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I started this DLC-sized level design project with the intention of sharing my personal vision of how a post-apocalyptic world should be. It aims to satisfy gamers like me who love to immerse themselves in a rich and suggestive post apocalyptic environment. Details are what make the difference. It's a WIP, subject to changes or even upheavals. It's modular, requires all the base game DLCs, and is as compatible as possible with other mods. It's fully navmeshed and has its own precomb/previs. All the assets belong to the original game archives, but there may be exceptions. Every object is meticulously handplaced. Its purpose is to enhance the entire Commonwealth world-space while staying, as much as possible, faithful to the game lore. It proposes to make major locations unique and less important ones more detailed and appealing. One key goal is to recreate a credible blend between pre-war and post-war realities. It will also include new enemies, lootables, sound effects, and bug fixes. Considering the high amount of new content, certainly there will be an impact on performance. It will also vary depending on your rig and installed mods. The EPI parameter in the content overview section represents the estimated performance impact.
♦. Compatibility
The settlement areas remain unaffected. Keep in mind that the more cluttered the settlements are, the worse the performance. Despite some possible clipping, it is compatible with tree mods. Compatible with grass mods. Incompatible with mods that bring changes to the same exterior cells. Compatibility patches will only be available for the most popular mods. A compatibility patch for Previsibines Repair Pack Stable Branch (PRP) will be available. Compatible with texture/mesh mods. Compatible with weather/lighting mods. Interior cells are unaffected.
♦. Installation
Download it using your favorite Mod Manager. Follow the installer. If you're installing it before starting a new playthrough, then you're ready to go. Every change is applied instantly. If you're installing it on an existing save, do the following: Move into an interior cell and save. Quit the game. Install the mod. Load the save previously created, and lastly, wait 48 hours to make the engine refresh all the exterior cells. Place the plugins at the very end of your load order.
♦. Content Overview
▲ Please consider that this mod doesn't add any new textures. The textures shown in the screenshots below belong to other mods. To give you the chance to achieve the same result (if interested), I will create a new section containing all the recommended texture mods that complement this one.
⌂ Vault 111
Tech Details: Time 450h | Cells 20 | Placed objects 2210 | Navmesh Yes | Precombines/Previs Yes | EPI Medium
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 question of why this location was treated with sufficiency by Bethesda remains still a mystery. However, the foundations of the concept offered by the PAC Team are based on the complete absence of proper security/defensive structures in the original idea. The aim is to make this iconic location characteristic and more realistic. 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 chainlinks, 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 pathces, for the most popular mods only, is available.
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⌂ Concord [In progress...]