At 4:38 PM on November 23, 1964, an incident occurred at the Crossroads Motel in Henderson, Nevada, which sundered Room 105 from reality. Preserved within a subliminal void like a fly trapped in amber, the Room now exists outside of time, in a space between spaces – unseen and inaccessible except to whoever holds the Key…
The Fractured Room is the result of an interest I developed in liminal spaces – places that exist in the transitionary threshold between destinations, or between waking and dreaming. These are places that your eyes just kind of gloss over and your mind edits out, that you pass through without even noticing or forget as soon as you wake up. When made consciously aware of them, liminal spaces tend to feel lonely, disorienting, and vaguely unsettling – like you're trespassing somewhere that you're not supposed to be. A deserted airport terminal, a roadside gas station at three in the morning, a shopping mall after hours, or perhaps a vacant motel room…
I drew a lot of inspiration from pop culture such as The Twilight Zone, the works of Neil Gaiman (Particularly The Sandman and Neverwhere), the Submachine series of Flash games by Mateusz Skutnik, and most of all from the criminally overlooked and highly underrated 2006 SciFi channel miniseries The Lost Room.
This mod is essentially a “portable” player home. With the Key equipped, you can enter the Room from any hinged door that has a pin tumbler lock and which blocks the other side from view (i.e. sliding doors, double doors, broken doors, or doors with crash bars won't work). Inside, you'll find a motel room with a handful of modest quality-of-life features. Upon leaving, you will find yourself back outside the same door you entered through.
Proper noun Objects are the various personal effects belonging to the Room's occupant at the time of the Fracture, that as a result of being violently sheared from reality, were imbued with special paranatural abilities that manifest whenever they're taken outside of the Room.
It was a deliberate design choice not to have any of the Objects be outright weapons that deal damage. The idea is that Objects will offer the player an edge only if used tactically.
The motel can be found along Route 95, near the Repconn Headquarters building, however the Room itself is entirely missing and cannot be accessed from here.
The Key can only be obtained through your dreams after first discovering the motel's location – that is, once you have found the motel map marker, then every subsequent time you go to sleep, there is a random chance the Key will be added to your inventory when you wake up (based on your Luck stat). Of course, if you're feeling lazy, you can always use the following console command (Substitute ## with the Mod Index of the plugin in your load order):
Player.AddItem ##F00001 1 ;Gives the Key
There are a number of global variables that can be changed using either the G.E.C.K., FNVEdit, or console commands, in order to tailor the experience to your personal preferences.
|aaaGLOBEnableHardcore||If set to 1 while playing in Hardcore mode, the Key will only work if you are suffering from Advanced Sleep Deprivation or worse (400+) This is designed to simulate your fragile psychic state facilitating your transition between the cracks of reality. Set to 0 by default.|
|aaaGLOBEnableHotPlate||If set to 1, enables a hotplate in the Room that functions like a campfire, allowing you to cook and craft healing items. Set to 0 by default.|
|aaaGLOBEnableToolBox||If set to 1, enables a toolbox in the Room that functions like a workbench and reloading bench, allowing you to craft items, reload ammo, and repair your equipment. Set to 0 by default.|
Wait, why is the bed rumpled? And whose suitcase is that? Does it belong to the same person whose cigarette is still smoldering in the ashtray? Where have they gone? And are they coming back?
set aaaGLOBEnableHotPlate to 1
set aaaGLOBEnableToolBox to 1