Swamp-Folk Preview 1 - SOTS

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Cryptdick

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Part of the upcoming update to the South of the Sea mod, a small example of the living conditions of our new faction, the Swamp-Folk. Originally consisting of loners, addicts, and outcasts, the Swamp-Folk are hostile to outsiders but do not venture out of their territory to hunt innocent survivors like the Raiders. Instead, they live simple lives in small communes, spending their time hunting and fishing, and occasionally scavenging. Swamp-Folk have also become ugly and disfigured due to generations of inbreeding.

5 comments

  1. harkness13
    harkness13
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    How far into the swamps of the south does SOTS intend to expand? I have some mods that alter to the far east, plus I am working on a mod which might be making additional changes in that same area.
    1. Cryptdick
      Cryptdick
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      It's mostly built into this area because it's pretty empty in vanilla. There's only one cell on the east coast (past that vertical road leading off the map from Quincy) and not every single cell is edited in that zone, they're more scattered through the empty areas in that circle. Conflicts might be inevitable sadly, that's the difficulty of modders all working on the same world in this way, but since this might be the final update we may work out some patches to help compatibility with other mods when possible. That's the plan, anyways.

      Also, we don't edit vanilla POI's or locations and instead focus on making new POIs in the empty areas, so for example Quincy won't be touched, nor Murkwater Construction Site or any of the main vanilla locations in the swamps, meaning mods that change those *should* still work fine.
    2. harkness13
      harkness13
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      The mod in question I'm working on might entail an entrance to a large interior cell to the immediate SSW of Quincy, around where one would find Braintree IRL. The three mods I currently have in my load order which add things to the Swamps are The Train (adding a train platform to the railway line at its southernmost point), Operation Wilkes Estate (adds a small bunker not far from previously mentioned train station) and Wild Wasteland (adds a trailer to the swamps west of Murkwater).

      Obviously conflicts are inevitable, and I'm so in love with SOTS as it is that I might forgo those other mods to keep that one conflict free. So few mods out there adding in new content, so keep up the good work!
    3. Cryptdick
      Cryptdick
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      Oof, the Train one might be a problem. I'll see if I can't re-locate the added area we have that's pretty close to the end of the track on the southern end, I might be able to just move it all up the railroad a couple cells. I'll look into it.
    4. harkness13
      harkness13
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      Thanks. I know a lot of people who'd be super pleased to hear that, The Train is a super cool quest mod.