NOTE: For pre next-gen versions of the game, BA2 backporter is required. If you still have issues or do not wish to use the backporter, an Archiveless version is available (This version does not have custom scripts so the gravity grenade and some map features will be missing, but the dungeon is still completeable)
Absolutely phenomenal dungeon, well paced, lots of loot, the checkpoints are super nice to have, and it feels refreshing after having beaten f04 like 200 times. 10/10 would recommend.
I don't know how much I have gotten through so far (I have been going at it about 3 hours), but so far, no issues. This one, in my opinion, is better than the other one you did similar to this, but this one is super awesome and I love the extra special goodies that you find along the way. I can give a more in depth report once I complete it, but so far, awesome job. I thought this would be a one and done kind of quest mod, but I think I am going to keep it in my playbook because of the special weapons/armor.
-edit I should add for others, I use the downgraded next-gen version with PRP and no issues so far, but finding some of this stuff is well hidden.
So, I finished it in about 5 hours, although I didn't find everything. I was kind of just moving through with doing a bit of searching, but not completely checking every nook and cranny. Using downgraded version with PRP, about 800 mods, I experienced no issues. Great mod, highly endorsed.
I am currently playing through this mod and am enjoying it a great deal. I have come across a small issue with your checkpoint 1 exit. I am apparently using a mod which puts an "Abandoned Estate" on top of your exit. I was able to clip through the wall to get out (which I had to do because the doors are locked and cannot be opened from the inside). When I returned to go back into checkpoint 1, it is inaccessible because of the house which sits on top of it. I would try to figure out which mod it is, but sadly my tech skills aren't advanced enough for that. Maybe a suggestion on how to do it and I could find out. I only use 175 mods, so it shouldn't be that hard I would think.
Maybe you could try installing Better Console (it's very good to have at any rate), and then open the console and click around -- the mod shows more info about stuff, including both the plugins clicked form originates in, and the last plugin that changed it. So basically, try to find something in that house that's not of the base game. Good luck :D
The mod that is affecting your mod is Atomic World. I was able to figure it out and checked it to make sure. when I removed Atomic World your checkpoint showed up on the concrete platform. I was able to complete your mod and thoroughly enjoyed it. However, I use Dynamic Loot reducer and I think it removed some of the loot you placed at the end. Thankyou NeinGaming for your suggestion. I ended up not needing it as I figured it out on my own since I don't have that many mods to begin with.
My question is a curiosity question: The sound you use when getting near a collectible object, is that a base game sound? I ask because I don't think I have ever heard it in the base game, but when I played Fallout London recently, I am hearing it there as well. Just wondering where the sound comes from, and if it is a base game sound, where is it heard there?
Wow. Just wow. I absolutely love this dungeon. So well made, so many details. I haven't been as happy with a mod since long time. Thank you for this gem.
Damn fine job in this!!! Well constructed with no issues. I was enthralled the whole way through!! One of the most coherent, immersive dungeons I've ever played!! Thank you!!!
(P.S. I was having trouble finding "the intern" notes. Any guide for that? Thanks!)
This is by far the greatest nonofficial DLC cave mod I have ever played on any game. Period.
I wasn’t quite prepared for how vast this was. It is clear you have spent significant time not only creating and designing the various areas inside it, but also optimising it, so it runs really well. It also works well with other mods, which adds additional NPC’s to the area.
I had an absolute blast playing this and to be honest, I’m a little sad that I finished it.
5/5 good job mate 😊🫡
p.s. is there a way to “reset” this mod, so I can explore it with enemies like the first time again?
159 comments
If you still have issues or do not wish to use the backporter, an Archiveless version is available (This version does not have custom scripts so the gravity grenade and some map features will be missing, but the dungeon is still completeable)
-edit I should add for others, I use the downgraded next-gen version with PRP and no issues so far, but finding some of this stuff is well hidden.
My question is a curiosity question: The sound you use when getting near a collectible object, is that a base game sound? I ask because I don't think I have ever heard it in the base game, but when I played Fallout London recently, I am hearing it there as well. Just wondering where the sound comes from, and if it is a base game sound, where is it heard there?
Best Regards,
Dan
If I remember correctly its a metal creaking sound used in the FMS Northern Star
Well constructed with no issues. I was enthralled the whole way through!!
One of the most coherent, immersive dungeons I've ever played!!
Thank you!!!
(P.S. I was having trouble finding "the intern" notes. Any guide for that? Thanks!)
I wasn’t quite prepared for how vast this was. It is clear you have spent significant time not only creating and designing the various areas inside it, but also optimising it, so it runs really well. It also works well with other mods, which adds additional NPC’s to the area.
I had an absolute blast playing this and to be honest, I’m a little sad that I finished it.
5/5 good job mate 😊🫡
p.s. is there a way to “reset” this mod, so I can explore it with enemies like the first time again?