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New Project: Random Doors

So the other day, a GreslinGames user asked about a mod that would randomize the door teleports, sending the player to a new completely unpredictable place every time they changed cells. There are mods that do similar things in Skyrim and Fallout: New Vegas, but I wasn't aware of any such Fallout 4 mod and I was curious about how hard it would be to implement.

Thus Random Doors was born. 

At the heart of Random Doors is a cute little trick I picked up from ElPolloAzul's fun mod The Hitchhiker's Gown at the End of the World. Azul rolls a large random number, using that to find an object reference in the game space, and then uses that reference as a random teleport point.

I took this trick and wrapped it in a completely new management structure. Random Doors intercepts fast travels, teleports, door transitions, etc. (basically anything that would lead to a load screen), and reroutes the teleport to a random spot with a nearby navmesh position. This can literally be anywhere in the game.

You can use this as a joke mod, sure. But you can also use this mod to turn Fallout 4 into a randomized roguelike (especially if you limit it to interior spaces), forcing you to work with whatever you find and can carry on your back, for as long as you can survive.

Features

Random teleports at every door. Every player teleport (doors, fast travels, elevators, etc.) is captured and rerouted to a random spot somewhere in the Fallout 4 game world. This can be anywhere that contains a valid object reference and a legal navmesh spot.

Location return ring. Because you can end up anywhere, sometimes you're going to teleport somewhere you don't want to be. This will usually be a room with no exits, but in theory could also be a test/debug cell or somewhere that the player was never intended to be. 

To deal with this, Random Doors includes a location return ring and an emergency post-teleport grace period (def: 60 seconds, adjustable in MCM). During this period, the new teleport location is considered potentially unsafe, and using the ring will return you to the last "safe" location. Once the period expires, the new location is considered safe and becomes the new backup location.

Set the grace time to zero to disable location return.

DLC support. Locations in Nuka World and Far Harbor are included as possible destination locations. You can also choose whether to limit teleport destinations to the player's current DLC worldspace, or to allow teleports to include any legal base game or DLC location. (If turned on, what happens in Nuka World stays in Nuka World.)

MCM support. As usual with my mods, Random Doors has full MCM support. You can set the odds of either an interior or exterior cell teleport (if both RNG rolls fail, the teleport goes on as normal), as well as how you want DLC locations and the location reversal grace period to be handled.

Random Doors requires Nuka World and Far Harbor DLCs.

It should be save game friendly. If you want to disable the script's effects, it has an on/off switch in MCM. Uninstalling the mod should completely revert your game back to normal.

Random Doors v0.5 is now available on the GreslinGames Discord in the #random-doors channel (Citizen role required for access).


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