Oh my. So, everytime I download a new mod like this, I always open it in the CK and Fo4edit to check for any errors or dirty edits - and this was just perfectly done. And it looks excellent in-game as well - of course. Endorsed! Very nicely done!
Sorry for hijacking this comment you made - but does that mean that we shouldn't be using that PRP patch? And do you reckon this mod would work fine if used alongside PRP regardless?
@Malviyn From what I can tell "Max Drechsler's PRP Patch Pack Compendium" has an up to date PRP patch for this mod. I do think it would work fine regardless though too.
I just made it through the 'maze' (after stumbling upon it by complete accident), and I'm just in awe!
The extremely clever use of scrap, the organic distribution of junk and loot, the curiosity, the danger... everything about it was perfectly executed. I wasn't even sure if it was a modded location at first - it just fit into the world so seamlessly. I felt an ever-escalating sense of dread as I pushed through, unsure how much further I needed to go (or if I was even making progress sometimes). The atmosphere was further enhanced by all the creepy little set pieces and details and 'dead ends'.
I got lost (and spooked) multiple times and I loved it. That location alone is definitely going down as one of the most memorable Fallout experiences I've ever had, thank you.
Its great seeing comments like this because the maze is one of the more controversial areas in this mod, Some people hate it but you are not the first person who has commented that they really enjoyed it.
Thanks again for the kind words and glad you are enjoying the mod so far!
btw you wont need the Attachment Pack Implementation Compatibility Patch either (I noticed you downloaded that recently). I was able to remove the edits I had made to the vanilla weapons so now there is no need for any patch concerning them.
Just wondering, how realistic is it to organically find all the locations? I don't want to look at the map but if I look at the map, will I say to myself " What!! Come on!! There is no way I would have ever found this!"
Another really good mod from this author, well worth playing and exploring.
There's a really good sense of progression between the different caves, and they feel well connected to the regions they're placed in. Each has enough story to feel like more than a random collection of stuff, and the theming of each in terms of environment and enemies is well done.
The loot is also pretty good, with a handful of useful weapons and armor, though I do wish there was some kind of greater reward for collecting all the skulls, they're neat collectibles on their own, but as simply valuable trinkets it feels sort of underwhelming to get the full set.
As for each cave in specific I think they do a good job, the first one is very reminiscent of the mole rat cave and feels about right for just starting the game.
The labyrinth is challenging to navigate, but not really level dependent, and so a good fit for where it is. I know getting lost and frustrated is the intended response but wow is it often really disorienting.
The spore cavern might have my favourite atmosphere, with the announcements and glowing fungi, I was honestly expecting some kind of vault tec like twist with the facility but I wasn't let down by its absence.
The deathclaw sanctuary certainly lived up to its name, probably the most nerve wracking to explore.
The grotto was also nerve wracking but for different reasons, I was really worried about losing my power armor in those deep cave lakes, that being said the tesla coils on said armor really made all the hatchlings very manageable, so I'm glad I brought it. It's probably my favourite cave conceptually, and really very pretty to look at, but at this point I'm a little tired of my lasers bouncing off those crab shells.
All in all it was certainly worth my time, the only criticism I might have other than the skulls thing is the subtitles. If you play a voiced holotape you get given the whole dialgoue as one big paragraph in the subtitles, which covers a decent section of the screen, instead of line by line the way most vanilla tapes do it.
Thank you very much for the positive review! The skulls actually got added extremely late in development so that is one of the reasons they are only collectables, but I can understand why people are a little disappointed they don't lead to something bigger. And I've taken note of the subtitle issue, this mod was my first time ever messing with dialogue so I didn't know what I know now, So if I ever get round to making another patch I can chop those up into more manageable chunks.
Hi, loving this mod so far. Very confused as to where I find the "Mr Gutsy" I know he's in one of the caves (hopefully not lucky's Labyrinth) but I'm not sure which one
Hello! First of all, thank you for your work, your mod is excellent. My question is related with the skull which is should be in Boston Deathclaw Sanctuary. i've searched everyhing there, looked under every stone and every corner, but nothing. i give up! Could you tell where is that skull supposed to be?
I just finished Lucky's labyrinth and at first it looked like Bethesda made it themselves. I tried to find a pattern to guide me to nearly no avail. I didn't consider the mongrels until later in the maze. Nicely done!
even though one cave almost drove me crazy, I have to say that this one is really top class. Really good work and will never disappear from my mod list again.
718 comments
So far the mod has been checked with, and is compatible with the following mods:
Default Lighting: https://mods.bethesda.net/en/fallout4/mod-detail/4357527
Darker Lighting: https://mods.bethesda.net/en/fallout4/mod-detail/4358259
Bethesda should learn from you,hands down)
The extremely clever use of scrap, the organic distribution of junk and loot, the curiosity, the danger... everything about it was perfectly executed. I wasn't even sure if it was a modded location at first - it just fit into the world so seamlessly. I felt an ever-escalating sense of dread as I pushed through, unsure how much further I needed to go (or if I was even making progress sometimes). The atmosphere was further enhanced by all the creepy little set pieces and details and 'dead ends'.
I got lost (and spooked) multiple times and I loved it. That location alone is definitely going down as one of the most memorable Fallout experiences I've ever had, thank you.
Thanks again for the kind words and glad you are enjoying the mod so far!
There's a really good sense of progression between the different caves, and they feel well connected to the regions they're placed in. Each has enough story to feel like more than a random collection of stuff, and the theming of each in terms of environment and enemies is well done.
The loot is also pretty good, with a handful of useful weapons and armor, though I do wish there was some kind of greater reward for collecting all the skulls, they're neat collectibles on their own, but as simply valuable trinkets it feels sort of underwhelming to get the full set.
As for each cave in specific I think they do a good job, the first one is very reminiscent of the mole rat cave and feels about right for just starting the game.
The labyrinth is challenging to navigate, but not really level dependent, and so a good fit for where it is. I know getting lost and frustrated is the intended response but wow is it often really disorienting.
The spore cavern might have my favourite atmosphere, with the announcements and glowing fungi, I was honestly expecting some kind of vault tec like twist with the facility but I wasn't let down by its absence.
The deathclaw sanctuary certainly lived up to its name, probably the most nerve wracking to explore.
The grotto was also nerve wracking but for different reasons, I was really worried about losing my power armor in those deep cave lakes, that being said the tesla coils on said armor really made all the hatchlings very manageable, so I'm glad I brought it. It's probably my favourite cave conceptually, and really very pretty to look at, but at this point I'm a little tired of my lasers bouncing off those crab shells.
All in all it was certainly worth my time, the only criticism I might have other than the skulls thing is the subtitles. If you play a voiced holotape you get given the whole dialgoue as one big paragraph in the subtitles, which covers a decent section of the screen, instead of line by line the way most vanilla tapes do it.
Cheers!
even though one cave almost drove me crazy, I have to say that this one is really top class. Really good work and will never disappear from my mod list again.
Tibor
Translated bye Google