It shouldn't, I didn't touch any. (I mean, I did try during the development of the last version, messed up horribly, turned half of Concord invisible, quickly reverted back to the previous version and started again from scratch, making sure I don't mess with it again.)
Haven't played this mod yet as I just downloaded it(I am working on a load order currently so it will most likely be a while), but I'm designating this as a 'cutie mod™'. That being a very high quality mod with a bit of a niche that might not lead to too many downloads, but deserves it. Seems like a lot of work and polish and work went into it, and I'll be sure to endorse through MO2.
I've been to two of these locations (the music shop and the CIT office) so far and I've really loved both. The goofy old-school synth sample tracks and the demoes at the office were all great.
Very little loot, what's there is mostly junk to break down to components, no hostile NPCs beyond those normally found in the surrounds of the new locations, so super mutants/synths in the CIT building, ferals in Lexington, raiders in Evans Way etc.
The main goal of this mod is to plop down some holotapes around the map, the new locations are just means to an end.
Edit: Oh wait, I completely forgot, there is one enemy.
I'm really enjoying your work so far, the holotapes are a great touch especially the one that sounds like a Kubrick soundtrack. Are you thinking about adding more unmarked locations? this mod is called Hidden corners after all. Can also confirm it works seamlessly with other location packs and quest mods that add locations. Can't wait for more.
Really? I personally thought it was a bit on the nose. I made a cheesy song and I felt it needed a cheesy name and a cheesy sounding author, and as it happened I was watching that particular episode of WILTY at that moment.
Now the easter egg I left in the daycare center, that one I'm happy with. Even though I suspect no one will ever find it.
Hard to tell from the close-up exterior Arnold pic, but looks like it could be same building (across from Redrocket) as the Lexington Labs mod - can anyone confirm?
Yes, it is. I might probably move the entrance to a different building in the next incremental version, the exterior doesn't match the interior anyway.
Thanks for changing the door location. I should let you know I think the new spot you chose may partially conflict with Subway Runner - not a problem for me as I was just testing Subway Runner (or rather, testing the OPC patch of it) and may not keep it for other, unrelated reasons.
You may have to move away from that central corner of town - seems a popular place! One idea I had was to suggest just using the other front door of the Lexington Labs building - in the first pic there's an unused door to the left. That might be disorienting depending on the respective layouts of both interiors (I've not been inside either mod). Of course, other mods might use that door but I don't use mods like Lexington Interiors. The only definite other Lexington-specific mod I am using is Immersive Lexington (or rather, again, the OPC version of it), but I don't think that uses any vanilla buildings. I can't be sure as I've not extensively tested out the area - I'm just using my 1st (mostly vanilla) playthru's character to briefly pop to a few places I've upmodded for my 2nd playthru to check for CTDs or other obivious problems.
No. Unless solar radiation hit my computer in just the right way to trigger the "Precombine meshes" function in the creation kit, or one of my cats stepped on the keyboard while I wasn't looking, precombines should be completely untouched. (For now, at least.)
If there are any problems with the mod however, just fill out a detailed enough bug report.
I love this kind of mods, Commonwealth seems claustrophobic compared to Appalachia (probably one of the few things i like about 76) Hope to see more added in, will keep track!
Agreed. Given the tendency to CTD when an add-on interfaces badly with a scripted location (or at least make saving at said spot problematic), adding detailed terrain using game meshes so texture mods carry over to basically add more terrain (and remove "you cannot go any further") may be an option, too.
76?? LMFAO! - yeah, gimmie a big, empty (and unrealistically green) purely on-line game like 76... The reality is, apart from adding ironshights in FNV, Fallout's been going downhill since FO3 in every aspect except graphics. Btw, Hidden Corners is a nice idea. Downloaded, thanks.
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Sounds interesting and different compared to other location mods. Thanks for the work!
The main goal of this mod is to plop down some holotapes around the map, the new locations are just means to an end.
Edit: Oh wait, I completely forgot, there is one enemy.
Now the easter egg I left in the daycare center, that one I'm happy with. Even though I suspect no one will ever find it.
You may have to move away from that central corner of town - seems a popular place! One idea I had was to suggest just using the other front door of the Lexington Labs building - in the first pic there's an unused door to the left. That might be disorienting depending on the respective layouts of both interiors (I've not been inside either mod). Of course, other mods might use that door but I don't use mods like Lexington Interiors. The only definite other Lexington-specific mod I am using is Immersive Lexington (or rather, again, the OPC version of it), but I don't think that uses any vanilla buildings. I can't be sure as I've not extensively tested out the area - I'm just using my 1st (mostly vanilla) playthru's character to briefly pop to a few places I've upmodded for my 2nd playthru to check for CTDs or other obivious problems.
If there are any problems with the mod however, just fill out a detailed enough bug report.
-K
Hope to see more added in, will keep track!