Lividpileofdirt Posted October 2, 2018 Share Posted October 2, 2018 Hi everyone I've been modding for a while now, mostly small fixes that have annoyed me. I haven't published any of these because I think they are too niche for a proper audience. I started making my own mod, mainly because I wanted to give back to the community somewhat. My mod is basically a long tunnel from one end of the map to the other. This serves two purposes. 1) To give players who don't use fast travel another method to travel aboutand2) To give players more Lovecraftian experiences, similar to the Dunwich borders location. The tunnel will travel in one direction, but also have branching paths to lesser and more underused locations (like wildwood for example)The mod is laced with lore friendly, notes, terminals and secrets. As well as darker undertones. My question is, can anyone give any feedback/their thoughts on this? I would love to hear your feedback! Link to comment Share on other sites More sharing options...
montky Posted October 2, 2018 Share Posted October 2, 2018 intriguing concept.what's not to like - it's more stuff for dunwich borers, and a potential new-Lands area!I am eager to try this prospective mod with "The UnderBoston"(procedural Iterative Dungeoneering under boston). If it were to turn out to be another UnderBoston, that's awesome too,especially if the two were interoperable! Is it AB-pairwise Doorportals in Cell |Dunwich Borers| and the egress,with a new-lands worldspace for the interior? if so, that's awesome. Vault 6-66 (a variable geometry vault which was designed to test the optimal tolerance of the vault as it shifts position closer to the mantle) is near the path of your tunnel too,so, that'd be fun to also have that have an egress into Vault 666 hehe.Vault 6-66 could be mis-referred to as "the dark tower" hehe. Will there be any "water-traverseable only" areas/ stuff that could segue to the "Better Aquatic Spelunking"?some bayward/GreatLakes Egresses would be neat too. Will there be "dungeoneering" in the form of procedural iterative stuff? Link to comment Share on other sites More sharing options...
Lividpileofdirt Posted October 2, 2018 Author Share Posted October 2, 2018 Currently everything is hand crafted, I've interlaced areas of it with current world spaces (example, there's a maintenance hatch that leads out to the mystic pines retirement home via a manhole). Most of these will be unique weapons and enemies to style each area. I toyed with an underwater section, currently I have a few minor platforming areas (example: jump on pipes around a room instead of wading through radiation) but it won't be purely combat. There will be "downtime" segments in the mod as well for atmosphere/exploration. I'm toying with procedural, but I think i'm too stupid to implement it probably. I may make a linear version and maybe include it in an update later down the line Also, thanks for your feedback! Link to comment Share on other sites More sharing options...
LloydMiller Posted October 4, 2018 Share Posted October 4, 2018 Cool if you could make a quest to clear it of enemies so that it can be used by not only the player but npcs. If thats even possible or within your abilities/time schedule Link to comment Share on other sites More sharing options...
pra Posted October 4, 2018 Share Posted October 4, 2018 Sounds interesting enough.But, procedural cells in Fallout 4? Is it even possible?! I guess you could try some script hacks, but... probably better don't. A Vault 666 is too cliche, imo. I suggest a "Vault -1" instead. Or a "Vault i", but that looks weird, and I think a lot of people won't get it. Something about interdimensional experiments to build a vault outside of baseline spacetime, which explains it's non-euclidean nature. Link to comment Share on other sites More sharing options...
Deleted49413338User Posted October 4, 2018 Share Posted October 4, 2018 Sounds good. I agree that Vault 666 sounds a bit too tacky. Will it be networked caves or like subway tunnels? As long as its a new area to explore Then its got my interest. Link to comment Share on other sites More sharing options...
Degby1 Posted October 4, 2018 Share Posted October 4, 2018 Vault 322. 322 is significant in Skull and Bones which is a secret society. Also fits in with the Lovecraft vibe. I do like the idea of an underground expansion,I know one is being worked on which is like the F4 version of AWOP but that doesn't have any supernatural content as far as I'm aware. Link to comment Share on other sites More sharing options...
Lividpileofdirt Posted October 4, 2018 Author Share Posted October 4, 2018 (edited) Cool if you could make a quest to clear it of enemies so that it can be used by not only the player but npcs. If thats even possible or within your abilities/time schedule I was thinking of something like that, but I wanted it to overall be a more sandbox and less hand-held experience.I'm one of these weirdos that thinks having floating markers degrades the value of the quests in the game. On a side note, I am working on bounties, treasure hunts and other things like that for people who like to explore and solve puzzles. It may not be everyone's thing. but it will be 100% optional. Sounds good. I agree that Vault 666 sounds a bit too tacky. Will it be networked caves or like subway tunnels? As long as its a new area to explore Then its got my interest.Current kits I have used: CavesUtility tunnelsSteam tunnelsSubway tunnels (and car tunnels)Parking garagesFederalist (most set pieces, not the full kit)Industry (pipes mostly)Hi-tech (Hit) Most areas change settings a few times, so there will be a diverse environment for players to explore.Some of these areas may require some puzzling to unlock though, but players will get rewarded with items or one of the unique weapons I am working on. Edited October 4, 2018 by Lividpileofdirt Link to comment Share on other sites More sharing options...
pra Posted October 4, 2018 Share Posted October 4, 2018 Hm, a somewhat important question for compatibility reasons: where are you planning on putting the entrances?There are a lot of mods which add interiors to existing buildings. You might cause a conflict if you do something similar. However, in your case, I guess you could just place a manhole pretty much anywhere and have it lead to some sewers. That would probably do no harm to anything. Also, define "Lovecraftian". Are you planning on putting right-out supernatural things in there, or just people going insane, with ambiguous hints thrown around? IMO, lovecraftian stuff shouldn't be too obvious. And it would be easier to implement, too :DYou could do something like: a group of people got caved in when the bombs fell. They couldn't find an exit, tried to survive underground, it kinda worked, but then they started to hear voices and believing there is something down here with them. Of course the player hears the voices, too, when they enter that area and start finding the clues. I remember some mod which did something similar in Morrowind. It connected Vvardenfell to Mournhold via a long-ass tunnel, which was basically a lot of cells connected to each other. Link to comment Share on other sites More sharing options...
Lividpileofdirt Posted October 4, 2018 Author Share Posted October 4, 2018 Hm, a somewhat important question for compatibility reasons: where are you planning on putting the entrances?There are a lot of mods which add interiors to existing buildings. You might cause a conflict if you do something similar. However, in your case, I guess you could just place a manhole pretty much anywhere and have it lead to some sewers. That would probably do no harm to anything. Also, define "Lovecraftian". Are you planning on putting right-out supernatural things in there, or just people going insane, with ambiguous hints thrown around? IMO, lovecraftian stuff shouldn't be too obvious. And it would be easier to implement, too :DYou could do something like: a group of people got caved in when the bombs fell. They couldn't find an exit, tried to survive underground, it kinda worked, but then they started to hear voices and believing there is something down here with them. Of course the player hears the voices, too, when they enter that area and start finding the clues. I remember some mod which did something similar in Morrowind. It connected Vvardenfell to Mournhold via a long-ass tunnel, which was basically a lot of cells connected to each other.You make a good point here. I did some research on interior adding mods and I've picked a few locations out for entrances/exits.Most, however, are in really off-location areas such as under bridges or added in a basement hatches behind houses. I prefer the low key lovecraft style. I'm a fan of two principles when it comes to lore: Chekov's gun and suggestive writing.I also prefer it when people connect the dots rather than being told what is happening directly. Link to comment Share on other sites More sharing options...
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