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NukaFlowAbyss More Radiant WIP Patch


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NukaFlowAbyss More Radiant WIP Patch

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IMHO, M150's NukaFlowAbyss (With VATS Patch) is one of the most thrilling dungeon crawls you will ever find.  It took me and my three followers ALL night to clear that dungeon and we had a BLAST! 

But once you clear it, there's really no pressing reason to go back whenever the cells reset except maybe to mine the rocks.  Until now I hope.  So far the radiant quest system hasn't picked that location for me but I'm hoping that with more players using the mod, I'll get feedback as to whether it actually works as intended.

FYI - for a dungeon to be picked by the vanilla game radiant quest system there are at least three or four things it's LOCATION data needs to have:

#1.  LocTypeDungeon keyword.
#2.  Persistent BossRef
#3.  Persistent BossContaineRef
#4.  MapMarkerRef

Now, certain radiant quests also need the following Location keywords for the specific radiant quest to pick that location:

 LocEncRaiders or LocEncSupermutant, etc.

The Location Data M150 created for NukaFlowAbyss has all of the first four but then it has a LocEncWildlife keyword so I added LocEncBugs but so far I haven't had any radiant Wildlife or Bug hunting quests pop up although I think Thuggy's Piper radiant "ink hunting" quest sent me to a wildlife location recently, just NOT this one.  LOL!

And finally, certain radiant quests require the location to have a persistent CaptiveMarkerRef. (Institute Reclamation, Settlement Captives, etc.)

What I have done so far is add a keyword to the main NukaFlowAbyss Location AND created separate Location Data for the NukaFlow Offices, which has ALL of those radiant quest keywords AND the persistent ref types that are required. (Because M150's mutants ARE Super AND they fight like Raiders AND they want to capture and eat humans no doubt.  Why they would capture a synth is a bit iffy on the lore wagon but, Who Cares?)  I also created a new map marker ref which is placed very near the original one, so they may look weird, but all that matters is that the radiant quest system knows its there.

Eventually, I may create new location data with the proper (mostly appropriate) keywords for every cell that the main location leads to and maybe drop in something that actually FILLS the keyword requirement in a lore friendly way if necessary. 

SO....Hard Requirements -  NukaFlowAbyss & NukaFLow Abyss VATS ON Patch (Which Overwrites The Original ESP).

My Patch is an ESL-ESP so just put it anywhere BELOW the master file.  BUT.....to make the captive side work, I had to edit the vanilla CAPTIVE Faction (And M150's Enemy Faction) to play nice with each other.  IF you have ANY mod which also edits the  vanilla Captive Faction then things will go bad based upon which mod in your load order wins the EDIT conflict, without YOU patching it . 

To find out if you DO have a conflict, just load up F04Edit and look for the Captive faction I edited in my mod and see if any of your other mods also edits it.  Make a quick ESL override patch that includes ALL the edits necessary to keep your game the way you want it to be and you are done.   Easy peasy. 

There's no way I could make a patch for every mod on the Nexus which also edits the captive faction and I personally don't have any mods in my load order right now that DO edit it, except for my own additions of certain M150's Abominations factions for my own personal dungeon projects that I can't share.  Feel me?

Please let me know whenever you DO get a radiant quest to pick up the NukaFlow Abyss location so that I can breath a sigh of relief.  Please don't feel like a guinea pig.  There's nothing in the mod that touches any quests or scripts.  It just makes it so the GAME can find this wonderful dungeon and fill it's quest alias's properly.

I'm definitely looking forward to going back down that dark and dangerous rabbit hole again.  Because it's FUN!

Till then,

Mod On!  Game On!
 

  • Submitter
  • Submitted
    03/24/2023
  • Category
  • Requires
    NukaFlowAbyss & NukaFlowAbyss VATS ON Patch

 

Posted (edited)

This looks like something I might try, the next time I start a game.

 

Do you have a rough idea what level I should be, to tackle this? (I would probably use startup-redux so that means I start out roughly level 1, 5, 15, 25, 50, or 100 or something like that.)

Edited by sen4mi
Posted
On 3/26/2023 at 10:23 AM, sen4mi said:

This looks like something I might try, the next time I start a game.

 

Do you have a rough idea what level I should be, to tackle this? (I would probably use startup-redux so that means I start out roughly level 1, 5, 15, 25, 50, or 100 or something like that.)

Sorry 4 the late reply.  I gotta get in the habit of checking these support pages.  SO....to answer your question......the encounter zones for both M150's Location and the one I added show level 50 as the MINIMUM level, which is why I say NEVER go there alone.   This is a MONSTER dungeon and you really need at least a four person team to tackle it if not more.  I went down there at level 30 with Darlene, Heather & Ivy.  It was FANTASTIC!   But things happen REALLY fast and you can get overwhelmed if you pull too much at one time.  I did.  But luckily thanks to my team, I lived to regret it.  ?

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