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[Fallout 4] Scum of the Commonwealth (WIP)


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Posted

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My current long-term project for Fallout 4, Scum of the Commonwealth is looking to create a series of new levels for the player to fight and explore through, each level experimenting with a different idea.

Currently there are 13 levels for you to play, some of which have multiple stages and even a hint of story to them.

The list of levels are

  • Boston Common Bank
  • Fortified cave
  • Unusual cave
  • Lexington gun store
  • Lexington ammo company
  • Concord raider base
  • Ruined raider base
  • Downtown Boston gunner base
  • The Beacon
  • US vigilante safehouse
  • Irradiated water treatment plant
  • Lucky's gentleman club
  • Raided concord house

My next level will have a quest with one new character with unique voice acting. Having the player fight through 4 dungeons to get to the end goal. So look forward to that!

Other plans for the mod will be in place after we hit 20 levels, at which I will create optional packs that hold levels with unique enemies and mechanics made possible by other modders, which I look forward to doing :D.

You can get the mod on the Nexus, here! http://www.nexusmods.com/fallout4/mods/16242

And to finish up the post, here are some highlight shots of the mod.

Spoiler

 

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I will post my updates on the project here as I get stuff completed, thanks for reading!

Posted

This week I am working to step up all previous levels in the pack with the Whiterock military base. This will have 4 stages to the dungeon with a short quest, I got a friend who is able to help me voice the needed characters.

Currently I have been building the hub stage of the level, where you will go to between each stage, here is a screenshot of the level inside the creation kit editor.

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Posted

Latest progress on the next update, been working hard on the second stage of the 4 stages in the Whiterock update.

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This is the soldier sector of Whiterock base, here it becomes more clear than before that the base was never finished before the war and things are not in great shape. This section will mostly be feral ghouls of the soldiers that use to occupy the base while it was active, and will have some unique scripting to keep things interesting.

I have also decided how the quest will be paced, you enter the hub to meet our robot friend, a gutsy bot who's programming forces him to be docile, to access the lower levels filled with the important loot. You need 2 access authorisations, one in the soldier sector by the base CO, and another in the robotics sector by the base's head engineer

The planned beats for the soldier sector level is

  • You head into the assembly point and find the commanding officer quarters are also here, perfect! as the player needs to access the CO's terminal to get restricted access to the lower levels
  • On getting access from the terminal, the way you came collapses, but the barracks doors open to the player with feral ghouls spilling out of the gate.
  • You head through the barracks in search of a second way out, you're in luck as there is a second exit, but its locked. A maintenance worker has the key
  • You fight through the rest of the sector to the end to find one of the incomplete dig sites being re-purposed as a toxic waste dumping ground, but you find the worker, the only problem is that he became a glowing one.
  • You kill the glowing one, take the key off their corpse and move back to the locked door, unlock it and find your way back into the whiterock hub, standing on the upper catwalks.
  • Got the first access authorisation needed, time for the second!
  • 2 weeks later...
Posted

The Whiterock update will be going live today, all the levels are there and everything is functional.

In total to get through whiterock, it takes 25 minutes, not using secrets, shortcuts or side paths.

 

Some things will not be fully complete, but it will be out in a beta update since I missed my update schedule last week.

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