Fallout 4 Creation Kit - Team Mod Project
Fallout Mod (Level Design)
Team-built Fallout 4 level expansion centered on the Floating Institute concept. I joined later in development and focused on interior production, merge stability, and optimization so the final combined build remained playable and visually coherent.
At a glance
My role
Third-floor level designer and merge support
Team context
Joined an active Fallout 4 mod team mid-project
Built with
Creation Kit, Blender, NifSkope, B.A.E.
Result
Stable merged build with connected, optimized interior spaces
Featured level-design proof
Hall of Idols puzzle chamber
I narrowed the final design to one production-ready module: rotate the idol statues, reveal the hidden stairs, and descend into the Sun Chamber. The standalone structure also reduced merge conflicts during team development.
Player loop: read the dead end → rotate idols → unlock stairs → descend.
Implementation: scripted placeholders, spotlight guidance, and modular area handoff.
Tools: Fallout 4 Creation Kit, Blender, NifSkope, and B.A.E.
Project In Short
Team production
Joined an active Fallout 4 mod team mid-project and owned the third-floor interior lane.
My contribution
Built room variants and stabilized door links, portals, bounds, lighting, and merged cells.
Result
Delivered a connected, readable interior that held together inside the final shared build.
Closer look
Workflow, optimization, and milestone evidence
Open the full process for technical decisions, problems resolved, earlier work, and supporting documents.
Open +Close -
Closer look
Workflow, optimization, and milestone evidence
Open the full process for technical decisions, problems resolved, earlier work, and supporting documents.
Technical Workflow
I used Blender, NifSkope, and B.A.E. (Bethesda Archive Extractor) to understand mesh and collision edits, then implemented and tested the level in Creation Kit with load doors and XMarkerHeading markers for reliable inter-cell traversal.
For testing and iteration, I used in-engine commands like coc and tgm to quickly jump through cells and isolate visual and runtime issues.
- - Fallout 4 Creation Kit
- - Blender
- - NifSkope
- - B.A.E. (Bethesda Archive Extractor)
- - Load doors + XMarkerHeading for cell continuity
- - Room bounds and portals for render scope control
Challenges Resolved
- Merge Instability:Worked through duplicate FormID warnings and conflicts introduced when combining multiple team cells into the shared file.
- Visual Corruption (Abyss Bug):Traced a major broken-color and stretch artifact to conflicts around room bounds and portals, then rebuilt setup until visuals stabilized.
- Heavy Interior Performance:Reduced performance pressure from dense NPC, light, and model setups while preserving readability and atmosphere.
Optimization Strategy
- - Avoided oversized enemy rooms and over-dense encounters where they hurt framerate most.
- - Used teleport and load-door routing to keep traversal broad without rendering everything continuously.
- - Used room bounds and portals so only relevant geometry was processed each frame.
- - Kept scene readability first: stable navigation and clear combat spaces over visual excess.
Milestone One (Project Lead)
This was my first Fallout Creation Kit project and intentionally much smaller in scale than FII. It helped me learn puzzle spaces, traversal setup, encounter pacing, and editor-side debugging fundamentals before working inside the larger merged build.
Milestone Evidence
Excerpts from the FII final milestone submission documenting role ownership, technical decisions, and runtime-control strategy.