Fallout 4

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Ghostfc3s - WasteTheLand

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Qrsr

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About this mod

This is a revised version of Subway Runner by Ghostfc3s. Contrary to the original mod creates unique stations and tunnels and with further work, aims to connect almost all interior cells.

Requirements
Permissions and credits
Translations
Changelogs
Subway Runner Revised aims to connect almost all interior cells close to the subway network to ensemble the exploration feelings of FO3. The mod deviates from the original subway runner networks and creates interiors that match the innovations.

In short this mod does, changes to prewar lighting, changes to prewar objects (paper, trash can, etc.), disables fog and mist, adds pitch black image space, unifies subway doors, adds missing and unifies music track reference, renames subway stations, alters and adds map markers, duplicates vanilla stations with enhanced interior to circumvent precombine/previs issues, overhauls stations, compacts base mod tunnel length, etc.

NOTE: The original Subway Runner is not required. Subway Runner Revised is standalone!

CAUTION: This mod is in active development. Make a hard save before upgrading to a new version!


[ Introduction ]
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This is a revised version of Subway Runner by Ghostfc3s.
There may come a day when I find some other world makers that would be interested in helping me add in variations in the utility tunnel section, if I find people that are interested in helping me do that I would be interested in attempting to resurrect this mod.
ghostfc3s
And so be it. I follow ghostfc3s call for help and support the project. Since he encountered a major issue during development:
I have had some people reach out to me about working on this and updates and what not. The overall issue is during development something happened to this esp and it no longer saves any changes. This happens in Xedit and CK. Towards the end of development the ESP would take 30-45 minutes to save in the CK.

This means minor bug fixes like changing compose directions or double doors are not able to be saved and fixed. For me to continue to work on it I would need to take all the cells I made and put them into an new ESP and there is no guarantee that would fix the issue.
ghostfc3s
I managed to restore the original file and patched it for the current DLCs, therefore PreVis etc. cell data has been copied and fixed. Navmesh data not directly tied to door related cells removed. After saving via CK the file should work normal again. The cause to me is unclear, i removed various vanilla references which were not needed. And disabled some Subway Runner specific references which arent needed either, e.g. set them to be "Initially Disabled". Then re-saved and it did work. If i needed to guess, it was tied to some broken Navmesh data not easily trackable via the CK nor FO4Edit.

[ Changes To Subway Runner And/Or Vanilla ]
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NOTE: The revised version changes almost any original subway runner interior and adds new tunnels and stations to vanilla.

PreCombines

Various doors have been changed to account for the PreCombine issues. Therefore, not all entry points equal the original version. PreCombined references in exterior cells were removed via FO4Edit. Vanilla data will not interfer anymore. Hand by hand doors, subway stations, etc. was moved to proper places.

Entrances

Auto doors have been swapped by normal utility doors. Auto doors work based on distance to object, meaning player char would enter a specific cell when coming closer to it. Two examples are Copley Station and Valenti Station. Both had auto load doors before.

C.I.T. Station was disabled and moved closer the C.I.T. Raider Camps.

The manhole in Vault 88 will now lead to Quincy City formerly (vanilla) it was near West Roxbury Station, which does not make any sense. The Pharmacy building next to University Point is no longer accessible since the entry in comparison to the Vault 88 dungeon is more south east, somewhere in the swamps.

Some stations do not have any surface entrance and can only be entered via the tunnels. Which one? Find out yourself.

Map Marker

Disabled map markers have been reactivated, since vanilla FO4 did not use them, e.g. Valenti Station or Fensway Station. Any Subway Runner specific map marker position was overhauled, same for vanilla map markers. Position altered, activation radius decreased.

Connection

Airport Ruins have been added to the Subway Runner network and the old Subway Runner exclusive Aiport dungeon unlinked from the map pool. Airport Ruins was split into Ruins (Airport) and Station (Subway Station).

Wall Tiles

The base game uses 4 different colors each for their respective subway line. Red, blue, green, orange. The revised version tries to use the appropiate color setup for the specific subway line. Subway Runner cells have been overhauled, vanilla cells not yet.

NOTE: Please let me know if you encounter "wrong" tile color.

Door Textures

Vanilla uses IndDoorXXXXXDbDoorLoad which are either blue, red or white. Most of the time blue, sometimes red. In very few cases you can see wooden door objects.

Vanilla: Interiors\Industrial\Doors\IndMetalDbDoorLoad01.nif
Subway Runner: Interiors\Utility\Doors\UtilMetalDbDoorLoad01.nif

Now Subway Runner uses UtilDoorXXXXX. I think it makes far more sense and looks somehow more appropiate. Thus, all subway station of interest not yet touched by Subway Runner core file were swapped to enseble the changes in this mod more and better.

Light

All kind of light coloring, white, warm, blue, whatever are used in vanilla FO4. Sometimes with and most of the time without shadow casting. The revised version will use white lighting for most subway lights now and shadow caster lights have been mostly disabled/removed/replaced.

DefaultLightWarm01 > DefaultLightWhite01
DefaultLightWarm01NS > DefaultLightWhite01NS
defaultLightWarm01NSNonSpec > DefaultLightWhite01NSNonSpec

With future work almost all the lighting in subways was removed since it was PreWar lighting. Now most of the inhabitat stations and tunnels use PostWar lighting. Find yourself in a pitch black environment most of the time.

NOTE: This is an ungoing project as of version 013 and may take awhile to fully cover all the old and new cells. Feel free to report which cells (interiors) feel appropiate or inappropiate concerning lighting.

Fog

Image space was slighty altered, from now on there is no fog in interior subway cells anymore and all cells directly tied to them such as Vault 88. All Subway cells also use the darkest default subway light available.

Music Tracks

The base game applies either MUSDungeon A, B or C audio track files. While A incooperates all the dungeon audio tracks and B and C only a limited composition. This was changed for all subway cells. A quick overview concerning music collection:

MUSzDungeon01 [MUST:00084A55] A
MUSzDungeon02 [MUST:00083BE6] A
MUSzDungeon03 [MUST:0009B210] A
MUSzDungeon04 [MUST:0009FF4D] A, B
MUSzDungeon05 [MUST:000A2927] A, B
MUSzDungeon06 [MUST:000F74B4] A, B
MUSzDungeon07 [MUST:001AEEDE] A, C
MUSzDungeon08 [MUST:001B39D9] A, C


MUSzDungeon01 up to MUSzDungeon08 now applies to all subway cells.

Loot

Most PreWar loot was removed or swapped. More Tin Cans are now present a super immersive feature from good old Fallout 3. Trash Cans, News Stand, Papers, etc. have been mostly removed.

[ Installation | Load Order ]
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Load last, especially after lighting mod overhauls. Subway Runner Revised must override interior cell references in order to function properly! Common mods are listed in the "posts" section.

Some mods do not show conflicts because these add new records to the game.

Always make a test run first and keep a hard save just in case something really bad happens and you would like to revert to your old mod setup. You can install and test mid-game and continue.

There are two version available:
- Revised: This version will swap various vanilla objects and extends soms of the design of Subway Runner. Any changes are present in the Changelog.
- Restored: This version is the core mod with a basic cleanup to make it work again. It is here for the mod author.

Installation Mid-Game:
1 Go into an nearby vanilla interior e.g. Home Plate or else.
2 Save game
3 Close FO4 and disable old files (manually or via mod manager)
4 Enable Revised Version
5 Load game
6 Save game
7 Reload save game

NOTE: Make sure your base file reads: SubwayRunnerRevised.esp if not rename it.

[ Future Plans ]
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Because this is a huge project and there is alot more to come any brainstorming goes directly into this article, please do not hesitate to post feedback. In short;
add vanilla Boston Airport Ruins
add Vault 88 connection

add Valenti and Fens Way Station support
☐ add new Subway Stations based on IRL map
☐ add Nuka-World Transit Center,
☐ add Sewers, ...
☐ add The Institute Tunnel(s), Public Works Maintenence Area, Reactor, etc. maybe The Institute can be reached by high level player char aswell,
☐ add Glowing Sea connection (secret tunnels) such as the Federal Surveillance Center K-21B (emergency tunnel network), Sentinel Site, and more ...
☐ add Boston Mayoral Shelter too which should have an emergency tunnel as well.

I had some chat with Tenhats and he is very open to help, and plans to connect much more interior cells aswell.

[ Credits ]

In hope ghostfc3s will be re-animated and continue to work on the project. Its huge and the base for serious dungeon crawling.

- Bethesda
- FO4Edit Team, for their invaluable tool
- ghostfc3s, for the base mod, kind regards and respect
- zlostnypopolnik, for new subway textures, extensive feedback, etc.
- timeline67, for mod reference and load order help and help with all subway related questions
- danielkornev, for ideas and videos concerning the Airport Station planning
- TholeusArsia, for ideas on the Glowing Sea tunnel planning
- RoNin1971, for new subway turns
- tenhats, for permission to include Vault 88 Settler Sandbox Fix (ver. 016), help, feedback, etc.
- Arthmoor, for Unofficial Fallout 4 Patch - UFO4P, which is partially included
- Zherros, for permission to include The Mannequin Cult (ver. 017)
- Nexus Community, thanks to all the feedback and support, in general to: alex21lazzBenjango, boblimovo38, Corsair00, danielkornevDark69Banana, dferstat, djchunt, drevviken, ellder4mkGJNelson, havokwing1978, hereami, kakinotane2000, KamSolastormasarut7777MsVal, RoNin1971, shreddah4, streetysonTholeusArsia, tenhats, timeline67, Underprivlidged, YOTAM7503, zlostnypopolnik

[ References ]

- Fallout 4 Commonwealth Map
- Subway Station
- Boston MTA