Fallout 4

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Vitaplex

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Vitaplex1

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303 comments

  1. zlostnypopolnik
    zlostnypopolnik
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    Hi...
    Just a heads-up - this mod is incompatible with the Open Commonwealth mod.
    Despite this, this mod is very good. Thanks.
  2. godeatermarsh
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    A really impressive mod! however, the fight against the three deathclaws at (what i assume is) the end is pretty unfair on survival difficulty. If you're in power armor they'll just stunlock you with their grab animations, and if you arent you'll be killed in a single hit from all of their attacks. 
  3. EclipseMeteor
    EclipseMeteor
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    I just finished this dungeon yesterday (after downloading it a year prior, go figure).

    This was a huge undertaking, as I feel like I entered it underequipped but overflowing in stimpaks to just survive the onslaught.

    Biggest question for me is: does the location at the end not like settlers? I temporary let a companion go and they managed to stay localized, but I sent a random settler there and now they're nowhere to be found.
  4. 363rdChemicalCompany
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    a year later and I still only found one card for the big main door in the domed metal hall, and none for the side door
    console commands dont work to open the doors either.
    I feel I am missing out on content and ma really curious as to what happend to this giant super vault.
  5. wjteoh2
    wjteoh2
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    Hi, while in Epicurus' Fortune, how do I get up to the highest level with the red-tinged door and the Deathclaw Hand popping out of it? The only staircase upwards to the cafeteria level is barred from the other side.

    Great mod and great ambiance btw. The locations were already really good, but Epicurus' Fortune is a completely different level entirely. 10/10.
    1. Vitaplex1
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      Thank you! There is a peculiar jumping puzzle on the area just below the door, with the benches (picture)
    2. 363rdChemicalCompany
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      Never been able to jump it. Came back with a power armor with jetpack. :)
  6. Murchadh
    Murchadh
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    Just wanted to say thanks.  Really enjoyed it a lot and am having fun building there too!
  7. BurritoConductor
    BurritoConductor
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    so uh... I found all of the 12 part Easter egg? I just don't know what to do with them.
    1. Vitaplex1
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      They are purely collectible, though they are worth 250 caps each
    2. Althinor
      Althinor
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      I personally play the dungeon as a headcannon Institute mission, where they task you to retrieve the parts for their Fusion Reactor. I sell the parts specifically to the synth officer in the institute, but it is not a hard quest. Maybe adding it as a mission from Advanced Systems after the Synth Retention mission could work and when I will play fallout 4 again I think I will open the CK and see if I can make a quest for it.
    3. Vitaplex1
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      If you get it to work feel free to post it to the nexus. Sounds really cool
    4. PhoenixKnight13
      PhoenixKnight13
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      I wouldn't mind an updated version or patch with more quests added, that sounds fun.
      Possibly having the artifacts power some kind of device, something that adds a new mechanic to the settlement? A light source or powered-up mode for the underground mall could be interesting, as one example.
    5. 363rdChemicalCompany
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      This would be brilliant as an institute mission!
  8. Battlestar1965
    Battlestar1965
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    Great Mod....hordes of enemies and nice little puzzles. And overall good looking and nice layout. A question about the "settlements": are they fully functional, meaning, will caravans find them?

    @NEXUS STAFF whoever might be responsible...PLEASE PLEASE make the comment section searchable
    1. sordello
      sordello
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      It is very weird this feature doesn't exist, but based on how filtering on this site works - and how antiquated the pattern for query params for filtering are ("?BH=0" for everything) - it's unlikely this feature is added unless a larger overhaul is undertaken.

      Discogs has similar quirks.
    2. DeadGrem
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      Funny enough, there was a link to the "forum discussion" with the all the same comments some time ago and there was an option to search within a tread, but it's gone
  9. Qeb
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    I just played through this last night and I wanted to leave you a response that hopefully is proportional to the effort you put into the mod. 
    TL:DR version is: I had to stop and take screenshots to send to my friend, saying "Man I love mods so much". with this mod and you did a great job.

    I do have some hopefully constructive criticisms though. The scale of the facility is pretty astonishing, especially the reveal of that final hall. Really shows what this engine could accomplish if it was properly utilized all the time.
    And the use of lights and objects to guide the player through was well-done, especially the Keycards. I saw a few people not find them, but honestly, I couldn't miss them. You had a light, a desk and the card on it, every time. Good use of assets and lighting to guide the player. The jumping puzzle could have used just that last bit of attention grabbing to make the player engage with it but I found that relatively quickly as well.
    Now the downside of the scale is that it seemed like not all of it was necessary. Don't get me wrong, I am all for research facilities and vaults and such that appear like they could actually provide the things the lore demands of them. But by the end, I think you may have run out of energy or creativity, it was a lot of relatively open and empty areas that implied you were thinking "I want to be done with this". Especially the final encounter, the unassuming residence and that big hall could perhaps have used more of something. Not sure, maybe a few more pathways that are blocked off so the player feels less overwhelmed but still allow jumping around them if the player wants to explore. Maybe just a decorative object, a statue to allow easier visual identification where you are in relation to everything else in the center. The running distance isn't as bad as in something like New Vegas with how fast you can sprint but it still became a little tedious when I was looking for where to progress. This is very difficult to balance, I know. You want to leave freedom and scale intact without making it so the player just runs through already-cleared empty space.
    The final point I want to bring up is the enemies. They felt disconnected from the story the facility wants to tell. There were those notes about a newly introduced foodstuff that turned bad, the shrinking experiment and that note about how much plantlife was down there, alongside the research into "immortal" plants that don't need sunlight. Perfect setup for a descent into cannibalism of the original inhabitants and the plants growing out of control and utiliziling the survivors as hosts, like a spin on Vault 22. The ghouls, the Mirelurk and the Deathclaws are Fallout classics but I don't know if they were the best choice. Especially the Deathclaws came out of nowhere (and nearly clotheslined me back into nowhere). Of course there is a major difference between using vanilla enemies and making entirely new models and textures so this is not something I genuinely expect, just wanted to point out.
    1. Vitaplex1
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      I do agree that the giant hall could be more fleshed out, but i had to really balance the performance and visual detail there due to its size, so the fidelity unfortunately suffered, even though i could have made it smaller, perhaps. Aswell as the lore, which is also somewhat shallow. However thank you very much for your kind words and thorough feedback! I really appreciate it
  10. LlyaPasternak
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    Accelerator 2 was brutal to find. Had to go into xedit and compare the position data of various nearby objects in the cell lol. There was no way I would have looked there.

    It's in the Derelict Office cell for anyone looking.
  11. HackingJedi
    HackingJedi
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    what do you need to do with the bygone accelerators?
    1. Vitaplex1
      Vitaplex1
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      They are purely collectible