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ElPolloAzul

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ElPolloAzul

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About this mod

Warp enemies to a randomly generated hedge maze you can control from a god's eye view or explore up close to the action.

Permissions and credits
Fallout 4 is often derided as being more of a "shooting gallery" game than its predecessors.
Well, maybe there's some truth to that in the shipped title, but now with this mod there REALLY is!


The Maze Ruiner is a joke weapon mod gone mad that adds a weapon (the Hedge-Row Bustler) that teleports you and shot NPCs to a procedurally-generated hedge maze. It provides an ideal way (beyond Diamond City) to test out many of the elaborate silly weapons in my EPA Weird Weapons Season Pass megamod. It also allows you to participate in making a maze... and ruining it.

Once the maze is fully built (you can watch it being built when you first go to the area using the gun), it is somewhat fully featured.

For one thing, it is host to randomly placed enemies and loot.

For another, it comes equipped with a mini "control center".
From this elevated position, you can view the maze and control a cursor force field using a bank of buttons to select a cell of the maze.

You can use the area's function buttons to warp to the current cell, set off a bunch of explosions in it to send corpses flying, or even toggle the walls. An enemy selection pad/carousel allows you to place a somewhat full list of NPC types manually in the maze. Other buttons clear up the weather, allow you to set some maze and loot generation factors, and allow you to regenerate and repopulated the maze largely at will. NPCs you import with the gun are "guests" in the maze, and you can have about a hundred of them, randomly scattered in the maze. You can run around and find them (or their corpses, if a Deathclaw got to them first), or you can evict them.

There is also a bonus weapon (Enzapment) that's vaguely maze-y that can be used primarily to light up the night, or as a highly impractical way to singe your Diamond City buds to death.

Get the weapons in Nick Valentine's Office!


Tips:

* The maze is dynamically generated in phases; it is best if you are somewhat patient. First, and only once you arrive, the structure of the maze's cells is constructed (20x20), this taking the longest time. Then, the walls of the maze are rearranged with a variant of Eller's algorithm (a linear time or scanline maze algorithm). Finally, loot and NPCs are seeded throughout the maze (the loot likes to be at dead ends). The last two steps can be re-run from option buttons in the control area.

* The wall toggle mode is turned on by a dedicated button when the maze is not being generated. You then press the cursor control button corresponding to the wall you want to toggle. Then you can use the wall toggle button again to deactivate the mode so you can switch back to using the normal cursor.

* If you crouch while using Enzapment, an impractical number of laser generators is created on a regularly subsampled sphere approximated by a golden spiral, instead of making just one laser vertex disco ball. I don't know why. Remove vertices manually instead of area-leaving by crouch-activating. Regular-activate to get the vertex to cycle up and down -- activating again established a new "set point" for the vertex.

* If you want to go up to the "control center" whilst in the maze, crouch and look directly up for a few seconds. Alternatively, if you are unable to do that (e.g. Fallout 4 VR lacks the ability to use player camera elevation), there is a secret warp path accessible by using the garden hose mounted on the NPC selector plinth controls and correspondingly, the plain flower pot in the first cell of the maze.

* The maze is gently illuminated at night. Just like avoiding the urge to load the UtahTeapot or Stanford Dragon mesh in with lasers, I resisted the temptation to implement a start and exit and a solver (e.g. Dijkstra's) and guide arrows, and also any attempt to goad NPCs piecewise through the maze. Depending on your fade settings, you may encounter a bit of difficulty seeing objects in the maze from the height of the control area. If the weather's bad, dispel it with Clear Skies (the button, not the Thu'um).