Fallout 4

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Created by

Armaggedon97

Uploaded by

Armaggedon97

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About this mod

Enhances the Glowing Sea part of the overworld with more radiation and more loot. Explore the sea of (now actually dangerous) radiation and be rewarded with tons of crafting materials and pre-war money if you manage to find some of the over 120 semi-hidden caches scattered in nooks and crannies, if they are still there...

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Changelogs
Updated to v1.1!

"Navigating radioactive hazards is nothing new, but the Glowing Sea can kill a man in seconds."
Doctor Amari, 2287

When you first hear these words, you probably think to yourself "Man I gotta make sure I prepare right for this!"
Then you actually go to the Glowing Sea, stacked with Rad-X and RadAway only to find out you get just 6 rads/sec, without even using any of that Rad-X.
"Alright then, at least I can explore the ruined wasteland planes easily, can't wait to find some epic loot" you may think to yourself, but wander around as you may, you will find mostly empty spaces with nothing good too loot, unless you go into the dungeons, but then you lose the great atmosphere of the stormy irradiated wasteland.



The goal of this mod is to remedy both of these issues by doing the following:
  • Increases the base ambient radiation of the Glowing Sea to 50 rads/sec so you actually need to bring more than a couple Rad-X and RadAway every time you venture in it.
  • Places (as of V1.1) over 120 footlockers inside nooks and crannies as well as irradiated water, ruined car frames and near some dungeon entraces all over the Glowing Sea with leveled loot consisting of junk for crafting. However, don't expect to find the loot at the same palce every time, every box is hand placed, but it rolls for a chance to spawn every time the cell it is in resets. Immersive reason is radstorms so strong they pick up and move the boxes around, ala Mad Max sandstorms. This system aims to keep the exploration fresher for longer.




Notes:
  • Both the containers and their contents reset whenever the cell they are in reset.
  • As of v1.1 each container has a chance of 50% to spawn at the location it was placed and a 20% chance of being locked.
  • Loot is leveled junk of mostly useful components (Adhesive, nuclear material, screws, etc.)
  • This is intended as mid-late game exploration, you will find very little loot at level 10 when people who mostly do the main quest come through here, and almost none earlier, loot starts picking up steam at level 20 and starts getting really good from level 30 onwards.
  • Don't get turned off by the high ambient rads, a full base suit of T45 reduces your intake to about 7 rads/sec with no other rad resist applied, the hazmat suit still lowers your intake to <1 rads/sec if you want to eliminate it but trade in defence for it, Rad-X still stacks so bring a lot of it if you plan on going in with regular armor and clothes, Ghoulish should still work as normal (if it does not it's 99.9% not because of this mod since it doesn't modify ANY perks) but let me know if for some reason it does not. Oh, and bring quite a bit of RadAway, you will actually need more than a couple now.

Plans:
  • Add more caches Increased cache spawn rate instead for now, might come back to add more in the future.
  • Improve balance Added a chance for caches to be locked, with the difficulty of the lock depending on player level, and increased cache spawn rate to add more value to lockpicking perk points.
  • Horizon 1.8 patch (some work on it is already done, needs more balancing, if 1.9 releases before I am done, I will move my work on a 1.9 compatible patch).

Compatibility:
  • The mod uses a custom container and level lists, so any mod that adds/alters items is compatible.
  • Mods that change the ambient rads of the Glowing Sea (like True Storms) conflict with this mod, but they will work fine if you load them after this mod and you will still get all the loot caches from this mod normally, you will just get the ambient rads from the other mod instead of the 50 per sec of this mod.
  • Mods that drastically change Glowing Sea overworld cells will probably conflict or at least cause issues, same with mods that alter dead tree and/or destroyed car meshes (containers clipping through objects for example).
  • Mods that only add to these cells (like Glowing Sea Extended) should work mostly fine, but have NOT been tested.
  • This mod only adds containers to the world making no other edits, so previs and precombine data should be completely unaffected.
  • Everything else should be compatible.

Special Requirements:
None.

Installation:
To install just drop GlowingSeaEnhanced.esp and GlowingSeaEnhanced - Main.ba2 in Fallout4/Data or use your favorite mod manager.

Happy hunting!