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ChrisG_Zedwimer

Uploaded by

ChrisG08

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About this mod

It's ugly, it's laggy, it's your's now!

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IMPORTANT! Read the description first! IMPORTANT!
And I also recommend watching the video which gives a good overview what garbage you have to expect. xD
I know it's a lot of text, but before too many misunderstandings arise,
I'd rather try to write down as much information as possible.

Where should I start...?
The idea was born during my first visit in New Atlantis and was revived when CK came out and the VPCD Elevator Mod was released.
Then another mod author came along and persuaded me to give it a try.
A working NAT...

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First: I can not guarantuee that it works for you or if any other mod will make problems.
I tested it with only this mod running and "It almost just works".
Second: I do not see this as a complete mod, i see it 50/50 "Modder Ressource" / "Just for Fun" and also just to test if it's possible.
So, if you don't want to go through any trouble, then stop here and avoid this mod, but if you like experiments, please read further!

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The Problems and (solutions/ workarounds).

Problem 01) The tunnels are not complete and yet they contain vanilla parts of Beth that no one will see in a normal run.
Solution 01) Zedwimer had created a very good expansion for me for the missing section to the MAST District, but unfortunately this little extra work is too much to implement into the Original Mod file, it crashs, but having it as a standalone with some small edits by me seems to work. I also opened the complete track in this optional file.
Both files work for themselves or in combination.
Load Order: 1) TheAlterNATProject.esm 2) AlterNAT_Tunnel.esm

Problem 02) Several buildings are blocking the tunnels because the textures have not been cut out.
Solution 02) There are 3 parts of the building stuck in the shaft, I just removed the collision. A possible update with edited models may appear soon.

Problem 03) Even more buildings block the tunnels due to the collision boxes.
Solution 03) I have also removed the collision for these buildings, at some important places (roofs) I have set CK Collision boxes as a replacement.

Problem 04) Beth turned the track in the middle of the railway line and that only so that the stations could be better integrated.
Solution 04) That was quite a surprise when I saw it. You hardly notice it, but the vanilla route to the SSNN building is illogical.
In the middle of it all, the rail turns. The rail in the shaft to the Residential Area is also flipped.
So I turned the rails and also the station, I tried to dock the track on the other side of the station, but the space was just not there.

Problem 05) The MAST District breaks the script because it is unloaded when leaving, which is pretty much the same as leaving the cell.
Solution 05) That was pretty much the saddest problem. Since the MAST station is hidden when you are outside for performance reasons, the script is unfortunately also terminated when you use the call buttons or the cabin enters it. So I had to skip this station.

Problem 06) One side of the MAST District Tunnel has a wrong water hitbox, the other side is heavily obstructed with terrain.
Solution 06) I could have changed the water and also I could have lowered the terrain, which I had done as a test, but since the MAST station does not work anyway, I could save myself this work for the most part.

Problem 07) The original NAT seems to be firmly fixed in position.
Solution 07) Another annoying problem. Actually, I wanted to reduce the size of the Vanilla NAT and put it on the side as a mini model with the original menu as a backup. However, I was able to change it in CK and move it as much as I wanted, in the game it was back in the original place.
I have an idea what it could be, but my modder limit is reached here. So I simply made the original NAT invisible, so the backup menu is in the middle of the alternative cabin.
Extra: Since I had to make the Original NAT invisible, the cabin in the MAST station also became invisible. (see solution 8))

Problem 08) The complete original NAT is only a single door model.
Solution 08) My plan was to use the original cabin, but since there were no individual parts except for a very raw base frame, I decided on this ugly custom cabin. I used the raw base frame at the MAST so that this station does not appear completely empty. It also contains a backup menu.

Problem 09) The "vehicle" has to drive through several cell instances, which leads to the fact that various props that I wanted to use to build the cabin became invisible.
Solution 09) That was a real game of patience for my nerves. I built the cabin with buttons and so on, but when I drove to another station, they disappeared randomly. Only the models, the function was still there. I guess it has to do with the view distance, which unfortunately refers to the base coordinates.
So if you are too far away from the viewport station, small objects are hidden. For this reason, I used the side panels as the base for the "DRIVE" buttons.
I also had to test a lot of objects for the cabin until all of them remained visible.

Problem 10) What to do with the Vanilla NAT menu to still travel quickly if necessary?
Solution 10) I didn't want to remove the Fast Travel option, also to avoid any vanilla quest problems.
That's why I put the alternative cabin right in the middle of the vanilla menu, when you enter the cabin it should pop up.

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Still known issues and what you should be aware of!

1) On your first start and depending from which location your save starts from, the cabin doors may be closed and the buttons do not work.
Then you have to leave the area through a loading screen (for example to The Well) and come back and it should work.

2) If you call it, wait for it!
Means, do not leave the area through a loading screen while the cabin is still moving. This can break the script!

3) If you make a call from the SSNN or the Residential Area and the cabin is at the opposite site, the cabin will move the whole way, passing the viewport.
However, if you make that long distance call, sometimes the cabin can stop at the big curve, if that happens you may have to go a bit closer until it moves again.

4) The rail is not perfect placed on the tracks, also it's different depending from which direction you come.
That's a node problem, the cabin tries to center on it. Not a big issue, you probably won't notice while inside the cabin.

5) The raw base frame I've had to use in the MAST Station has no collision, to reach the Backup menu carefully walk to the edge.


If all this hasn't put you off yet, then feel free to give it a try.
Even if AlterNAT doesn't work for you or if you don't like it you can still try the open tunnel if you want.
Both mods are possible individually and as a combination.



Tunnel Credits: Zedwimer made the original tunnel.
I used his blueprint and rebuild it with some small changes and opened the whole track.