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Digging a hole - cement cellar or empty hole foundations?


wysiwyg

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It'd be great if there was a way to add a foundation block which was basically a void. Four walls and a floor of dirt or cement basically and maybe an alternative with no floor? You'd hit the water level eventually depending on where you are.

 

You can use the "Dirt" mod to build "up" and leave spaces in it but it'd be great if you could add a basement foundation and put the house on top of that. Perhaps maybe even cover it with dirt and make tunnels.

 

Is this even possible with the game engine?

 

 

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howdy wysiwyg (an acronym? whatyouseeiswhatyouget? nice screen-name)

thanks for asking another great question,

you're on a roll, as I was about to reply to your "how to send to penfriends in SNG/RUS" thread hehe.

you beat me to it and answered your own question there hehe.

 

I digress,

your hypothetical is frankly awesome.

It might be possible.

this thread outlines some of what might be involved.

https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/

 

you'd have a settlement build category conditional on the subterranean new lands,

so it only shows -underground- while underground,

and that'd let you build an interconnect series of tunnels etc if you wanted.

it snaps to the walls, and has a texture that matches or goes nicely with the underground terrain.

(or, you can use place-anywhere)

 

it depends - are you wanting "on-the-fly deformable customizable terrain" ie, like minecraft?

or, are you just wanting to be able to see another new-lands cell, from within another cell?

the latter might be more doable in Creation at this time, than the former.

though for the former, stuff like ARMA 6 is almost at that point etc. then there's universe sim, star citizen, and other large scale simulations,

which also feature seamless transitions and deformable open-world terrain as boasting points...

 

it would be cool to have proper 'penetration' and physics,

and destructible terrain, so as the strategy part of FORPG is 'more realistic' hehe.

you could talk with folks and use charisma...

or, you could stealth and wait until 1 in the morning when they go for their ablution in the outhouse,

and introduce them to your suppressed blaster.

 

 

 

 

essentially, you could kludge those via

any door to any where, and doorportals/roombounds to another cell.

you'd use elevator doors or the 'cavern better door set', or other custom doors.

It isn't as seamless as it could be, though that'd be evoking the older style fallouts hehe.

 

trying to do that though like with the TARDIS interior or

the Memory Den Virtual Holodeck new-lands,

and have a camera render (prebatched) an animation surface on the decal of the roombound,

that would be tricky to do within how Creation functions,

though possible, and would require some of the high-end FO4VR modders to collab to make that happen hehe.

 

you play an animation keyed based on the 'get-that' angle to the player-character...

it plays only while they're viewing it,

and crucially, you cannot have LineofSight to any combinatorial nX! worth of settlement or custom stuff.

it works as a kludge though.

you can have elevators, like Cypher2012's trainline, go through otherwise 'solid' mesh,

via this kludge, without having to properly faff with the collisions or pathing...

 

it's a similar problem we experience in Creation etc, with how reflective surfaces function.

there's another thread talking about that, where Ethreon and Chucksteel discuss the difficulties involved in making reflections of a given resolution work.

 

 

 

 

so, yes, i can say it is plausible and possible,

if modders collaborated and team up about it.

its new lands and doors/settlement assets mainly.

 

It would go well with stuff like "Basement Living", "The UnderBoston",

and other custom elevators which go between cells -

a great case-study for that from in-base-game, is the Elevator at Mass Fusion - that is a great example,

as is the elevator at Boston Airport, and every main elevator into a Vault.

those are 'hidden loading screens',

and when combined with animations on decals inside the elevator,

can very much exploit 2D-3D to have a much grander sense of scale hehe.

 

-----

I am exploring such for the Mega Bunker I'm slowly acreting at Sanctuary,

the Red Rocket Spa and Resort, North Concord,

connects to V111 via the Undersanctuary... that's a long story.

where that large dead oak tree is in the cul-de-sac in Sanctuary...

I want that to be a ~80ft hole for a landing pad for BoS vertibirds and freight...

it'll have an outer perimeter and razor-wire, but you'll be able to 'look down'

and see the vertibird being received, see the blast door close etc.

 

i'm similarly connecting Under-Quincy to the University-Point-Restored/Good Institute,

and would like a similar egress tunnel to connect the Quincy overpass to the Red Rocket South Quincy,

and then on to V88.

 

I'm also trying to get the same thing to happen for

Enclave Redoubt, Poseidon Natick.

that huge pipe in the middle of the lake?

actually, a hidden vertibird landing platform, which throws up a plume of water to conceal the landing of a stealth-buoy'd Enclave "Dragonfly" style heavy vertibird.

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i was going to ask something slimmer, but i was thinking more on the lines with adding more caves to the base game map and the cave thats in a settlement where a crab was hiding in alttle bigger or so to build a underground base or so..

 

tho in my case i thought it might mean redoing the map its self so i dono.. i really wish we gotten far more underground areas to explore like we go in NV and f3..

 

F4 map i found over all smaller in size. (even if they claim its not, when u combine the underground from the past games u find f3 has the same size map as F4 but f3 map i liked more because of the underground

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It'd be great if there was a way to add a foundation block which was basically a void. Four walls and a floor of dirt or cement basically and maybe an alternative with no floor? You'd hit the water level eventually depending on where you are.

 

You can use the "Dirt" mod to build "up" and leave spaces in it but it'd be great if you could add a basement foundation and put the house on top of that. Perhaps maybe even cover it with dirt and make tunnels.

 

Is this even possible with the game engine?

 

 

It isn't possible.

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  • 2 weeks later...

Threadcromancy!

 

I just read this thread and thought: is it really that impossible?

 

As I understood it, there totally is an area below the heightmap where you could build. I think there is a mod already which can teleport you below there so that you can build in the void.

 

So, the idea: you build some sort of a trapdoor. After being built, it spawns a box made of 6 planes in the void below the heightmap, and a ladder. If you activate the trapdoor, you are teleported into the box, if you activate the ladder, you are teleported back to the surface. The walls of the box are scrappable. If you scrap one, it spawns 5 new planes behind it, as if you just dug out a new box.

 

The scripts handling this could be complicated. Especially the part about handling digging into already-dug tunnels.

But in the end, this sounds completely doable to me.

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  • 3 years later...

dig with a shovel would be cool

i'm up for it but i need someone to make it

Would be cool if you could just bulldozer those 'settlements' flat. I mean the ground, not the structures. (Well, come to think of it ... :pirate: )

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