Q: Will this work on pre-next gen-update installations? A: Yup, should work with either.
Q: Can you make a non-DLC version? A: No, part of the underlying idea is to integrate Far Harbor and Nuka-World content into the Commonwealth.
Q: Will this break precombines/should there be a PRP patch? A: No, this mod does not break or alter vanilla precombines.
Q: The locations seem darker compared to vanilla dungeons... A: That's because they are, and that's how I like 'em.
Q: Help, I can't find the locations! A: Check the last set of screenshots - you can find the exact locations and entrances in them.
Q: Where can I find the unique weapon? A. Check this article for details (warning: contains spoilers).
Q: This mod made some of my map markers disappear! A: To avoid messing with any vanilla NPCs, encounter zones or location data, I disabled the original map markers for each location and replaced them with a new one. If you install this mid-playthrough, you'll have to rediscover the respective map markers.
Q. Who's the voice actor in the Flight 1120 Recording? Can you help me contact them? A. That'd be Mr. Rigby, and you can find him here.
If you updated from 1.0 to 1.1 after having been near/in Campus Law Offices, both the interior and exterior doors will be remain in their original places. You can fix them using console commands:
Interior: Click on door (xx0092ff) with console open and type "setpos x 260" (without quotes) into the console, and press Enter.
Exterior: Click on door (xx0092fe) with console open and type "setpos x -19524; setpos y 6526.26" into the console, and press Enter.
You can also copy and paste the commands into the console after selecting the door. Just make sure the ID matches the ones above!
Love all your location mods, great work thank you.
For me, I have both Subway Runner and Boston Sewage installed which unfortunately screwed up the Postal Square entrance as both of the other mods are already fighting each other for the metro access, but obviously nothing you can do about that, and it was not intended as a criticism, just an observation.
Thank you again, and hopefully you can come up with more locations in the future.
Yes, I’m using version 1.1.1 of your mod and version 2.02 of subway runner revival. At the entrance to the subway, I get the options of “postal square station-upper level” or “Boston sewage” depending on where the cursor is. I moved around the door area, but only get those two options. Would load order matter I.e. should your mod load after the others or shouldn’t it matter? I also have 2 map markers for Postal Square station, not sure whether that makes a difference?
The entrance for the station in this mod is actually located next to the Joe's Spuckies across the street - check the screenshots for the hatch location.
Oops, my bad! I hadn't looked at the pictures for the locations. I had assumed,obviously wrongly, that the entrance was the subway station entrance. Thank you for clarifying. I'll go away now.😊
The mod looks great, is there anything you can do to add some compatibility with Subway Runner Revival? Maybe some alternate entrance like in your Jurttu's Interiors mod?
Haven't been able to figure anything out yet, besides having the fast travel arrival point inside and the exit point well outside the station entrance. I originally planned to have a sort-of side entrance like in JI, but the lack of space and uneven terrain proved that challenging.
I'm open to ideas, though - a fresh pair of eyes might see something I missed.
Would also add that from the pictures, the entrance for the Campus Law Offices shares the same door as the one from The All Americans. Alternate entrance here would be greatly appreciated.
That being said the locations from the images look very nicely done.
Thanks for the quick reply, yeah that place is really cramped, have you thought about adding an access through the Joe's Spuckies interior right next to the subway entrance? I have no idea of the technical difficulties of this but it would seem fit since the main gunner force in the area is holed up in there so maybe they broke a few walls and found some decomissioned service access or something?
@GiourkeAu: As it happens, there actually is an alternate entrance to the Campus Law Offices on the roof; the problem is that you'll need a jet pack to access it. Unfortunately there do not seem to be any other potential access points.
In any case, thanks for letting me know about the incompatibility!
@ChroKorgoth: That's one option, although ideally the player would never have to pass through more than one loading screen to reach the interior. However, having a maintenance access just outside the building would solve that issue.
Thanks for the idea, I'll see if I can implement it in the near future!
@kahrnivor: Could you send me a link to whatever 3DNPC is? I'm not familiar with that, but it'd be good to add the incompatibility to the list.
@karnivor: A google search for 3DNPC comes up with Skyrim mods..... Its also the name of a Nexus user with 0 mods. I always have Tales enabled , but never heard it called anything else until I saw rourou's post.
Yeah, Interesting NPCs / 3DNPCs is the name in Skyrim and IIRC FO3? But it gets used for all Kris Takahashi's big mods, as they're all spiritual successors.
Yes, 3DNPC is a series of mods by Kris Takahashi (now designer at Bethesda). Skyrim, fo3, fnv, and fo4 each have a version. I don't know if there is any incompatibility with this mod
Alright, thanks for the clarification, y'all - I'll add that to the list of known incompatibilities.
As for Subway Runner Revised, I think I've come up with a solution that allows it to be used together with this mod. I'll try to update the mod tomorrow!
Currently have loaded Tales of the commonwealth Xanders Aid. Jurtus interiors and the biggest: Atomic World 2.0
No conflicts that a quick teleporting to locations coupled with some entires into the cells has detected. Checked Decayed Factory Campus Law Decayed reactor Did not check the Postal Station yet since someone else had already detected a conflict. Could not find the Cargo hold in Glowing Hollow, this may not be on you but on Atomic World possibly? (AW adds some extra terrain here and there.)
The cargo hold is directly under the cockpit of the plane - other unrelated mods definitely shouldn't be able to alter these cells. For reference, the interior cells can (and in many cases do) create physically impossible spaces as exterior and other interior cells are not loaded when you're in one of them.
In any case, I appreciate your help in checking the entrances!
I know you said you're working on a solution, but for the alternative access, if you wanted to go with the roof access, you could utilize Neeher's Climbable Ladder resource to make a route for players that doesn't need a jetpack.
I start to use revival as well revised had issues , cant wait for new update.Also could you nerf fire rate of new gun a little bit it suppose to be better than missile launcher but that weapon had fire rate of 2 , new unique has 40. Maybe something like 5 would be enough and science rank 2 is way too low for that kinda damage maybe increase to 4 for survival balance.I dont think damage needs huge nerf as long as fire rate is very low otherwise this weapon will be the strongest in the game still cutting -100 less damage wont hurt. At the current state of new unique there is no reason to use gauss rifle when you got it thats how op it is like fast shooting fatman.
@KamSolastor: Yeah, I was also thinking of this. The ladders have some quirks of their own though (particularly the fact that they can't be used when the player is in combat or has enemies searching for them), but they don't take much space and thus (probably) won't cause issues with the exterior navmesh. However, I think I figured out a simpler solution...
@dantekral: Unfortunately the fire rate is as low as it can be. I originally planned the weapon to have a lower rate of fire, but going below the current value will cause a bug where the weapon may fail to fire entirely under certain conditions. This is presumably due to the animations associated with the weapon model, and those are completely out of my expertise - meaning that any potential balancing changes will need to be implemented some other way.
@Jurttu if fire rate is not changeable please nerf the damage to the missile launcher levels (15+215) 40 fire rate itself already massive improvement damage is way too overpowered. And please increase perk requirements to science 4 (maybe gun nut 3 too) this weapon is way too strong (like fatman smg).You could also increase new ammo type weight as well.
With math if you nerf with this formula , this weapon will be better and improved faster missile launcher very good choice as endgame weapon.I think its good fit for experimental gauss rifle.
With full upgrades and all relevant perks maxed, the weapon actually deals slightly less damage than the missile launcher (571 vs 540). If the Hyper-Cannon seems to have higher damage output, check your perks! The Hyper-Cannon uses Rifleman instead of Heavy Gunner, like the common Gauss Rifle (both it and Missile Launcher benefit from Demolition Expert).
When I looked at the weapon mods, I noticed that the Shielded Barrel modification currently requires Science! 3 and Gun Nut 3. That's not intentional - the mod was meant to require rank 4 in both perks. I'll fix that in the upcoming update.
Thanks for the new update friend Nice work with the alternate entry to Postal Square Station, your new interior mods are a must have, and by the way do you plan on making a Far Harbor edition? That would be pretty cool! Thanks for your attention and your hard work!
As a matter of fact I do. Jurttu's Interiors - Nuka-World was originally meant to be Jurttu's Interiors - Far Harbor, but I couldn't find enough suitable buildings to use at the time. I might have to work around that detail by utilizing underground spaces. No promises it'll be the next mod I make, though - I've got two other location mod ideas as well, but haven't decided which one I'll do next.
I absolutely love your interiors, but I hope you will redo the lighting in your previous location mods and in some other locations on this mod, because let me tell you: THAT NUCLEAR REACTOR LIGHTING WAS ABSOLUTELY GORGEOUS, I NEED EVERY LOCATION OF YOU TO LOOK LIKE THIS PLEASE!!
Vanilla loot or NPCs are not affected - I've designed the mod to have minimal impact on anything in vanilla game. The only noteworthy change is that it replaces the original map markers for each location, meaning that you'll have to rediscover them on existing saves.
Thanks for making this mod. I really enjoyed Jurttus interiors too!
And I am sure its compatible with Jurttus interiors
But what about atomic world? (I will go test that today if no one knows if its compatible, atomic world has a lot of additions to Glowing Sea, Xander's Aid also has a trapdoor At Decayed reactor site. I will create another profile and take my savegame with both and check it.)
Is the incomtibilipty with "subway runner revised" bad? or minor?
SRR will likely block the Postal Square Station entrance for this mod, however there was a suggestion for a potential solution in the comments below. I'll see if I can implement it for version 1.1. Let me know of your findings and I'll see if there's something I can do!
And yes, you can use my mods together in any combination you desire (unless specifically stated otherwise).
Thanks for the quick reply. I'll check if "glowing Hallow" Blocks the Vanilla Raider Power Armor thats under the rubble heap beneath/next the downed vertibird?
Sometimes ( rarely but sometiems), I do a start in the Glowing Sea and always beeline for a Powerarmor when I do (for obvious reasons) But if it blocks it , its no big deal.
44 comments
Q: Will this work on pre-next gen-update installations?
A: Yup, should work with either.
Q: Can you make a non-DLC version?
A: No, part of the underlying idea is to integrate Far Harbor and Nuka-World content into the Commonwealth.
Q: Will this break precombines/should there be a PRP patch?
A: No, this mod does not break or alter vanilla precombines.
Q: The locations seem darker compared to vanilla dungeons...
A: That's because they are, and that's how I like 'em.
Q: Help, I can't find the locations!
A: Check the last set of screenshots - you can find the exact locations and entrances in them.
Q: Where can I find the unique weapon?
A. Check this article for details (warning: contains spoilers).
Q: This mod made some of my map markers disappear!
A: To avoid messing with any vanilla NPCs, encounter zones or location data, I disabled the original map markers for each location and replaced them with a new one. If you install this mid-playthrough, you'll have to rediscover the respective map markers.
Q. Who's the voice actor in the Flight 1120 Recording? Can you help me contact them?
A. That'd be Mr. Rigby, and you can find him here.
You can also copy and paste the commands into the console after selecting the door. Just make sure the ID matches the ones above!
For me, I have both Subway Runner and Boston Sewage installed which unfortunately screwed up the Postal Square entrance as both of the other mods are already fighting each other for the metro access, but obviously nothing you can do about that, and it was not intended as a criticism, just an observation.
Thank you again, and hopefully you can come up with more locations in the future.
I'm open to ideas, though - a fresh pair of eyes might see something I missed.
That being said the locations from the images look very nicely done.
In any case, thanks for letting me know about the incompatibility!
@ChroKorgoth: That's one option, although ideally the player would never have to pass through more than one loading screen to reach the interior. However, having a maintenance access just outside the building would solve that issue.
Thanks for the idea, I'll see if I can implement it in the near future!
@kahrnivor: Could you send me a link to whatever 3DNPC is? I'm not familiar with that, but it'd be good to add the incompatibility to the list.
Its also the name of a Nexus user with 0 mods.
I always have Tales enabled , but never heard it called anything else until I saw rourou's post.
As for Subway Runner Revised, I think I've come up with a solution that allows it to be used together with this mod. I'll try to update the mod tomorrow!
Tales of the commonwealth
Xanders Aid.
Jurtus interiors
and the biggest: Atomic World 2.0
No conflicts that a quick teleporting to locations coupled with some entires into the cells has detected.
Checked Decayed Factory
Campus Law
Decayed reactor
Did not check the Postal Station yet since someone else had already detected a conflict.
Could not find the Cargo hold in Glowing Hollow, this may not be on you but on Atomic World possibly? (AW adds some extra terrain here and there.)
In any case, I appreciate your help in checking the entrances!
@KamSolastor: Yeah, I was also thinking of this. The ladders have some quirks of their own though (particularly the fact that they can't be used when the player is in combat or has enemies searching for them), but they don't take much space and thus (probably) won't cause issues with the exterior navmesh. However, I think I figured out a simpler solution...
@dantekral: Unfortunately the fire rate is as low as it can be. I originally planned the weapon to have a lower rate of fire, but going below the current value will cause a bug where the weapon may fail to fire entirely under certain conditions. This is presumably due to the animations associated with the weapon model, and those are completely out of my expertise - meaning that any potential balancing changes will need to be implemented some other way.
With math if you nerf with this formula , this weapon will be better and improved faster missile launcher very good choice as endgame weapon.I think its good fit for experimental gauss rifle.
When I looked at the weapon mods, I noticed that the Shielded Barrel modification currently requires Science! 3 and Gun Nut 3. That's not intentional - the mod was meant to require rank 4 in both perks. I'll fix that in the upcoming update.
I absolutely loved the nuclear reactor
AWESOME - thank you :)
Also does the mod effect any loot already in these areas in vanilla or added by mods ?
I really enjoyed Jurttus interiors too!
And I am sure its compatible with Jurttus interiors
But what about atomic world? (I will go test that today if no one knows if its compatible, atomic world has a lot of additions to Glowing Sea,
Xander's Aid also has a trapdoor At Decayed reactor site. I will create another profile and take my savegame with both and check it.)
Is the incomtibilipty with "subway runner revised" bad? or minor?
And yes, you can use my mods together in any combination you desire (unless specifically stated otherwise).
I'll check if "glowing Hallow" Blocks the Vanilla Raider Power Armor thats under the rubble heap beneath/next the downed vertibird?
Sometimes ( rarely but sometiems), I do a start in the Glowing Sea and always beeline for a Powerarmor when I do (for obvious reasons)
But if it blocks it , its no big deal.