i really wish there was more documentation on what this mod does as a feature in the game. its fine as a proof of concept. but the tracks aren't clear in actuality, you just ride through a predestined backdrop area i guess? and i just still dont know how the actual mod works from the outside. in a load order, i dont think its worth testing.. id love someone to enlighten me and give me the 101 on what this train does/is as an object
It's a cool concept, not gonna lie, i enjoyed the quest, wasn't that long but still cool. but least i now can say my Commonwealth Minutemen Republic (East Coast NCR Style Republic) now has it's own train
Whole-heartedly agree! Slightly buggy but definitely manageable to complete. I loaded this into one of my previous 700+ modded load orders and managed to get through without issue or having to cheat, I just stripped myself down to casuals and left everything in my companion's inventory before starting it. Doing this without a jetpack is extremely difficult to say the least, but it's possible. I would love to take a crack at expanding this mod some day, once I start using the CK.
Settlement Name Not Appear. SO What to do. To Buggy But Playable. I think This Cool Mod Remaster as per To days Good Graphics. In Workshop Menu Show A train Section. Cause We Build A train Station and A transmitter. To Call The Train. Thank You buali For Your Cool Mod .
I'm very curious to know how the illusion of the train's movement was achieved. Given that if you turn on NO CLIPPING, you don't lock in place, like normal, you still move with the train, it makes me think that the train is actually stationary, and that they have somehow made the world move under the train, instead of the train moving over the world.
I don't know exactly how it was done, but it sure is cool.
Thanks! I loved it and I hated it. Spoilers inbound, so if you haven't finished the mod, I suggest you move along. I don't want to compromise your experience.
FIrst off, I do play modded, so for some of the problems I had, they're my fault, and I mostly know what's my fault and what isn't. For one, I can jump more than twice as high as a normal player. GCM is a hell of a mod. Lets you configure all sorts of things.
1. The start. With a warning like that, of course I'm gonna keep all my stuff! Easy mode it is. I see what you were going for, and I see the problem you have. The Train is a mod, and you can't expect people to use it with no other mods. Mod conflicts are a thing and you don't want to be responsible for messing with someone's save. What I would suggest here is create an earlier barrier that removes the player's items. Instruct the player to create a hard save (not a quicksave) and then press a button. Button activates the inventory script, and puts their confiscated items in a steamer chest. Call it a test room or something. If anything they value is missing, they can reload the hard save, then place the missing thing in the steamer trunk themselves, and then press the button. Then the steamer trunk should have everything. Then you should be able to move that steamer trunk to the requisite part of the train.
2. The first car. It tells you to find a way out of the train. I have a jetpack, so I was able to jump out of the train and jetpack up to the roof. I couldn't find a legit way. What'd I miss? I tried talking to everyone, and I took everything off the dead slave. Tried interacting with everything. All I could do was take 2 items (collar and rags) off a slave, and open a door. Everything outside the door led to death.
3. I'm not sure the mod is completable using vanilla rules, but I'm probably wrong. Using the standard jump height of 75 units (mine's set to 200, LOL) I'm not sure all the jumps can be made. Me and my jetpack ring had a great time, though! I know, I'm a jerk for cheating, but no fewer than half a dozen times, I thought, "I would do this HOW without cheating?"
4. Way too many enemies. I had a ton of ammo and I kept my stuff, so kind of #3 again.
5. A more technical issue. I couldn't get by a friendly slave or scavenger. They wouldn't move for anything. Solved with a headshot. This would just be a pathing issue. Too many NPCs and Bethesda game pathing sucks to start with. Likely not much you can do (except recommend a mod that lets you pass directly through NPCs that aren't aggro'd, not sure if one exists, but that would be an elegant solution).
6. In one of the cars, I think the first one with its own worldspace, it seems to be impossible to advance. Apparently the Sole Survivor's hit box is wider than it is deep, so I couldn't pass facing straight on, I had to turn to the side and strafe by. But when I tried to jump, my head went outside the car and I got pulled up outside and was able to run on top. Knowing more or less how the engine works, I just jumped and was teleported back inside, no harm no foul. But I still had to figure out how to advance.
7. Going back to #4, there were just too many turrets after the legendary sentry bot, which was stupidly difficult even with my explosive .44, which would have been an impressive find, but I have the legendary effects crafting mod, so I can't say I farmed that gem of a revolver.
8. In the goodies car, there are something like 100 explosive shells? Not sure what they're for, but I hit the A button that many times to pick them up, twice, because the game glitched and I had to start over (thankfully just before the legendary sentry bot). Maybe next time just put them in an ammo box?
9. Speaking of said glitch, mod's fault. Around the sentry bot, part of the ground starts running through the left side of the train. Touching it counts as falling off.
10. The settlement is kind of a neat idea, but I can't see myself ever using it. I glitched the game out just trying to see how big it is. I got a couple cars away from the end and couldn't proceed, so I came back and then couldn't reach the engine. Fortunately, I was able to fast travel away.
11. Not sure how to feel about Katy. She doesn't say anything and has the personality of a blow-up doll. There's potential there, and I see from the mod page that she's a work in progress. I like the idea of a kid follower, but I read in another comment she's not child race, so is she adult race and setscale'd down by 0.8 or thereabouts?
12. Also about Katy, weird how you find her and then you carry her but you're getting shot at, where are you carrying her? It doesn't make sense. Just put her in a cage in the engine with the main guy. And then you rescue her at the end.
13. Suggestion: Have a settlement item you can build at stations with train tracks (which I think may only be Oberland Station?) where you can summon the train. The train doesn't have to make the trip, since it's just a teleporter to the game engine. Possibly build it at the settlements near tracks, such as Graygarden, Starlight, Egret Tours Marina, and any I've missed.
1. I have chosen that way because some people reported loosing lots of caps, and caps cannot be stored (except if you have a mod) 2. There is a ladder you can climb behind the boxcar, that works like a door with animation. 3. Every jump is possible, sometimes you gotta think outside the box (Like with the zipline) or jump to the trucks from the crates. 4. This was a personal choice, when I tested it for the first time I remembered that the train felt empty (and I was feeling masochistic) so yeah, lots of enemies, sorry. 5. Yes, they tend to GET IN THE MIDDLE OF THE WAY (I hate them) even if I placed their spawners on places that allow going trough without killing anybody. 6. On my test runs I've never been stuck in the first car, could you explain me where exactly? 7. This was intended, I wanted players to find a creative (or maybe suicidal) way to deal with them. 8. From a weapon that was cut in version 2 that I plan to re-add in future versions, I tought they would look better that way, I'll box them in the next version for performance's sake. 9. The script in the ending moves the tracks a little bit to the right, I'll fix it in the next version. 10. Could you explain me better what kept you? Like an invisible wall? 11. No, she has a custom race but uses all assets from the children's one. 12. This one requires a bit of imagination and roleplay, but I'll see of adding her like a "backpack" that slows you down a little. (To have another reason to be evil and leave her) 13. I would love to add it, but I haven't found a way to move the player's workshop creations with the train (Without requiring other mod)
This is technically extremely impressive, but a complete mess. Not even just the bugs, a lot of design decisions are at best questionable. I don't like being overly critical of something given for free by someone who clearly put a lot of work into this, because above all I feel gratitude, but I just have to say it: A three story high wooden structure on a train makes no sense at all. Between the wind and the centuries old train tracks it would collapse almost immediately. That aside I did find the premise and some of the design to be really cool. There's a great mod in there, unfortunately the designers just didn't quite find it.
Even worse, I was playing in Survival mode so because of the limited saves of survival mode I got stuck on the train with no way to revert to a previous save, so I had to push forward and it was just obnoxious. Do not recommend. At all.
Again, and I'd like to reiterate this: I am always grateful when someone releases something for free that they put a lot of time into and this mod is incredibly technically impressive. The train movement effect is far from seamless, but nonetheless very cool, but I cannot recommend this mod for people at all, unless as an object of curiosity and you are very, very sure you have saves that won't be overwritten.
1045 comments
It's a cool concept, not gonna lie, i enjoyed the quest, wasn't that long but still cool. but least i now can say my Commonwealth Minutemen Republic (East Coast NCR Style Republic) now has it's own train
I recommend everyone try it at least once.
Doing this without a jetpack is extremely difficult to say the least, but it's possible.
I would love to take a crack at expanding this mod some day, once I start using the CK.
Given that if you turn on NO CLIPPING, you don't lock in place, like normal, you still move with the train, it makes me think that the train is actually stationary, and that they have somehow made the world move under the train, instead of the train moving over the world.
I don't know exactly how it was done, but it sure is cool.
FIrst off, I do play modded, so for some of the problems I had, they're my fault, and I mostly know what's my fault and what isn't. For one, I can jump more than twice as high as a normal player. GCM is a hell of a mod. Lets you configure all sorts of things.
1. The start. With a warning like that, of course I'm gonna keep all my stuff! Easy mode it is. I see what you were going for, and I see the problem you have. The Train is a mod, and you can't expect people to use it with no other mods. Mod conflicts are a thing and you don't want to be responsible for messing with someone's save. What I would suggest here is create an earlier barrier that removes the player's items. Instruct the player to create a hard save (not a quicksave) and then press a button. Button activates the inventory script, and puts their confiscated items in a steamer chest. Call it a test room or something. If anything they value is missing, they can reload the hard save, then place the missing thing in the steamer trunk themselves, and then press the button. Then the steamer trunk should have everything. Then you should be able to move that steamer trunk to the requisite part of the train.
2. The first car. It tells you to find a way out of the train. I have a jetpack, so I was able to jump out of the train and jetpack up to the roof. I couldn't find a legit way. What'd I miss? I tried talking to everyone, and I took everything off the dead slave. Tried interacting with everything. All I could do was take 2 items (collar and rags) off a slave, and open a door. Everything outside the door led to death.
3. I'm not sure the mod is completable using vanilla rules, but I'm probably wrong. Using the standard jump height of 75 units (mine's set to 200, LOL) I'm not sure all the jumps can be made. Me and my jetpack ring had a great time, though! I know, I'm a jerk for cheating, but no fewer than half a dozen times, I thought, "I would do this HOW without cheating?"
4. Way too many enemies. I had a ton of ammo and I kept my stuff, so kind of #3 again.
5. A more technical issue. I couldn't get by a friendly slave or scavenger. They wouldn't move for anything. Solved with a headshot. This would just be a pathing issue. Too many NPCs and Bethesda game pathing sucks to start with. Likely not much you can do (except recommend a mod that lets you pass directly through NPCs that aren't aggro'd, not sure if one exists, but that would be an elegant solution).
6. In one of the cars, I think the first one with its own worldspace, it seems to be impossible to advance. Apparently the Sole Survivor's hit box is wider than it is deep, so I couldn't pass facing straight on, I had to turn to the side and strafe by. But when I tried to jump, my head went outside the car and I got pulled up outside and was able to run on top. Knowing more or less how the engine works, I just jumped and was teleported back inside, no harm no foul. But I still had to figure out how to advance.
7. Going back to #4, there were just too many turrets after the legendary sentry bot, which was stupidly difficult even with my explosive .44, which would have been an impressive find, but I have the legendary effects crafting mod, so I can't say I farmed that gem of a revolver.
8. In the goodies car, there are something like 100 explosive shells? Not sure what they're for, but I hit the A button that many times to pick them up, twice, because the game glitched and I had to start over (thankfully just before the legendary sentry bot). Maybe next time just put them in an ammo box?
9. Speaking of said glitch, mod's fault. Around the sentry bot, part of the ground starts running through the left side of the train. Touching it counts as falling off.
10. The settlement is kind of a neat idea, but I can't see myself ever using it. I glitched the game out just trying to see how big it is. I got a couple cars away from the end and couldn't proceed, so I came back and then couldn't reach the engine. Fortunately, I was able to fast travel away.
11. Not sure how to feel about Katy. She doesn't say anything and has the personality of a blow-up doll. There's potential there, and I see from the mod page that she's a work in progress. I like the idea of a kid follower, but I read in another comment she's not child race, so is she adult race and setscale'd down by 0.8 or thereabouts?
12. Also about Katy, weird how you find her and then you carry her but you're getting shot at, where are you carrying her? It doesn't make sense. Just put her in a cage in the engine with the main guy. And then you rescue her at the end.
13. Suggestion: Have a settlement item you can build at stations with train tracks (which I think may only be Oberland Station?) where you can summon the train. The train doesn't have to make the trip, since it's just a teleporter to the game engine. Possibly build it at the settlements near tracks, such as Graygarden, Starlight, Egret Tours Marina, and any I've missed.
1. I have chosen that way because some people reported loosing lots of caps, and caps cannot be stored (except if you have a mod)
2. There is a ladder you can climb behind the boxcar, that works like a door with animation.
3. Every jump is possible, sometimes you gotta think outside the box (Like with the zipline) or jump to the trucks from the crates.
4. This was a personal choice, when I tested it for the first time I remembered that the train felt empty (and I was feeling masochistic) so yeah, lots of enemies, sorry.
5. Yes, they tend to GET IN THE MIDDLE OF THE WAY (I hate them) even if I placed their spawners on places that allow going trough without killing anybody.
6. On my test runs I've never been stuck in the first car, could you explain me where exactly?
7. This was intended, I wanted players to find a creative (or maybe suicidal) way to deal with them.
8. From a weapon that was cut in version 2 that I plan to re-add in future versions, I tought they would look better that way, I'll box them in the next version for performance's sake.
9. The script in the ending moves the tracks a little bit to the right, I'll fix it in the next version.
10. Could you explain me better what kept you? Like an invisible wall?
11. No, she has a custom race but uses all assets from the children's one.
12. This one requires a bit of imagination and roleplay, but I'll see of adding her like a "backpack" that slows you down a little. (To have another reason to be evil and leave her)
13. I would love to add it, but I haven't found a way to move the player's workshop creations with the train (Without requiring other mod)
Hope this solves some doubts!
Even worse, I was playing in Survival mode so because of the limited saves of survival mode I got stuck on the train with no way to revert to a previous save, so I had to push forward and it was just obnoxious. Do not recommend. At all.
Again, and I'd like to reiterate this: I am always grateful when someone releases something for free that they put a lot of time into and this mod is incredibly technically impressive. The train movement effect is far from seamless, but nonetheless very cool, but I cannot recommend this mod for people at all, unless as an object of curiosity and you are very, very sure you have saves that won't be overwritten.