Oh my. So, everytime I download a new mod like this, I always open it in the CK and Fo4edit to check for any errors or dirty edits - and this was just perfectly done. And it looks excellent in-game as well - of course. Endorsed! Very nicely done!
Found this mod while browsing previous mods of the month. Two caves in and I am in love with this. Now I downloaded everything else and look forward to playing through everything. Thank you for breathing new life into this game <3
Holy crap, that maze is murder. It took me two hours to find my way out. Even if you try to be systematic, it's really hard. In between, I lost the thread and it took me ages to find a point again that I hadn't been to yet. Thanks to the dogs, I did manage it though, they gave me some useful hints. Unfortunately, I still had to shoot them, they wanted to snack on me. ^^
While I was creating the maze I realised half way through it might be a little difficult for people. But looks like some people do actually enjoy it and it definitely lives up to its name lol. Thanks for playing!
it is, unfortunately its NOT a fallout game, its a looter/shooter grinder game. nothing matters, its all exactly the wait it was before you arrived 10 minutes later.
Quest says completed after leaving lower grotto and was awarded xp but didnt find poison, and poison water is unticked along with kill mirelurk queen also unticked though i did kill some mirelurk queen matriach in the last big cavern.
bugged? or should i go back in and find poison/ another mirelurk queen to kill?
Poisoning the water is optional and is supposed to help you complete the rest of the dungeon with most of the mirelurks killed, so not much use to do it after you have already completed the quest. But technically I think you still can poison the water, you just wont have any quest markers to help you.
There is only one Queen. Not sure why the objective didn't complete for you , but if the quest still completed then I guess things worked out in the end.
OK. Yes i got a fair amount of xp at summation of quest. Plus that means [without poisoning the water] I must have killed every mire, king and any other lurking lurk manually, which also means more xp for me too, luvly jubbly lol (i almost made a level just doing that.) Good job they all glow green, amongst other things im using 'Darker Nights' so I wouldnt have been able to see them in the caves otherwise. I must have also killed the boss in last big cavern also because she had a unique name and a unique weopon which without giving it away to those who havent done it yet denotes your an X Files fan, just like me :D
I will say i agree about the explosives thing, holy cremoly id never seen so many mini lurks in my life at one time hehe but i wasnt alone I had Darlene (Darlene mod) amd Kit (The Machine & Her mod) with me, and they seemed to relish stomping all over them judging by the commentary.
On a sidenote some folks have asked here about using your mod with massive overhauls like Desperado. As you can see from the small attachment part of my LO my entire game is built on Desperados & Badlands and your mod seamlessly fits in, ive visited 3 caves so far, no glitches, no graphical anomalies, your mod is 123 in the load order so...tell folks it works. I also use large DLC quests such as Valkyrie, Outcasts, Depravity etc and havent had any issues...
Like others say, well done for a great mod chap :)
ps-I have also installed Ashland but havent been there yet.
Thank you for the detailed review and glad you enjoyed it! Also thank you for letting me know it works well with desperados, I had a feeling it was probably fine, but good to get confirmation.
Ive heard a rumour that there is a patch to use your 'Ashland' mod with Subway Runner (you will notice thats in my LO.) However currently i dont have that patch installed. I doubt i really need it, but apparently the patch connects your station to the Subway Runner network.
Yes this patch here will connect the tunnels for Ashland and subway runner revised. Both mods will work fine without it, but this will actually connect the tunnels so you can move between them.
Gotta be honest, I absolutely hate the maze. It would be nice to have the option to find or maybe buy a guide for people who don't like this kind of content.
Thinking about using this too, but I hate to "cheat" ;) I mean, of course anyone can complete it after a while, but it is definitely not my idea of fun. And it's not even about quality, because from what I've seen so far it is a high quality mod. I just don't like this type of content.
Yeah I can understand that the maze might be frustrating for some people, but I've also had people who have commented that really enjoyed it.
And other than just making a video walkthrough of it, I'm not quite sure what I could add that would help people get through it. So I think at some point I will do that and make a video that people can follow to navigate the maze.
Please don't get me wrong, I would never suggest that you change your content on the basis of "I don't like mazes, so please remove your very well made maze from the mod.". That would be ridiculous ;) A little help would be nice, a video sounds like a great idea. Although I personally don't need it anymore, I got through without "cheating". I very much liked the story content at the end, it feels very "Bethesda", and I mean in it a good way. I downloaded some of your (hopefully maze-free) other mods and I am looking forward to play them.
For sure, I did not take any offence. But don't worry because there is not any more mazes lol, this was definitely one of the main complaint that people have against this mod.
Thank you for checking out the mods and glad you are enjoying them!
I had to go to the maze recently because my settlers from Oberland Station thought there were raiders in to kill (stupid people ...). I was glad I had a flashlight with me. With the careful use of the local map it was possible to navigate the maze. Without the local map? I don't think so. But you have the Pipboy and are more lucky than Lucky's other "customers".
The hardest section was shortly before the pipes, when no clear darker areas for the passages were visible on the map (because of superpositions of rock?). Nevertheless manageable. But I was glad when I reached the pipe area. I considered wether I had to jump at one place or wether it was a lure. I did not go back to find the bandana.
While I'm usually not a fan of enigmas and mazes, I think it is a nice idea to make such a dungeon, for diversity. The dungeon is high quality and constructed very fair, there are even saving beds at all problematic points for the poor folks who are playing Survival without mods. I wished the local map of the Pipboy would be better, but that's all what SCIENCE can do for us.
I finally realised there is a simple solution to make the maze a lot easier for people to deal with. For some reason this never crossed my mind, but I can basically make the local map way more useful for the whole maze, and not just the pipe section at the end. At some point I will put out a patch that will be doing some small tweaks including this improvement to the Labyrinth local map.
Mate fantastic mod! Not completed it yet, dealt with the maze at least, glow sticks and then crumbled and used the local map on the pip boy lol Been to the sanctuary up North, yeah, that was fun, using MAIM and other hardcore mods, suffice to say, my reserves were heavily diminished! Looking forward to trying Ashland Station...
Hi. Amazing mod. For some reason, it's been crashing on startup lately. I used CLASSIC to decrypt the log and it says that the issue is a npc pathing crash. For some reason, it says that a navmesh and a radio institute receiver are possible suspects. Have you ever seen this kind of issues before? I looked for conflicts and your mod has none. So i'm kinda stomped. If i remove COTC, the game works without fail.
That's weird. Not really sure what I can suggest as I've never run into that myself, or heard anyone else running into any crashes on start-up because of this mod.
Currently playing the Labyrinth and about halfway through the physics started to go crazy with the dead bodies and items. They all fly around Poltergeist style and I fear that's not an intended feature haha. Tried both normal and performance version, same result. Any help?
544 comments
So far the mod has been checked with, and is compatible with the following mods:
Default Lighting: https://mods.bethesda.net/en/fallout4/mod-detail/4357527
Darker Lighting: https://mods.bethesda.net/en/fallout4/mod-detail/4358259
Thanks to the dogs, I did manage it though, they gave me some useful hints. Unfortunately, I still had to shoot them, they wanted to snack on me. ^^
that makes me sad as '76 could have actually been a good game...
https://imgur.com/jcu2sjf
Edit: I think I will make a quick patch for this.
bugged? or should i go back in and find poison/ another mirelurk queen to kill?
There is only one Queen. Not sure why the objective didn't complete for you , but if the quest still completed then I guess things worked out in the end.
I will say i agree about the explosives thing, holy cremoly id never seen so many mini lurks in my life at one time hehe but i wasnt alone I had Darlene (Darlene mod) amd Kit (The Machine & Her mod) with me, and they seemed to relish stomping all over them judging by the commentary.
On a sidenote some folks have asked here about using your mod with massive overhauls like Desperado. As you can see from the small attachment part of my LO my entire game is built on Desperados & Badlands and your mod seamlessly fits in, ive visited 3 caves so far, no glitches, no graphical anomalies, your mod is 123 in the load order so...tell folks it works. I also use large DLC quests such as Valkyrie, Outcasts, Depravity etc and havent had any issues...
Like others say, well done for a great mod chap :)
ps-I have also installed Ashland but havent been there yet.
Hopefully you enjoy Ashland Station too, cheers!
My mod Ashland Station has a settlement.
And other than just making a video walkthrough of it, I'm not quite sure what I could add that would help people get through it. So I think at some point I will do that and make a video that people can follow to navigate the maze.
Thank you for checking out the mods and glad you are enjoying them!
(I honestly forgot that it even exists.)
The hardest section was shortly before the pipes, when no clear darker areas for the passages were visible on the map (because of superpositions of rock?). Nevertheless manageable. But I was glad when I reached the pipe area. I considered wether I had to jump at one place or wether it was a lure. I did not go back to find the bandana.
While I'm usually not a fan of enigmas and mazes, I think it is a nice idea to make such a dungeon, for diversity. The dungeon is high quality and constructed very fair, there are even saving beds at all problematic points for the poor folks who are playing Survival without mods. I wished the local map of the Pipboy would be better, but that's all what SCIENCE can do for us.
Been to the sanctuary up North, yeah, that was fun, using MAIM and other hardcore mods, suffice to say, my reserves were heavily diminished!
Looking forward to trying Ashland Station...
For some reason, it says that a navmesh and a radio institute receiver are possible suspects. Have you ever seen this kind of issues before? I looked for conflicts and your mod has none. So i'm kinda stomped. If i remove COTC, the game works without fail.
Here's a screenshot of the CLASSIC log.