I don't know its a bug or if I'm dumb or blind, but I couldn't figure out how to open the last door for the life of me. Is there a lever in that final stretch of hallway that I missed or something?
Not sure if you still are playing this, but currently, the fourth picture in the pics for the mod is the lever, the one with the planks that form sort of a cross behind the coffin. The lever in game did not have the greatest visibility. It is much darker in game without a pipboy light. Regardless, it was a fun playthrough, about 30 to 40 minutes of playtime, maybe less.
I got all the way to the end, but can't escape. First puzzle gate I went through. No lever to get me back out. Being trapped in a tomb forever would be scary, but I actually had a whole commonwealth to help so......
I think it is just a bit of an alternative to waiting. So if you're walking to your town you can just equip and advance time while you're on your way as opposed to just waiting for shops to open when you're there. Less useful if you fast travel a lot, but pretty good for not having to wait as often or for as long. Still weirdly specific.
Not that odd, considering it was grabbed from a cemetery with a cursed underground dungeon-maze. When you make time go faster, what else gets faster? The rate at which you grow old. Plus it's also a timepiece, tools for measuring time are commonly used alongside skulls and such, to symbolise death. So basically it is a cursed watch, but we don't get to experience aging in-game because duh. Would be neat though if you actually got insta-killed or had your healthbar drained after prolonged use.
I think L4ZY has it on point. Sometimes, stuff doesn't need to have a practical use, and can just be for storytelling. The author wanted it to be unique, and it is thusly.
Works well, doesn't interfere with other mods (that I've found yet), and if you like spooky, zombie filled mazes & door puzzles, this is the mod for you.
Thank you very much for fixing the hatch door issue. Works great and I am able to go in and out without the hatch disappearing. The only thing I noticed is when I leave the dungeon, my pip boy light turns off, which is odd but that is very menial imo. I am just happy that the hatch works now as intended.
After playing through Marshlands, Sombre Mountain, The Forest, and Frozen Valley, I have to give this a try. Your mods have become my favorite additions to the game as of late. The detail objects, like buildings and debris, may lack some of the polish of most of the vanilla areas, but in scale and scope, your worldspaces are vastly superior.
The Commonwealth worldspace feels like Bethesda took a real topographical map and condensed it in area, such that you wind up with radically shifting landscapes that make little sense. Everything is packed too densely. Meanwhile, traipsing through your Forest feels like actually traversing several square miles of terrain.
20 comments
Notable quirks:
Levers do not move, because I am not an animator
Leveling and such:
Level requirements should be 25 upwards
A lot of enemies will respawn
Other
The dungeons size can be described as "Medium"
Thank you very much.
The Commonwealth worldspace feels like Bethesda took a real topographical map and condensed it in area, such that you wind up with radically shifting landscapes that make little sense. Everything is packed too densely. Meanwhile, traipsing through your Forest feels like actually traversing several square miles of terrain.