Elegant. Gets the SS to start thinking, then she find a few stashes in Sanctuary. Might just Need these Nuka caps... Then goes to Concord and is rewarded with More of them."Light Bulb Moment" for sure. I'll endorse asap. Its always the little things that can matter for real. Thank you for this perfect little Mod.
I like it, buuuut there's a when you meet Codsworth you express surprise that people are alive after the bombs dropped. Seeing a fresh corpse before then kinda ruins the lines. Maybe if the note was place between Sanctuary and Concord, heck maybe it could make the tire iron dog guy have a practical use.
Love the mod. Love the effort you've put into it. While, yes, Abernathy Farm has an explanation, the chances of wandering there first is slim. Reminds me so much of my first time playing Fallout 3; the first Fallout game I ever played. I kept leaving Caps behind because I had no clue it was currency. XD
Again, thank you. Lore friendly. Simple. Effective. Great work.
Not gonna lie small mods like this where they actually add something that you never thought of but needed. Great job since it is rather bad that the Sole Survivor doesn't know at first that caps are a form of money right after getting out of Vault 111
Why is that bad? a) You talk to Codsworth - you get a clue that you are 200 years in the future and things aren't going to be what they once were. b) You look around and see total chaos with no semblance of order. Like 1800's wild west.
Yeah, a nice FAT clue right out the gate does wonders - but the reality is these kind of plot holes actually serve their purpose.
TBH, I can't ever remember going to Abernathy Farm. I followed the script - go to Sanctuary, talk to Codworth, find out how bad things really are, take his advice and go to Concord, find out Diamond City is where I need to go and make haste - I got to find my boy. Along the way I run into a dog who has made himself my owner.....
By the time I ran across Trashcan Carla, I had a bunch of stuff and was ready to do some horse trading......
Yeah, but not everyone thinks that way. What if the Commonwealth still traded with American dollars? Or they found some other resource to barter with like cigarettes, bullets or even scrap metal albeit TF2-style? There needs to be some clarification on what the currency is before having the player just dive right into bartering.
yes but preston offers you a pile of caps at the museum of freedom for your help, and your only possible response about it is "I didn't do it for the money"
If anything, they should have put the question about caps at that specific moment instead of at abernathy's where the player isn't guaranteed, or rather railroaded, into visiting. The whole concept is rushed and not explained well and is rather jarring if you think about it for longer than 30 seconds.
You know if you go to Abarnathy Farm first. You're asked to pick mellons for caps. The Sole Survivor can then ask what caps are and the ask why old world money isn't used.
This has bugged me since the game came out, so thank you for doing something about it! You can sort ask about it at the abernathy's but what if you don't go there right away? Preston gives you caps at the museum of freedom and you're just like, sweet, thanks!
Anyway, is the dog there hostile? I added a mod to remove the 10mm from vault 111 so if he is, that's also great cause it makes it more of a fight for me :)
That's exactly my process of thinking. You are welcome!
Also yes, that is a wild hostile dog with no affiliation to the raiders (maybe I should clarify that in the note somehow - it's supposed to give context of the dead body). Anyway the raider will probably have a gun spawn on him, naturally, he wouldn't wander out in the wasteland without protection.
Anyway the raider will probably have a gun spawn on him, naturally, he wouldn't wander out in the wasteland without protection.
I will test and see how I like it. Really you can get a pipe pistol pretty quick in sanctuary, but I recently watched a video on youtube arguing that the 10mm is too powerful of a weapon too early, which contrasts the spirit of the older games. I never thought about it that way, and wondered if someone removed it with a mod, and I found one immediately. I think it makes the beginning of the game just a tad more grueling and rewarding.
I really like this idea. I will make an update where the raider only spawns with a pipe pistol and a more detailed note with a better context on what happened to him :)
Maybe to drive home the idea that the dog killed him, give him a melee weapon instead? Just an idea, your call. Or maybe no weapon, and you could imagine that he dropped that switchblade that just happened to stab itself right into the terminal lmao
I really thought about it and in my opinion, it makes much more sense for an alone scouting raider to have proper protection, at least enough to bring back the information to the boss. I settled for a Pipe Pistol that abides to the leveled list and I also updated the note.
But I like your way of thinking so if you have more ideas for small things like this that can be fixed, DM me. No promises, I just like to play around with Creation Kit in my free time.
One of the major problems with writing the game's story like this, not exclusive to modern forms of currency. There are myriad things involved in the game that the PC should have no way of knowing about, and only a handful of instances where the game allows your character to ask about them, usually long after you already encountered said thing and in a rushed, vague matter. But this game has so many plotholes and scripting oversights that it seems pointless to worry about this particular one.
Not criticizing the mod maker. I'm criticizing Bethesda. Just stating the fact that this issue seems overshadowed in the grand scheme of the entire game. But if it helps add a little more immersion for someone, then it's done its job. Would be nicer as a part of a series of immersion enhancing mods, though.
34 comments
Thank you and endorsed!
Again, thank you. Lore friendly. Simple. Effective. Great work.
a) You talk to Codsworth - you get a clue that you are 200 years in the future and things aren't going to be what they once were.
b) You look around and see total chaos with no semblance of order. Like 1800's wild west.
Yeah, a nice FAT clue right out the gate does wonders - but the reality is these kind of plot holes actually serve their purpose.
TBH, I can't ever remember going to Abernathy Farm.
I followed the script - go to Sanctuary, talk to Codworth, find out how bad things really are, take his advice and go to Concord, find out Diamond City is where I need to go and make haste - I got to find my boy. Along the way I run into a dog who has made himself my owner.....
By the time I ran across Trashcan Carla, I had a bunch of stuff and was ready to do some horse trading......
If anything, they should have put the question about caps at that specific moment instead of at abernathy's where the player isn't guaranteed, or rather railroaded, into visiting. The whole concept is rushed and not explained well and is rather jarring if you think about it for longer than 30 seconds.
Anyway, is the dog there hostile? I added a mod to remove the 10mm from vault 111 so if he is, that's also great cause it makes it more of a fight for me :)
Also yes, that is a wild hostile dog with no affiliation to the raiders (maybe I should clarify that in the note somehow - it's supposed to give context of the dead body). Anyway the raider will probably have a gun spawn on him, naturally, he wouldn't wander out in the wasteland without protection.
I will test and see how I like it. Really you can get a pipe pistol pretty quick in sanctuary, but I recently watched a video on youtube arguing that the 10mm is too powerful of a weapon too early, which contrasts the spirit of the older games. I never thought about it that way, and wondered if someone removed it with a mod, and I found one immediately. I think it makes the beginning of the game just a tad more grueling and rewarding.
Anyway, thanks again!
Maybe to drive home the idea that the dog killed him, give him a melee weapon instead? Just an idea, your call.
Or maybe no weapon, and you could imagine that he dropped that switchblade that just happened to stab itself right into the terminal lmao
But I like your way of thinking so if you have more ideas for small things like this that can be fixed, DM me. No promises, I just like to play around with Creation Kit in my free time.