Announcement: Version 019 has little flaws still, hotfix at 02-01-2025. Make sure to upgrade, make sure to use the archives, make sure to use the current plugin name, make sure to read the description page.
Notes:
- This is a standalone version of Subway Runner by Ghostfc3s and does not require the main file - Start a new game, otherwise NPCs will not update before Cell Respawn, you should be good to switch during a playthrough once started with a lower version than the current - Use other mods at your own risk, mods may override the changes i did if loaded after SRR or add new objects and cause compatibility issues which cannot be solved by load order and require patching - Please Check the Mod Compatibility section below to avoid issues - Subways, tunnels, enemies not all is equal to vanilla, expect more or less different encounters - NPCs use vanilla actor templates, this way mods which modify NPC scaling or else will work fully - Tunnels may look empty, clean, whatever, obviously decorating cells is low priority im struggling with my own "perfect" way of attaching the tunnels to the super small worldspace BGS provide to the public when FO4 was shipped ... So don't be confused by missing light in some stations, there will be added more with more progress on this project - Since more than two eyes are always great, please feel free to share your point of view, you can upload a screenshot directly to the mod page by using the build in nexusmods function "Add Media", it will help you and me, do not hestitate to give feedback, report bugs, issues, etc., its a special inherent ability every human being should use
For more information on the project please read the spoiler tabs below. Thanks.
Progress:
Spoiler:
Show
General: ✅ Vault 88 connection to Quincy Station and rest of the red line ✅ Light switch for Quincy Center Station 📝 Add more decals, rust, rubble, dust, etc. [ungoing] 📝 Red, Blue and Orange line extension for BC, focus on finalizing the city stations fully [ungoing] 📝 Green line Super Mutant decoration, many stations are ghost stations and not decorated nor inhabitat at all [ungoing] 📝 Adding audio, acoustic space, follower comment marker for a more "alive" environment [ungoing] ✅ Remove most powered light sources and leave lights close to NPCs there is no reason to follow the base game logic concerning powered lights far beyond the 200 years mark ✅ Continue Ghostfc3s to-do, such as "move light sources away from the walls" ✅ Alter loot tables ✅ Gain research on the grenade ark dilemma (seems its tied to non PreCombined cells, which all the Subway Runner cells are) ✅ Create Subway Atrium (Level 1) ✅ Create Subway Platform Prefab(s) (Level 2) ✅ Subway base map with perfect distance to one to another metro station 📝 Finalize Subway Station entry points (world map) [ungoing] 📝 Create Subway Tunnel Connection across all lines (red, blue, green, orange) [ungoing] 📝 Decorate Subway Prefabs (Atrium, Platform, Tunnels, Maintenance Tunnels) [ungoing] 📝 Release first individual Subway Runner version [planned] 📝 Duplicate and replace vanilla Subway cells and merge with new subway platform logic [ungoing] 📝 DLC connection (Nuka-World) [planned] 📝 Deeper dungeon levels, and cross links to maintenance tunnels and sewers [planned] 📝 New loot, new items, etc. [ungoing]
New Models & Textures: 📝 Proper Subway Signs (for new stations) maybe Graffiti (any help is greatly appreciated) ✅ Create round subway tunnel turns, 15°, 33°, ... (see Teaser post below) 📝 C curve for dead end subway hubs (see Teaser post below) 📝 Create X and Y linking (see Teaser post below)
Technical Issues: Please Check the "Bugs" tab before posting, bugs might already be fixed for the upcoming version. You can also upload "Media" such as Images directly to nexusmods to the mod page. You have permission to do so.
Spoiler:
Show
- PreWar light part of vanilla subway station is present in some cells and cannot be removed so easily. Fixing will take a while. - NOTE: Fixed in version 016. - Being looked at: View to void may occur in some cells due to the Room Bounds and Portal changes, very rarely though, i need to finalize the changes which are hopefully done in version 019 - Won't fix: Followers might not always spawn next to you this is a NavMesh issue and my persist as long as the NavMesh is not fully updated, since the mod is still in development it might take a longer time, stay tuned - The SecurityBarDoorPart01 will not move with the SubDoor## - im not sure why, since everything is equal to vanilla - some doors may have problems with attach to node - Seems there is missing information in the NIF itself - NOTE: Fixed in version 016. - Grenade Arc, it seems the game has problems with room bounds and portals for self-created cells and thus the grenade ark might disappear, let me know which cells - NOTE: Fixed in version 013. - Being looked at: Decals placed on doors may not move with the door itself, since the game does not let decals attach to ref for some reason so easily. - Being looked at: Elevator improvised in Malden Center may not play the sound properly or at all, i have a feeling its because of hardcoded references. - Won't fix: Flamer on super mutants do not fit perfectly to the actor model. Vanilla FO4 does not allow super mutant to equip flamers, to circumvent this, super mutant flamer use the minigun animation. - Being looked at: Synth which look like outcasts, may have invisible body parts. - NOTE: Fixed in version 019.
Required Files for Old Gen users: Version 019+ requires the Next Generation archive format but not the NG content, if you cannot open the new archive format and therefore cannot unpack it, download the following files and place them in the following directory: Bend Subway Tunnel by RoNin1971 goes into: ...\Data\Meshes\Interiors\Subway\Tunnels The Mannequin Cult by Zherros goes into: ...\Data\Meshes\RedMar_Mannequin_Raiders
✔️ Patched: Enhanced Lights and FX by anamorfus ✔️ Patched: Better The Third Rail by Mika999 - the train car now included the door to transit to the next interior cell, deleted records are now set "Initially Disabled" or replaced, the deleted NavMesh now works as usual (ver. 018) ✔️ Patched: Optimized Room Bounds and Portals by Qrsr - the patch deletes the Room and Portal markers, SRR in turn enables and uses new markers to work
⬆️ Before: Subway cell related mods must be loaded before otherwise you will encounter issues in vanilla cell references! ⬆️ The Sewers by Zorkaz - should be compatible out of the box, adds new manholes and cells ⬆️ The Tunnels by Zorkaz - should be compatible out of the box ⬆️ Caves Of The Commonwealth by shreddah4 - should be compatible out of the box ⬆️ Gun For Hire by FlashyJoer - The GFH office door is in the building to the right of Subway Runner's Diamond City station. ⠀⠀⠀⬆️ Gun For Hire - eXoPatch by Exoclyps - moves the GFH office door to the left of Subway Runner's station (that patch is for compatibility with SS2 which has a door in GFH's original spot). ⬆️ Previsibines Repair Pack Stable Branch - PRP - load order will not make it work SRR must be loaded after
I haven't played either the original mod or your improved version yet, so the following might be moot. I was thinking a subway could easily become monotonous when so expansive as this project already is, so here's a few ideas to break this up:
1. Dark environmental storytelling about the fate of people trapped in a subway bomb shelter. Emergency message on subway intercom (about being trapped in shelter) growing louder as player approaches an are with a mass/horde of feral ghouls in the vicinity of the shelter. Open outer blast door, several skeletons litter the floor, a group of them clustered in an airlock chamber between the outer blast door and just the inner shelter door. All shelter inhabitants can be found perished (food supply ran out) in the inner shelter. Ferals prevented them to flee, after one group had apparently attempted to leave and was ripped apart. Perhaps a holotape detailing story and ending by sending their love to some missing family member inside.
2. Partial, even fully submerged subway tunnel in area underneath river where the subway tunnel presumably goes deeper and is able to collect (radioactive) water (cracks in tunnel leaking water in). Perhaps a submerged train, or some nasty surprise.
3. Tunnel with visible open crack (if possible) where light will shine through. Also some water on tunnel floor.
Yw. I assume there should no incompatibilities in this regard, thats why i was referencing to vanilla records eventhough im using new actor presets for the spawn reference but all of them use still vanilla templates (!). However if false, and there are incompatibilites (dont overrate everything from most tools ...) you should now be able to patch it very easily with xEdit. Let me know in any case.
Very awesome mod you have made here, i love it. Sadly the Oppressive and Extended Concord mod(https://www.nexusmods.com/fallout4/mods/77991) removes the subway entrance in concord, even an other loadorder does not help to fix that but still very awesome mod :D
Good Morning, Sorry for the late answer, i were busy with work, ok maybe it was then vanilla there and were removed by the mods. Nervertheless awesome mod, love it. KEEP GOING MATE☺
I have other plans. FO4 by default is shit. The LChar for stats and traits is based on your level already anway. So actors scale like PC does. Same goes for encounter zones. You should download the mod to find out.
Ok, hold on. I'm using a version in Xbox called Subway Runner Revival - Updated version. The author is Cpet1319, but he thanks you for letting him port the mod. Is THIS mod THAT mod on Xbox? There's like three versions of the mod, but this says to NOT use any other version.
I never gave permission to port to Xbox or console in general. Revival btw is another Subway Runner version. If you mean this: https://mods.bethesda.net/de/fallout4/mod-detail/4367083 its a patch for something else. THis mod here focuses more and individual map design.
So, I'm having a weird issue with your mod between Better Third Rail. As instructed, I placed the Trainbar.esp to be loaded before your mod and the patch after your mod. It still didn't fully fix a certain collision; this: https://imgur.com/IReoHaD The fence is supposed to go and bathroom stalls installed.
If I understood your instructions right, PRP is supposed to load before SSR?
With what i have in mind, BC will be a Super Mutant zone, all of these mods are obsolete when done. BC will be a very lost place, full of ferals and mutants, no need to build a settlement in the toilet anymore. You will build a settlement - if at all - in the pipes, sewers, subway then.
Now, now... That does sound interesting! I have explored a bit of your mod purely to do a quick check and for testing (ie. mod conflicts, load order, w/e) so I'm looking forward to exploring it fully soon. I'm looking forward to the DLC connection. If we get to build a settlement soon, that would give some nice Metro vibes. A final question; will there be a point where an upcoming mod update will require a new game save file? Sometimes mods do that so I wanted to ask.
EDIT: About the Fens thingy, it's actually about a quest rather than settlement. Regardless, shouldn't be an issue tbh.
Upload some screenshots of the quest incompatibility, where, which objects, highlight them via red circles or something using paint and upload the image directly to the page "Add Media" button. Thanks.
I've some other issue I noticed as of recent mod update. Don't recall it happened in previous update, I'm running PRP. PRP patch may need update? Attached are pictures of flickering. https://imgur.com/a/Gs87RH2 No issues if the PRP patch is removed.
I recommend to read the main page. You can also just rename the current fiel without the _Q suffix (for both, the ESP and BA2) for your current playthrough. But i recommend to stick to the name naming logic as soon as possible.
I recommend to read the main page, and yes. But most changes will only be inject once you start a new game. In a new game, most enemies will first appear when cell respawn.
667 comments
Notes:
- This is a standalone version of Subway Runner by Ghostfc3s and does not require the main file
- Start a new game, otherwise NPCs will not update before Cell Respawn, you should be good to switch during a playthrough once started with a lower version than the current
- Use other mods at your own risk, mods may override the changes i did if loaded after SRR or add new objects and cause compatibility issues which cannot be solved by load order and require patching
- Please Check the Mod Compatibility section below to avoid issues
- Subways, tunnels, enemies not all is equal to vanilla, expect more or less different encounters
- NPCs use vanilla actor templates, this way mods which modify NPC scaling or else will work fully
- Tunnels may look empty, clean, whatever, obviously decorating cells is low priority im struggling with my own "perfect" way of attaching the tunnels to the super small worldspace BGS provide to the public when FO4 was shipped ... So don't be confused by missing light in some stations, there will be added more with more progress on this project
- Since more than two eyes are always great, please feel free to share your point of view, you can upload a screenshot directly to the mod page by using the build in nexusmods function "Add Media", it will help you and me, do not hestitate to give feedback, report bugs, issues, etc., its a special inherent ability every human being should use
For a list of all the changes to the original mod read the Alteration To Subway Runner article.
For more information on the project please read the spoiler tabs below. Thanks.
Progress:
✅
Vault 88 connection to Quincy Station and rest of the red line✅
Light switch for Quincy Center Station📝 Add more decals, rust, rubble, dust, etc. [ungoing]
📝 Red, Blue and Orange line extension for BC, focus on finalizing the city stations fully [ungoing]
📝 Green line Super Mutant decoration, many stations are ghost stations and not decorated nor inhabitat at all [ungoing]
📝 Adding audio, acoustic space, follower comment marker for a more "alive" environment [ungoing]
✅
Remove most powered light sources and leave lights close to NPCs there is no reason to follow the base game logic concerning powered lights far beyond the 200 years mark✅
Continue Ghostfc3s to-do, such as "move light sources away from the walls"✅
Alter loot tables✅
Gain research on the grenade ark dilemma (seems its tied to non PreCombined cells, which all the Subway Runner cells are)✅
Create Subway Atrium (Level 1)✅
Create Subway Platform Prefab(s) (Level 2)✅
Subway base map with perfect distance to one to another metro station📝 Finalize Subway Station entry points (world map) [ungoing]
📝 Create Subway Tunnel Connection across all lines (red, blue, green, orange) [ungoing]
📝 Decorate Subway Prefabs (Atrium, Platform, Tunnels, Maintenance Tunnels) [ungoing]
📝 Release first individual Subway Runner version [planned]
📝 Duplicate and replace vanilla Subway cells and merge with new subway platform logic [ungoing]
📝 DLC connection (Nuka-World) [planned]
📝 Deeper dungeon levels, and cross links to maintenance tunnels and sewers [planned]
📝 New loot, new items, etc. [ungoing]
New Models & Textures:
📝 Proper Subway Signs (for new stations) maybe Graffiti (any help is greatly appreciated)
✅
Create round subway tunnel turns, 15°, 33°, ... (see Teaser post below)📝 C curve for dead end subway hubs (see Teaser post below)
📝 Create X and Y linking (see Teaser post below)
Help:
- Looking for mod - Subway tunnel segments with curves by dferstat and RoNin1971
- Rusty Subway Textures by zlostnypopolnik
Technical Issues:
Please Check the "Bugs" tab before posting, bugs might already be fixed for the upcoming version. You can also upload "Media" such as Images directly to nexusmods to the mod page. You have permission to do so.
- PreWar light part of vanilla subway station is present in some cells and cannot be removed so easily. Fixing will take a while. - NOTE: Fixed in version 016.- Being looked at: View to void may occur in some cells due to the Room Bounds and Portal changes, very rarely though, i need to finalize the changes which are hopefully done in version 019
- Won't fix: Followers might not always spawn next to you this is a NavMesh issue and my persist as long as the NavMesh is not fully updated, since the mod is still in development it might take a longer time, stay tuned
-
The SecurityBarDoorPart01 will not move with the SubDoor## - im not sure why, since everything is equal to vanilla - some doors may have problems with attach to node - Seems there is missing information in the NIF itself- NOTE: Fixed in version 016.-
Grenade Arc, it seems the game has problems with room bounds and portals for self-created cells and thus the grenade ark might disappear, let me know which cells- NOTE: Fixed in version 013.- Being looked at: Decals placed on doors may not move with the door itself, since the game does not let decals attach to ref for some reason so easily.
- Being looked at: Elevator improvised in Malden Center may not play the sound properly or at all, i have a feeling its because of hardcoded references.
- Won't fix: Flamer on super mutants do not fit perfectly to the actor model. Vanilla FO4 does not allow super mutant to equip flamers, to circumvent this, super mutant flamer use the minigun animation.
-
Being looked at: Synth which look like outcasts, may have invisible body parts. - NOTE: Fixed in version 019.Analog:
- The Train by buali
- Subways of the Commonwealth (SotC) by rbddc12
- Gritty Subways (2K - 4K) by Spifferino
- Metro Replacer by AnomNum
- The Metro by WIGWAM
- Ambient Tunnels of Boston by zaslon07
- Fallout 4: Mind Games by OscarN1N7
Special thanks to ...
Aderod, alex21lazz, Benjango, boblimovo38, Corsair00, danielkornev, Dark69Banana, dferstat, djchunt, drevviken, ellder4mk, Frogzilla82, GJNelson, havokwing1978, hereami, kakinotane2000, KamSolastor, masarut7777, MsVal, RoNin1971, seraphael, shreddah4, streetyson, TholeusArsia, tenhats, timeline67, Underprivlidged, YOTAM7503, zlostnypopolnik, for the support, for the support
Version 019+ requires the Next Generation archive format but not the NG content, if you cannot open the new archive format and therefore cannot unpack it, download the following files and place them in the following directory:
Bend Subway Tunnel by RoNin1971 goes into:
...\Data\Meshes\Interiors\Subway\Tunnels
The Mannequin Cult by Zherros goes into:
...\Data\Meshes\RedMar_Mannequin_Raiders
Mod Compatibility:
✅ Not specified:
✅ Rusty Subway Textures by zlostnypopolnik
✅ Gritty Subways (2K - 4K) by Spifferino
✅ Subway Transit Sign 4K Texture by Ablaze666
✅ Library and Subway Tokens HD remastered by dpillari
✔️ Patched:
✔️ Implemented: Unofficial Fallout 4 Patch - UFO4P by Arthmoor (ver. 015)
✔️ Implemented: Vault 88 Settler Sandbox Fix by tenhats (ver. 016)
✔️ Implemented: The Mannequin Cult by Zherros (ver. 017)
✔️ Implemented: Bend Subway Tunnel by RoNin1971 (ver. 019)
✔️ Patched: Enhanced Lights and FX by anamorfus
✔️ Patched: Better The Third Rail by Mika999 - the train car now included the door to transit to the next interior cell, deleted records are now set "Initially Disabled" or replaced, the deleted NavMesh now works as usual (ver. 018)
✔️ Patched: Optimized Room Bounds and Portals by Qrsr - the patch deletes the Room and Portal markers, SRR in turn enables and uses new markers to work
⬆️ Before: Subway cell related mods must be loaded before otherwise you will encounter issues in vanilla cell references!
⬆️ The Sewers by Zorkaz - should be compatible out of the box, adds new manholes and cells
⬆️ The Tunnels by Zorkaz - should be compatible out of the box
⬆️ Caves Of The Commonwealth by shreddah4 - should be compatible out of the box
⬆️ Gun For Hire by FlashyJoer - The GFH office door is in the building to the right of Subway Runner's Diamond City station.
⠀⠀⠀⬆️ Gun For Hire - eXoPatch by Exoclyps - moves the GFH office door to the left of Subway Runner's station (that patch is for compatibility with SS2 which has a door in GFH's original spot).
⬆️ Previsibines Repair Pack Stable Branch - PRP - load order will not make it work SRR must be loaded after
⚙️ Patch Required:
NOTE: I recommend to wait to add settlement workshop mods for not yet finalized subway stations.
⚙️ Animated Monorail Doors by Strider5
⚙️ Metro Railcar Modder's Resource by Strider5
⠀⠀⠀⚙️ Metro Replacer by AnomNum - for vanilla cells yes, for modded cells no.
⚙️ Working Escalators by Xatanas
⚙️ Lechmere Station Settlement by pra
⠀⠀⠀⚙️ Lechmere Station Compatibility by tenhats
⚙️ Ashland Station by shreddah4 and tenhats - Not working as of ver. 015
⠀⠀⠀⚙️ Ashland Station - Subway Runner Revised by Rantanplan76 - Incompatible as of ver. 015 since the tunnel to GS was temporarily disabled
⚙️ FROST Survival Simulator by naugrim04 and the FROST Development Team - not patched yet
⚙️ SS2 World repopulation system - needs testing
⚙️ Sim Settlements 2 by kinggath - requires testing, since Concord Station was removed it might work, let me know
⚙️ Ransacked Relays and Shuddersome Subways by trainwiz
⚙️ The Right Track - A Settlement in The Third Rail by z0mba
⚙️ Jagged's Third Rail by jaggedjoshart
Mod Incompatibility:
❌ Subway Runner Map (Unofficial) by vividevavid - the metro/subway map has changed thus this mod is obsolete
❌ Vault 88 More - NEW Subway Station First Floor Drug Shop and more by IceBlue4040
❌ Kenmore Subway Station by tarsis31
1. Dark environmental storytelling about the fate of people trapped in a subway bomb shelter. Emergency message on subway intercom (about being trapped in shelter) growing louder as player approaches an are with a mass/horde of feral ghouls in the vicinity of the shelter. Open outer blast door, several skeletons litter the floor, a group of them clustered in an airlock chamber between the outer blast door and just the inner shelter door. All shelter inhabitants can be found perished (food supply ran out) in the inner shelter. Ferals prevented them to flee, after one group had apparently attempted to leave and was ripped apart. Perhaps a holotape detailing story and ending by sending their love to some missing family member inside.
2. Partial, even fully submerged subway tunnel in area underneath river where the subway tunnel presumably goes deeper and is able to collect (radioactive) water (cracks in tunnel leaking water in). Perhaps a submerged train, or some nasty surprise.
3. Tunnel with visible open crack (if possible) where light will shine through. Also some water on tunnel floor.
Kudos & Endorsements.
Best wishes from Austria
player.additem 001C2E24 1
Revival btw is another Subway Runner version. If you mean this: https://mods.bethesda.net/de/fallout4/mod-detail/4367083
its a patch for something else. THis mod here focuses more and individual map design.
As instructed, I placed the Trainbar.esp to be loaded before your mod and the patch after your mod.
It still didn't fully fix a certain collision; this: https://imgur.com/IReoHaD
The fence is supposed to go and bathroom stalls installed.
If I understood your instructions right, PRP is supposed to load before SSR?
My advice dont spam the comments with mod conflicts or load order questions.
If we get to build a settlement soon, that would give some nice Metro vibes.
A final question; will there be a point where an upcoming mod update will require a new game save file? Sometimes mods do that so I wanted to ask.
EDIT: About the Fens thingy, it's actually about a quest rather than settlement. Regardless, shouldn't be an issue tbh.
Attached are pictures of flickering. https://imgur.com/a/Gs87RH2
No issues if the PRP patch is removed.
Load order is;
PRP
Subwayrevised
subwayrevised trainbar patch
subwayrevised PRP patch