marker that would open a door. Then one of them who happened to get a knife, would go insane later, but outnumbered, he would die. Then one of them gets dismembered by a trap. Then one of them activates a delayed trap, and by the time it goes off one of them has left the area. Plus adding various passive animation markers, just for flavor, like pacing, sitting on the floor, face palm, etc...
I really didn't mean to downplay how awesome your mod is or the excellent work that you have put into it. Great job! I also didn't mean to sound unimpressed. This is very impressive work! I was just excited by the concept and how much potential it has within the FO4 engine. I just wish I was better with scripting.
It also occurred to me that ElPolloAzul makes tons of insane and brilliantly scripted weapons and other devices, and I can't think of a better person to devise the sort of traps which would suit this resource. A large collection of his mad science can be found here https://www.nexusmods.com/fallout4/mods/25610/?tab=description
.... *goes to download*