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MC93X

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MC93X

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About this mod

A Fallout 4 level design overhaul.

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☢️☢️☢️☢️☢️

⚠️
You are kindly invited to CAREFULLY READ THE IMPORTANT SECTIONS.
If you’re not interested in technical details or story logs, feel free to skip the rest.
Please note that 99% OF THE ESSENTIAL INFORMATION is already included in the detailed description.
Comments regarding questions that have already been addressed in the description will be IGNORED.

⚠️NEXUS MODS EXCLUSIVE
Absolutely Under no circumstances you're authorized to re-upload this mod on other sites.

♦. Credits

  • MisterNumbers3k deserves a special thanks. He helped me enourmously by taking care of navmesh, precomb/previs, and patches. He also fixed all previous errors, and taught me a lot, making me a better modder.    
  • Instant Hero and 4estGimp for giving us permissions to include Better Drumlin Diner. This mod is now mostly incorporated into both PAC AIO and PAC Drumlin Diner and therefore cannot be paired with either.
  • Mcface for their works on OCDecorator - Static Loot, which was included via the merge of Better Drumlin Diner.
  • Dinozaurz and Demanding/CrayonKit for their work on Do It Yourshelf, which was included within the Better Drumlin Diner mod that was merged into this one and for which permissions to include said assets were given.
  • VilanceD, I borrowed their navmeshing works from their Sanctuary and Red Rocket navmeshing updates and used these as a base to build navmeshing from.
  • SquallGriever for Workshop Junk Wall Pack, which I used a few assets from.
  • Bethesda Softworks for this game.
  • Nexus Mods for hosting the project.

⚠️PLEASE, if you use/consider using this mod, go give them a kudos and endorse their mods. 

♦. Introduction

I'm developing this DLC-sized level design project to share my vision of a post-apocalyptic world. My aim is to create an immersive experience for players who, like me, appreciate credible post-apocalyptic environments. Every detail has been carefully considered to enhance the experience, though the project remains a work in progress and may undergo further changes. 

The mod is available as an All-in-One package but maintains a modular structure. It requires all base game DLCs and has been designed to maximize compatibility with other mods. I've ensured full navmeshing and included custom precombined meshes and previs data. The majority of assets are sourced from the original game files, though I've thoughtfully integrated select third-party assets from the Nexus Mods community. My design philosophy emphasizes meticulous object placement and environmental storytelling. The mod enhances the entire Commonwealth, Far Harbour, and Nuka World worldspace while maintaining fidelity to the game's lore, transforming major locations into unique destinations while adding depth and detail to smaller areas. A key focus has been creating a believable fusion between pre-war remnants and post-war reality.

The mod also introduces new enemies, loot, sound effects, various bug fixes, and QoL improvements. Given the substantial amount of new content, there will be some impact on performance, varying according to your system specifications and mod configuration. I've included an Estimated Performance Impact (EPI) parameter in the content overview section to help users gauge requirements.
While the mod is optimized for high-end systems, I've prioritized efficient resource management throughout development. Many vanilla assets have been strategically disabled or repurposed during cell optimization, making the mod accessible to mid-range PCs as well. I understand the importance of balanced resource utilization and have designed the mod accordingly.

♦.
 Key Aspects in a Glance

Overview
  • A DLC-sized expansion that reimagines every map through meticulous detail and atmospheric world design
  • Avaliable locations: Vault 111, Concord, and Drumlin Diner
  • Available as All-in-One (AIO) or modular components
  • Requires all base game DLCs
  • Includes some third-party assets
  • Compatible with most mods
Key Features
  • Enhanced major locations with unique level designs
  • Detailed smaller locations with improved visual storytelling
  • Fun little scenarios recalling Fallout 4's characteristic humour
  • Seamless blend of pre-war remnants and post-apocalyptic decay
  • Hand-placed objects and carefully curated details throughout
  • Modifications to external lighting sources (removal of hundreds of fake lights, more natural and realistic lighting)
  • New enemies and combat encounters
  • Additional loot
  • Custom sound effects
Technical Details
  • Strategic assets management and cell optimization to balance performance with visual fidelity
  • Full navmesh implementation
  • Precomb/previs optimization
  • Essential bug fixes (vanilla floating/misplaced/inconsistent objects)

♦. Compatibility


I've deliberately avoided making any modifications to settlement areas. However, due to necessary navmesh work in the regions surrounding Sanctuary and Red Rocket, navmeshing changes inevitably affected approximately 50% of Sanctuary's base settlement navmesh and the complete navmesh of Red Rocket. These navmesh adjustments were unavoidable due to the interconnected nature of the game's navigation system, even though the settlements themselves remain unmodified.
Given that any mod altering these locations would require compatibility patches, I made the strategic decision to completely renavmesh both Sanctuary and Red Rocket. I used Vilanced's navmeshing files as a foundation, enhancing areas where needed. This approach protects PAC's navmeshing integrity while preserving your settlement building experience.

 Overview
  • Fully compatible with texture, mesh, interior lighting, and weather mods
  • Works with tree and grass mods (minor clipping may occur)
  • Conflicts with exterior lighting mods (patches required)
  • Incompatible with Commonwealth Deep Clean series
  • Incompatible with mods that significantly alter terrain and navmeshing in Sanctuary (e.g., Anon's Sanctuary Hills) due to fundamental conflicts with both navmeshing and precombines
  • Incompatible with mods that regenerate precombines in overlapping areas, unless a specific patch exists
  • Incompatible with Better Drumlin Diner (now fully incorporated into PAC AIO and PAC Drumlin Diner)
  • Interior cells remain unaffected (for now)
 Available Patches
  • Previsibines Repair Pack Stable Branch (PRP), patches available for both AIO and individual locations
  • Rebuild AIO
  • CRP Overgrowth (inside AIO FOMOD)
  • Beantown Interiors Project
  • Hunkered Down No AC Garage
  • Open Commonwealth
  • Sim Settlements 2
  • Starlight - Horror at the Prison Camp
  • Subway Runner Revival
  • The Concord Clover
  • Vault-Tec in Concord

⚠️Please be aware that settlement clutter density directly impacts performance. I recommend careful consideration when combining this mod with other settlement-enhancing mods.

♦. Installation

Download the mod using your preferred Mod Manager and follow the installation instructions.
If you're installing it BEFORE starting a new playthrough, you're all set, changes will be applied instantly. 
For EXISTING SAVES, follow these steps:

  • Enter an interior cell and save your game.
  • Quit the game.
  • Install the mod.
  • Load the save you just created.
  • Wait for 48 in-game hours to allow the engine to refresh all exterior cells.

⚠️Make sure to place the plugins at the very end of your load order, and remember to generate your own LOD.

♦. Load Order

  • PAC - AIO.esm
  • Almost all of your mods
  • PAC - AIO - Navmeshing
  • All of the patches for various mods
  • PRP.esp
  • Any PRP specific previs patches
  • PACAIOPrevisxx.esp
  • Any previs patches between PAC and various mods

♦.
 Content Overview
Spoiler:  
Show

 Vault 111

Tech details: Time 550h | Cells 20 | Placed objects 2206 | Navmeshed Yes | Generated precombines/previs Yes | EPI Low

The vaults were a creation of Vault-Tec, a corporation hired by the US government to design and implement a network of bunkers in case of nuclear danger. Considering that, It's inferred that the importance of these private sites, also financed by the government itself, was high.

The foundations of this concept is based on the complete absence of proper security/defensive structures. The aim is to make this iconic location characteristic and more credible. You'll find yourself immersed in a completely different experience. The area is rich in details, new structures, small scenarios, objects, loot, enemies, sounds, effects, fixes, and more. This location presents itself with a consistent connection of chain links, forming the main perimeter. Tall, solid guard towers featuring security cams, doors, and spotlights stand in logical/strategically placed spots. Two military roadblocks (down and upper side) enforce the security of the main entries. Other interesting POIs are the comm tower featuring a satellite and a small inner laboratory, a small military camp in the middle, vertibird crash spot, and two capsule buildings. Every new construction is accessible. Creaking metal sounds and daylight cicadas will accompany your exploration in this overgrown environment. Leftovers and tracks of human presence (Skeletons and corpses) confer a more lived feeling. The presence of horny, mad ghouls threatens the area (No-ghouls option available). Since this location was still to be completed (Original Bethesda concept), the small construction site close to the weak, in terms of security, part of the property has been slightly improved. Lastly, nature silently has taken control of the ruins, with vines, grass, and shrubs. A set of compatibility patches, for the most popular mods only, is available.



 Concord

Tech details: Time 950h | Cells 33 | Placed objects 5118 | Navmeshed Yes | Generated precombines/previs Yes | EPI High

In the Fallout 4 world, Concord plays a key role in the Commonwealth's early post-nuclear history. Originally a historic town near Boston, Massachusetts, Concord was home to the Minutemen, a local defence group famous for protecting settlements from raiders, mutants, and other wasteland threats. In the game's story, Concord is the first major location players visit after leaving Vault 111, introducing them to the harsh realities of the post-apocalyptic world. It's here that players first meet Preston Garvey and the surviving Minutemen, who are fighting against a large raider group, setting up the player's first combat experience and potential alliance with the Minutemen. 

Concord now stands as a stark reminder of societal collapse, a place where pre-war life and post-nuclear survival clash violently. The town has been expanded with new residential areas blending into the original landscape, creating a more complex environment of decay and survival. Raiders control the city centre, with a settlement surrounded by tall, crude walls made from scrap metal and debris. At the Museum of Freedom, a grim scene shows dead Minutemen scattered on the ground, their bodies telling a silent story of desperate fighting against the Raiders. Military checkpoints now block every town entrance, a final sign of humanity's broken infrastructure. Abandoned military vehicles sit next to rotting soldier corpses, surrounded by sandbags and manual barriers. These checkpoints show a failed attempt to protect civilians and restore order in the face of total societal breakdown. The rest of Concord lies abandoned and dangerous. Mutants move freely through streets. Two small parks offer brief breaks in the urban decay, now completely taken over by wild plant growth. Vines cover traffic lights and electric poles, tall grass breaks through cracked concrete, and bushes consume the remains of buildings. Everywhere, signs of the moments before nuclear destruction remain frozen in time. Crashed vehicles line the streets, some packed with belongings, others twisted and burnt, telling stories of desperate escape. Skeletons are placed throughout the town, each a silent witness to the apocalypse. Unique details stand out in the apocalyptic scene. A large Boeing aeroplane crash dominates one area of the town, its twisted metal a stark reminder of sudden nuclear destruction. A small area with chain-link fencing and warning signs surrounds the water tower, now relocated from its original spot. Rusted billboards are everywhere in Concord, some on building tops, others leaning against crumbling walls, their faded ads a ghost-like echo of pre-war life. Many billboards show ironic slogans about safety and progress, now mockingly placed against the town's total destruction. A small toxic area adds extra danger, with rusty, leaking radioactive barrels surrounded by discoloured water that glows with an unnatural light. Scattered throughout the town, a few carefully crafted scenarios capture the characteristic dark humour of the Fallout universe, satirical vignettes that offer brief, sardonic moments of comic relief amidst the apocalyptic devastation. The landscape is a thick layer of human remains and natural takeover. Shopping carts, broken furniture, scattered tools, fallen street signs, broken TVs, half-burnt books, ruined kitchen appliances, various containers, loot, debris, and countless personal items cover the ground. A few houses stand open, carefully set up to capture the moment of destruction. An improved church and its new graveyard add to the sense of loss. The children's playground now tells an even more haunting story, with carefully placed skeleton scenes showing parents who died trying to protect their children from the imminent apocalypse and wandering ghouls that add a layer of horror to the once-peaceful space. The sounds amplify the town's emptiness. Cicadas buzz in the tall grass, and billboards creak in the wind, creating a backdrop of decay and abandonment. Creaking metal and rustling plants constantly remind us of nature's unstoppable spread. 

This is more than just a location; it's a clear example of brutal survival. Every surface tells a story of human extinction. Concord stands as a raw snapshot of a destroyed world, where nature's power slowly consumes the last traces of human civilisation, turning the once-living town into a wild, unrecognisable landscape of decay and new life.



 Drumlin Diner

Tech details: Time 350h | Cells 21 | Placed objects 1655 | Navmeshed Yes | Generated precombines/previs Yes | EPI Medium 

In the Fallout universe, the Drumlin Diner emerged as a quintessential American roadside establishment nestled near Concord, Massachusetts. Constructed during the mid-20th century, the diner represented more than just a place to eat; it was a cultural landmark that captured the essence of pre-war American highway culture. Its simple architecture featured large windows, a classic neon sign, and a parking area that welcomed truckers, families on road trips, and local residents seeking home-cooked meals. The menu boasted traditional American fare: greasy burgers, thick milkshakes, and hearty breakfast plates that reflected the culinary simplicity of the era. Waitresses in crisp uniforms moved between chrome-edged tables, their conversations mixing with the sound of clinking cutlery and the occasional jukebox tune. Positioned strategically along a major route, the Drumlin Diner was more than a restaurant; it was a brief sanctuary for travelers, a place of momentary connection in a world teetering on the brink of nuclear destruction.

The apocalypse transformed this once-vibrant location into a haunting landscape of survival and decay. Where orderly roads and manicured surroundings once existed, now a chaotic tableau of human desperation and nature's reclamation unfolds. The landscape is a grotesque museum of the final moments; scattered along the roadside, personal belongings tell fragmented stories of panic and loss. A water tower stands as a silent witness to humanity's last desperate hours, its military shack a testament to the futile attempts to maintain order in the face of impending doom. Remnants of an old office building sit like a skeletal monument, its walls partially collapsed, file cabinets spilling their contents onto the terrain. Scattered houses, now mere shells of their former selves, stand as ghostly reminders of a community suddenly erased. Billboards, once bright with consumer promises, now hang askew, their faded messages barely visible beneath layers of rust and vegetation. The surrounding area has become a canvas of survival, where human remnants fight against nature's relentless advance. Skeletal remains of vehicles create a maze-like environment, each rusted frame telling a fragment of a larger story. Vines and wild grass creep over the ruins, softening the harsh lines of human construction, creating a delicate balance between destruction and renewal. At the center of this transformed landscape, the Drumlin Diner itself has become a small pocket of survival. Here, a mother and her young son live alongside a solitary farmer, their existence a fragile thread of hope. Makeshift walls of salvaged materials protect their small community, with crops growing where once only asphalt and concrete existed. A trailer and a few rough-hewn shacks provide shelter, while a fence protects the few livestock that represent their lifeline. This is a living testament to humanity's ability to rebuild, survive, and find hope in the most desolate of landscapes.