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This page was last updated on 23 April 2024, 9:47PM
- Changelogs
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Version 017
- General
- Added new transition message for metro car
- Removed combat boundary for encounter zone
- Removed adaptive damage from mutant hound
- Fixed ReverBeachStation exit transition, door was unable to select
- Replaced vanilla specific water reference with new subway specific water reference
- Fixed encounter zone level calculation, it is now fixed at level 1.
- Fixed damage for actor specific weapons, such as Flamer and Minigun
- Fixed damage scaling for specific actors
- Removed accoustic space for interior cells and added ambient sound instead
- Removed faction flares from loot tables for specific containers, e.g. gunner footlocker.
- Added WorkshopFaction exlusion to glowing one rad cloak spell, e.g. if not settlers, f.ex. in Vault 88, act strange since targeted by the rad aura
- Added "The Mannequin Cult" by Zherros
- Removed Diamond City Exterior subway entrance - Aquarium Station
- Added acoustic space - Boston Airport Ruins/Station
- Removed subway platform first level stair hall next to the garage, the garage itself is the entrance to the lower level. This was done incorrectly in vanilla. - Lexington Station
- Overhauled the interior design - NOTE: This station will be a subway runner original mod specific station, almost all other station will be new compared to the original mod.
- Added new NavMesh, the old one was broken - Medical Center Station
- Added tunnel connection to The Dig tunnels
- Fixed prewar lighting - Nuka World Transit Center
- Overhauled NukaWorldTransitCenter, removed PreWar decoration, light, etc. - Quincy Center Station / Vault 88
- Swapped UtilDoor with SecDoor setup in QuincyCenterStation
- Fixed Vault88 glowing one ambush, which caused issues with the workshop quest if not dead - Revere Beach Station
- Fixed broken door transition - State Station
- Fixed misaligned entrance hall/-setup in StateStation - The Big Dig (Chinatown / Downtown Station)
- Swapped appearance for steam pipes and any metal structure to rust - University Point
- Added DN088 holotape to vault terminal, switched terminal to improvised furniture
- Removed University Point Council Meeting from mayors terminal
- Added broken terminal behind vault door
- Added weather affected sunlight to UniversityPoint02
- Swapped locked door state to lockpicking instead of hacking, DN088_TerminalWall_StudentUnion was replaced by broken terminal - Valenti Station / North Station
- Extended ValentiStation aka NorthStation - NOTE: This station is a hub and combines the green and orange line on two levels. It is huge and not yet finished. - West Roxbury Station
- Resotered vanilla cell
- Added tunnel connection to Medical Center Station
- General
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Version 016
- IMPORTANT: Make sure that any other mod which is overriding subway cells is loaded BEFORE Subway Runner Revised! Otherwise your game become unstable in the cell of interest.
- Swapped Fusion Core ammo in The Dig cell to partially loaded fusion core leveled list
- Added EnableDisable marker [REFR:0015DC0A] to door setup in TheDig and StateStation tunnel
- NOTE: The state doors will be enabled once the mirelurks got triggered in the first steam tunnels in the Big Dig quest, the collision (rubble, bricks), in the State tunnel connection, in turn will be disabled. - Fixed eploidable security bar in WestRoxburyStation
- Changed BostonAirportStation entrance (Aquarium tunnel) to terminal based entrance
- Added door switches to Aquarium tunnel
- Fixed door in BostonAirportToRevere tunnel, lead to void
- Fixed loot in BostonAirportToRevere tunnel
- Fixed power armor and power armor station position in State Station
- Fixed chained door in BostonAirportStation
- Fixed KenmoreStation location reference, caused issues with quests
- Fixed CollegeSquare (HarvardSquare) location reference, caused issues with quests
- Overhauled lighting in ParkStreetStation, disabled PreWar lights, added construction light, moved traps, added containers, etc.
- Overhauled TheBigDig interior, disabled PreWar lights, replaced dead actors with alive, disabled/replaced wooden objects e.g. wood crate is now vault crate, etc., moved power armor furniture to raider survivor, added containers, etc.
- Overhauled RevereBeachStation, disabled PreWar lights, added alternative light, moved traps, added containers, altered entrance area/arc, etc.
- Moved actors in HarvardSquareStation to simulate a feral ghoul horde offensive
- Fixed missing "Non-Playable" flag for super mutant flamer gun, previously their gun appeared unintended
- Added alternative naming to The Third Rail, reads Scollay Square from the surface and The Third Rail from the subway tunnels
- Fixed barred door in UniversityToQuincy tunnel, bars on the other side would not disappear correctly
- Overhauled UniversityPoint02 (University Credit Union) since it directly tied to the subway tunnel logic
- Added new encounters in university to quincy tunnel, revere beach station, harvard square station, and more
- Added new body part data to robot type actors, the only option to kill them quickly is to attack the combat inhibitor and/or the head all other parts do not decrease health eventhough these can be destroyed
- NOTE: Robots and synths (androids) are very difficult to kill if aimed at the wrong body parts, explosives inturn will deal a huge amount of damage. - Added "Vault 88 Settler Sandbox Fix" by tenhats
- Swapped KenmoreStation new to old - NOTE: This will re-allow CC content to be used.
- Added Glowing One aura, which affects the entire cell, the aura will also heal any feral ghoul.
- NOTE: The aure has a cumulative effect. The more glowing ones the more damage and regeneration based on actor type (player/non-player). Glowing Ones can also harm other actors, such as Raiders. Unique NPCs should not be killed and revived soon after death. - Fixed misplaced rubble and debris in CopleyStation tunnels
- Removed the dead actors in StateToDowntown tunnel
- Added playable super mutant armor to loot list
- Disabled/Swapped light in MaldenCenterStation
- Swapped ValentiStation aka NorthStation new to old
- NOTE: This will minimized mod conflits.
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Version 015
- Fixed NavMesh in University Point St, Raider could not reach furniture marker
- Fixed NavMesh in Scollay Square tunnel, follower appeared in debris pile
- Fixed gap in water in Lynn Pier station
- Fixed kelp height and position in Lynn Pier station, was either to high or not on water surface
- Fixed inaccessible door in Lexington to Harvard Square tunnel (leftover)
- Fixed inaccessible door in Kendall Station (leftover)
- Fixed inaccessible door in UniversityToQuincy tunnel (leftover)
- Fixed missing UtilHall128UpStairs02 object swap
- Fixed missing DLC06WorkshopControlBoard02Ref in Vault88, reference was not reachable. This caused the quest to be unable to finish.
- NOTE: This might not apply to every mid-game. If there is no Vault-Tec Control Board: North available use console command: "player.additem DLC06WorkshopControlBoard02 1" - Fixed FXDrips on top of water, caused visual issue when submerged
- Overhauled MaldenCenterStation, harder enemies, alternative elevators, less light, altered loot, etc.
- NOTE: This will also affect the recon synth team in the exterior cell (MaldenCenterExt) - Overhauled WestRoxburyStation location, super mutants now appear without trigger, can wear Flamer and Minigun
- Overhauled UniversityPointStation location, the entire station is now lit, and some minor object have been moved.
- Finished AndrewStation, fixed double lights (vanilla issue), fixed ligthbox for fire place, swapped warm light, replaced cage light, removed emergency red light, added fusion generator, moved terminal, added gobo barrel effect to fire barrel, disabled/swapped protectron/turret/spotlight setup, etc.
- Finished RevereBeachStation, swapped warm light, added dismembered raider body loot,
- Overhauled MedicalCenterStation, swapped warm light, swapped water, swapped protectron setup, added alternative lighting, added frag mines, etc.
- Added ambient sound to various cells, e.g. aquarium sounds like a cave not a subway tunnel
- Added FXSplash to FXDrips in flooded tunnels
- Added fixed level scaling to entire subway system
- NOTE: For now actor health pool is fixed at around 100 depending on type human, robot, etc. Enemies might feel easy depending on your equipment, it will take some overhauls more to make enemies feel more brutal and unique. Please do not hesitate to give feedback. - Added location data for CollegaSquareStation provided by UFO4P
- Added terminal DN088_LabTerminal data provided by UFO4P
- Split college square location reference in exterior and interior (subway) location
- Added power switch for Quincy Station, Scollay To State tunnel, etc.
- NOTE: This will allow to turn on/off the lights. - Added specific loot tables per container
- NOTE: A cash register in a postwar environment will hold bottlecaps, a survivor duffle bag will hold kitchen/survival tools, etc. - Added UniversityPointResidence as owner for various objects
- Replaced Triggermen clothing for subway tunnels with worker clothing
- NOTE: This might not override scripted Triggermen, e.g. the quested group next to the exterior entrance. - Replaced PreWar container such as OfficeFileCabinet to empty
- Replaced State Station to Airport Station tunnel aka Aquarium Station tunnel
- Replaced specific subway name with unified naming logic
- Replaced default vanilla lighting, warm to white, etc.
- Replaced underwater fog image space to pitch black image space
- Replaced vanilla leveled NPCs/Actors with fixed level and health pool equivalents
- Removed Symphony aka Diamond City station interior, the entrance will not lead to anywhere currently
- NOTE: The Station will be restored in the upcoming version. - Removed West Roxbury to Glowing Sea tunnel
- Removed Andrew to South station tunnel
- Removed old Subway Runner Postal Square aka State Station and replaced the entire State Station, inspired by the real world, two level layout. The Station combines the blue and orange line in one single interior cell.
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Version 014
- Removed PreWar objects such as MrHandyFuel, NewsStand, Radio Receiver, TrashCan, TrashBin, etc.
- Added appropiate Acoustic space for tunnels, trains, rooms, etc.
- Removed Lighting Template overrides, references (leftover of version 012)
- Added alternative "to text" for subway door; exit to surface
- Fixed missing subway tunnel in Lechmere to Scollay Square tunnel, led to void
- Fixed useable door in Revere to Lynn station, led to void
- Swapped UtilHall128DownStairs01 to UtilHall128DownStairs02
- Moved monorail car position in Revere Beach station since it was impossible to leave the train from the inside
- Fixed HitDoorSm01, position, flag and reference, swapped to "load", removed "open" flag and swapped position to not break immersion since some doors where moving outside the train car when opening
- Fixed missing water in Boston Airport Station, was set "Initially Disabled", leftover from testing
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Version 013
- Removed over 55.000 unused references
- Removed any light source tied to PreWar light objects, reduced light sources across all subway stations and tunnels
- NOTE: Since its 200 years later there is no reason to have PreWar lighting around, with more progress on this mod more alternative lighting will be added, some locations may still be to or totally dark. Feel free report which one. - Removed Diamond City to West Roxbury Station tunnel connection, instead West Roxbury Station connects to The Dig.
- NOTE: This will change with version 014 again, its a temporary workaround. - Renamed Diamond City Station to Symphony Station
- Removed Andrew St to University Pt St and merged tunnel into University Pt
- Removed Concord to Lexington Station tunnel, Concord map marker and Concord exterior station entrance
- Removed Lexington to Malden Center Station tunnel and Lexington station lower level
- Removed Copley to Medical Center Station tunnel
- Modified and connected Copley Station to vanilla Fens Way Station (Kenmore Station)
- Kenmore Station tunnel and Copley Station is one, tunnel length is based on real distance approx. 12 SubTunnel01 lengths using the end structure of both lines as reference
- Duplicate WestRoxburyStation and switched door transition into new cell, compact cell and removed the train car minigame
- NOTE: The vanilla cell is untie from the game now and thus unable to enter. - Removed middle platform for WestRoxburyStation
- Extended entire WestRoxburyStation and switched maintenance tunnel logic, maintenance tunnel segments are now North East and compact as opposed to vanilla
- Merged State Station upper and lower level
- Removed DecalDebris##, GenericPosterGroup##, ClutterGenDecal##, ClutterGenDesk##, ConstructionBarrier##, DecalDebris, SawHorse, TrafficCone, TrashDecal, Vault_FloorMat## - NOTE: Over 10.000 objects in total, which directly influence performance per cell.
- Switched debris decorated shelfs, counters, etc. to no debris equivalent
- Switched OilLampOn to OilLamp_Off and disabled surrounding light
- NOTE: This will allow player char to actually take the item - Merged transit interior, metro station entrance interior into SCOL
- Added "No Respawn" to any appropiate interactable object, such as misc, mstt, alch, etc.
- Disabled many vanilla specific items in subway cells to account for added lootable objects
- Added alternative location name to stations, tunnels, manholes etc.
- NOTE: to hide the real destination and to increase difficulty, more unique tunnel and station signs will be added in future versions. - Removed various downtown BC subway tunnels and turns to initiate new MTA ingame logic
- NOTE: few tunnels lead to nowhere, 014 will install new stations and finalize new MTA ingame tunnel and station network. - Created new Scollay Square to State Station tunnel
- NOTE: The entrance to Scollay Station is blocked from the Station side, player char need to remove chains first in order to open the tunnel connection fully - Swapped tile color for Lechmere To Scollay Square tunnel to green (was blue)
- Connected North Station to Malden Center Station
- Added location reference and thus enabled "Cleared" status/option to new subway stations
- NOTE: This requires testing and may not work fully please report erorrs. - Created alternative UtilHall128##Stairs version
- NOTE: Vanilla used waved stairs for no reason which looks like melted concrete into concrete. - Fixed Andrew Station tunnel door transition, was behind wall barrier
- Fixed Copley Station tunnel transition, was train car is now subway door
- Fixed singularity cell bug; 000679D0:BldConcMdWallScktBBot01, 0001BA59:BldWlpSmWallScktA01, 00022782:UtilMetalDoorPlugB01, 0001BA47:BldWlpSmWallPlugADoor01, 0002278E:UtilMetalDbDoorLoad01, 0001D92F:BldWoodPDoorLoad01 since objects exceeded 32.000 x,y,z coordinates and bugged the interior cell.
- Added door link for Quincy Station and Vault 88
- Reduced buildable area for Vault 88 to account for Quincy Station changes (former station was uninstalled of Vault 88)
- Moved subway actors (feral ghouls) behind door transition in Vault 88
- Turned entire upper Lexington Station level 180°
- Removed room and portal markers to get rid of the Grenade Arc bug
- Connected Park Street Station to Lechmere To Scollay Station tunnel
- NOTE: Park Street station is split into two stations Park Street and Scollay Sq / Government Station (IRL) the upper - green - line above The Third Rail. The Third Rail itself is only present as blue line IG both may be extended in the foreseen future. - Removed Kendall to Park Street tunnel connection
- Switched Kendall station entry/exit point
- Reduced Lexington to Harvard tunnel connection
- Added dark ambient color image space interiors, to simulate pitch black environment
- Restored deleted Navmesh for Revere Beach Station cell
- NOTE: Subway Runner originally flagged the Navmesh "Deleted" for no reason. - Switched monorail car doors to HitDoor##Load in HarvardSquareStation
- Swapped load door for Boston Airport Ruins/Station to HitDoorSm##
- Fixed Vault88 NavMesh vanilla errors
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Version 012
- Swapped Industrial Fan working to broken equivalent
- Fixed and added more to Lynn Pier Station
- Fixed and cleaned WestRoxburyStation, entry door was single is now double.
- NOTE: The entire metro transit part was copy/paste some x/y off for no reason. Thus, any object causing z-fighting was removed. - Unified Vault_Crate_## to steel variant
- Deleted leftover PackIn cell
- Finalized NavMesh for all subway cells to get rid of leftover finalized triangles (yellow) and removed unneded NavMesh
- NOTE: This was very needed to create a proper NavMesh base and get rid of dead-end triangles.
- NOTE: Vault88 cell references to various broken triangles. If searching for ITMs via xEdit "Error could not be resolved" is present and probably not easily fixable. This is a vanilla issue! - AirportToRevere tunnel was heavily overhauled; Water height was increased, loot altered, actors swapped and added, tunnel length was decreased to approx. 18 Tunnel01 pieces, the real distance from one to another station using the LOD map as reference.
- NOTE: The overall design is more compact now and much more brutal than before. - Fixed a missing texture bug which was present when using various other mods (for unexplainable reasons)
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Version 011
- Added subway specific image space to all subway cells, light and atmosphere unified
- Split Boston Airport Ruins into parts, Airport Ruins (vanilla) and Airport Station (new)
- Added Boston Airport Station (new) support to subway runner tunnels
- NOTE: The changes should work mid-game, if you encounter problems or cannot leave the airport subway orbit for some reason use: "coc 0SStBlueBostonAirportStation" - Update to NavMesh in BostonAirportRuins and tunnels tied to BostonAirportStation - NOTE: If followers are stuck and cannot transit to the cell correctly - please report.
- Removed unused object references (over 10.000 in total)
- Cleaned leftover files from merge
- Removed subway announcement radio
- Added door transition to BostonAirportStation entry
- NOTE: This was removed in the previous version since the Subway Runner cell was untied. - Fixed clipping textures around BostonAirportStation
- Fixed broken NavMesh in metro train in 0SubTurnAirportToState
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Version 010
- Added "No Respawn" flag to ammo, ingestibles, misc, weapons, etc. to fix loot tables for both vanilla and mod
- Altered loot not part of containers
- Disabled all kind of papers objects
- Major changes to LynnPierStation - flooded interior, added sand, gravel, barnacles, mirelurks, seaweed, kelp, etc.
- Swapped NpcSitFurniture to NpcSitStatic
- Disabled various debris, trash and rubble
- Cleaned leftover, ITMs, Errors, etc.
- Cleaned leftover in 0Asubwaytemplatetransfterstation, vanilla FormID were present for no reason
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Version 009
- Added AiportRuins (0SStBlueBostonAirportStation) support to Subway Runner map pool. NOTE: use either
- coc 0SubTunAirportToRevere (North) or
- coc 0SubTunAirportToState (South)
to leave the old AiportStation in case your trapped. - Patched BostonAirportRuins01 to Subway Runner changes
- NOTE: The exterior metro station double door entrance will not trigger a transition currently, thus player char is forced to seek access via the tunnels (Revere or State) - SubTunAirportToState, added second line and Navmesh for second line, switched exit point of map next to the newly added line
- Disabled/merged map marker: College Sq, Financial Postal Sq
- Added AiportRuins (0SStBlueBostonAirportStation) support to Subway Runner map pool. NOTE: use either
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Version 008
- Swapped CITStation location to KendallStation location, near Green Tech
- Added Map Marker for Scollay Square Station
- Fixed door opening for QuincyRuinsExt06, door opened into concrete
- Fixed Load Door in MedicalCenterStation tunnel (east)
- Fixed marker heading for MedicalCenterStation
- Moved UniversityPointExt subway station next to the former hidden building
- Cleaned Navmesh leftovers again since it caused CTD on some user end
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Version 007
- Switched maintenance tunnel design to subway wall design (plain concrete)
- NOTE: Transition in subway tunnels should now feel more accurat.
- Switched maintenance tunnel design to subway wall design (plain concrete)
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Version 006
- Renamed various stations again, Postal Square station to State Station, tile color was changed to blue
- Fixed ConcordCivicAccess transition in ConcordMuseumExt, was inside the subway building
- Fixed broken NavMesh to leftover triangle for ValentiStation and CITStation
- Cleaned leftover, ITMs, Errors, etc.
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Version 005
- Fixed DBTechHighSchool02 blocked west and east door path
- Added Vault 88 alternative entry point
- Entry point at University Point Pharmacy is boarded up
- New entry point is in somewhere in Quincy ... - NOTE: The metro station will not open, seek entrance nearby...
- Added subway station house for future work at Quincy - Fixed TheaterDistrictExt02, Medical Center South door, was 90 deg off
- Added second Copley Station door for future work
- Fixed flickering issue and black plane behind door in BostonPublicLibraryExt
- Fixed transit door in CambridgeMonsignorPlazaExt
- Added missing minimal signage (without the correct station name) to subway stations in exterior cells, fixed Airport signage
- Unified lighting template and fog for all subway cells to SubLightingTemplate [LGTM:000207D0]
- Added different tile color for subway line, either red, blue, green, orange
- NOTE: Vanilla cells are not yet fixed, please report wrong, missing tile color. - Moved Lexington Station closer to Super Duper Mart
- Unified radius and position for various map markers, fixed XMarkerHeading, added new XMarkerHeading for misplaced vanilla markers to avoid persistent fighting
- Renamed various subway stations, e.g. Monsignor Station to Lechmere Station, Fens Way Station to Kenmore Station, Fensway Station to Diamond City Station, Valenti Station to North Station, Boston Airport Station to Logan Airport Station, etc.
- Removed Navigation Mesh modifications from exterior world space, to extend mod compatibility
- NOTE: Vanilla has various doors not navmeshed (finalized into the navigation mesh) so it should not be a big problem to have the subway runner exterior doors not yet tied to the Navmesh either, fingers crossed im right. :)
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Version 004
- Swapped remaining DefaultLightWarm to DefaultLightWhite
- Swapped remaining IndDoor to UtilDoor
- Created unused light reference and disabled unused light source reference if required
- Cleaned remaining references to [Placed Object] in Malden Center
- Removed grouped references globally
- Added DLC04TransitCenter01 and Vault88 music reference
- Removed [REFR:00139CCC] (places MetalShelf01 "Shelf" [STAT:00017DD7] in GRUP Cell Temporary Children of 0SCsubwaytemplatetransfterstation "Abandoned Subway" [CELL:xx00A3CC])
- Removed [REFR:00139CCD] (places MetalShelf04 "Broken Shelf" [STAT:00017DD9] in GRUP Cell Temporary Children of 0SCsubwaytemplatetransfterstation "Abandoned Subway" [CELL:xx00A3CC])
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Version 003
- Fixed application error when saving or exiting FO4Edit, this was probably doomed to the Nav Cut issue present in the core file, after Navmesh cleanup and resaving in the Creation Kit, FO4Edit runs just fine again.
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Version 002
- Unified Map Marker names, e.g. CIT Station is now C.I.T. Subway Station
- Unified Location names
- Renamed The Dig cell to Abandoned Subway
- Swapped and fixed SubDoor objects 01 was changed to 02
- Unified subway entrance door, vanilla doors now ensemble Subway Runner door logic (Ind was swapped by Util door)
- Swapped the small InDoor in MaldenCenter01 to its appropiate double door (this is probably a vanilla bug/oversight)
- Removed NorthEndValentiStation auto load door reference and swapped with former static IndDoor reference
- Unified music type to MUSDungeonA [MUSC:0002D4C2] which consists of all dungeon audio files
- Swaps DefaultLightWarmXX to DefaultLightWhiteXX
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Version 001
- Updated DLC cell data
- Removed [Placed Object] in cell reference
- Changed clipping entry points, such as doors
- Changed entry/exit point based on the door fixes
- Subway Runner main file cleaned
- Added missing map marker
- Unified subway station entrance haul door
- Checking for Errors, Processed Records: 135170, Errors found: 0
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