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Author notes
Do not upload this in modpacks!
File credits
Montana Cellist for the outstanding music (I used snappets not the complete tracks) Tookiejones for the non-vanilla trees
Dipmonk for proofreading
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You should be able to use the workshops again even if you killed Jerry.
Version 6.02
Redid the texture archive as there was an issue with the traders face textures.
Version 6.01
The main archive now doesn't require next gen
Version 6.0
Added Jerry the Trader and completely revamped the main quest.
Removed the scrap recipes and added new ones.
Changed the church interior and a few things outside such as weaker raiders.
Made the "End of the line" settlement size bigger
Version 5.32
Removed additional keywords at the settlement locations. Because they snuck in again. Shouldn't have happened. Sorry.
Version 5.31
Added hundreds of things that can be scrapped for settlements.
Version 5.3
Removed precombines from the settlements
Version 5.2
Removed additional keywords at the settlement locations. Also I removed additional checks in the workshop quests regarding those keywords.
Version 5.1
Changed a script so the ability to make workshops is provided even if you don't complete the main quest but just want to explore
Fixed the build zone at Chester Farm
Added more keywords for the settlements to make additionally sure they get registered properly
Version 5.0
The Sailboat has now a map marker so you know where it is
Added missing meshes for the anomalies
Added six new settlement spaces
Fixed an issue with the main quest running even before you exited Vault 111
Version 4.4
Renamed treeaspenbarkcomp_s.dds.dds to treeaspenbarkcomp_s.dds. Also changed the texture path of the aspen tree models. This could have been a cause of crashes.
Version 4.3
Important: The weapons that get confiscated won't be in the original container in the church. This one is now disabled. There is a new container inside the church basement but it's below ground. This was done in order for raiders not to steal anything. The container in the church is now a new activator which activates the new church basement container.
Added a new rock in front of the mine in order for the anomaly to be better accessible
The "The Forest" quest should now only start if you're near the entrance in the Commonwealth
Version 4.2
Added four anomalies with different effects
Version 4.1
The Quest will now start when you approach the tunnel. It won't start automatically
Version 4.0
Revamped the reason why you've been adbucted and made the start a bit different
People who like hunting, exploring and additionally collect souvenirs. Players who like to be disoriented in the wilderness, desparately searching for food, water and the last component to craft a stimpak, just to end up in the stomach of a yaoguai.
So take your camping gear and get your boots wet as you can only unlock settlements later on.
You can play it as a regular player too. Just bear in mind that there are no traders here, as well as hardly any markers (Unless you place them)
Features
1. A worldspace as big as Nuka-World consisting of almost pure wilderness and few remains of human civilization
2. Lots of collectables (See picture) and a hidden weapon
3. New items such as the Bug Repellent Spray, readable books, etc.
4. A basic mini quest and some lore.
5. A new map system, implemented in a very different way
6. Deer, wolves, bugs and bears, everything a hunting hiker wishes for
7. An internal fast travel system
8. New BGM (See credit section)
Anomalies (Type Air)
Since Version 2.1 there are four air anomalies that you can find. They provide either a huge boost to speed, agility, carry weigth or action points but all reduce your damage resistance by 35 points each.
Main Quest Update (V. 6)
You will now approach The Forest via a quest. Talk to Jerry the Trader whom you can find northeast of Tenpines Bluff
Settlements (V. 5)
Since V. 5.0 there are six settlement locations.
You need to travel finish the "Main Quest" and travel back to the Commonwealth in order to use them!
Look out for red mailboxes and red suitcases. Please bear in mind that because they were added after I added precombined meshes not everything is scrappable, some places are a real challenge, some not.
Compatibility
1. 99,99% of all mods. It edits three cells in the northern Commonwealth adjacent to the world border. The rest is unique
2. You won't need to create a new savegame, don't worry
How to get there
Follow the main Railtracks up to the Northern Border, you'll get what to do from there on