Notes: - This mod is hardcore - Does not break PreCombines/PreVis - Does not require a new game to work - When installing mid-game, does add a second Cryolator if the one from Vault 111 has been taken already
Expansion: - Improved Kellogg - which allows Kellogg to wear a X-01 PA together with the Cryolator.
To me, the cryolator belongs to the Institute's "Advanced Systems" division, which delivered Kellogg 2227 to the Institute along with Baby Shaun.
The death of the other cryo inmates is at the Institute's expense, as the entire cryo unit was reactivated incorrectly - except for the Lone Wanderer's cryo unit.
Kellogg simply ripped the cryo box off the wall in Vault 111, which wasn't too difficult thanks to his limb cybernetic actuators.
The institute scientists were then able to repair and improve the cryolator at the institute and also learn more about cryogenics.
Kellogg is just a stupid mercenary who is supposed to get things for the institute. Kellogg failed to obtain the laser prototype at University Point, which the Lone Wanderer managed to do using his computer skills.
So why should the Lone Wanderer find the cryolator 60 years later in Fort Hagen of all places?
This is Perfect! I keep taking the damn thing cuz in VR, all I have to do is reach behind the glass and grab it.... Yes, I know, I have no restraint...
I always thought the Trophy Hunt aspect of this weapon was the tease. Seems like good story writing. i.e. It's right here, and you can't get it. Either find someone who can (the hunt) or develop the skills yourself (the journey). And for the love of all that is holy, don't go get Dogmeat to cheese opening it.....
Why would yor bring dogmeat to a gun fight? :D I will see what i can do to the rest of those points, can imagine to make the Cryolator broken by default, which requires the schematics, which are hidden behind the terminal in vault 111, which in turn is protected, which in turn requires a key or skills, etc.
EDIT: i think i can block dogmeat but all other NPCs too using scripts. ;)
It's better out of the vault - other than the weak, hokey, freezing connection to vault 111 cryogenics, there's little logical reason for it to be just sat there - at least not in working condition after 200yrs. And anyway it's not like cryo weapons don't exist elsewhere (cryo grenades and mines). More logical it'd be some prototype given to Kellogg - or stolen by him. For don't forget, Kellogg would've prob saw it when he came to the vault to get your baby and I doubt he or his team lacked (nor cared about) the master level lockpick skillset to get into the case. You could even add a note to the effect he stole it from vault 111, if you really wanted to - a memento or trophy of his little visit. Thanks for sharing.
streetyson, 1) what about a special Perk granted when getting access to the terminal? that perk would hold the information to build the cryolator which in turn can be crafted at worbench X OR 2) player char rampages into Fort Hagen gives everyone a roundhouse kick and takes the cryolator from kelloggs base. OR 3) both options 1) and 2) apply BUT the cryolator is broken. In case PC was skilled enough to get the cryolator before he is skilled enough to craft it, he is getting a broken cryolator. Which can be reversed engineered.
Woah, that sounds advanced modder-thinking/skill - I was just musing that even if it had really been in the vault all that time, as some fancy toy the overseer made, that Kellogg would've got to it long before the player.
They all sound worthy ideas to me. Option 2 the simplest (to my ignorant mind on modding modern games), but that maybe it does need repairing - which is why Kellogg just had it on display as a trophy.
And maybe back in vault 111 you find the overseer's notes - which Kellogg in his rush to steal the weapon missed, detailing how to fix it? Is that what you mean? Sounds cool - the player realises there's a fancy weapon but someone's taken it (that'd require a smashed case in the vault?). You might already suspect Kellogg but if you don't, well you'll realise it when you find his new hideout. And if the player misses all that in the vault too, they could still repair the weapon if relevant skill/perk levels are high enough? But it all sounds like a more complicated mod to me. Good luck with it whatever you do! Neat mod idea.
16 comments
- This mod is hardcore
- Does not break PreCombines/PreVis
- Does not require a new game to work
- When installing mid-game, does add a second Cryolator if the one from Vault 111 has been taken already
Expansion:
- Improved Kellogg - which allows Kellogg to wear a X-01 PA together with the Cryolator.
The death of the other cryo inmates is at the Institute's expense, as the entire cryo unit was reactivated incorrectly - except for the Lone Wanderer's cryo unit.
Kellogg simply ripped the cryo box off the wall in Vault 111, which wasn't too difficult thanks to his limb cybernetic actuators.
The institute scientists were then able to repair and improve the cryolator at the institute and also learn more about cryogenics.
Kellogg is just a stupid mercenary who is supposed to get things for the institute. Kellogg failed to obtain the laser prototype at University Point, which the Lone Wanderer managed to do using his computer skills.
So why should the Lone Wanderer find the cryolator 60 years later in Fort Hagen of all places?
Kellogg got the prototype and the Institute searches for dead fish in Mahkra Fishpacking 200 years after the bombs.
The idea of moving the cryolator is a good one.
i.e. It's right here, and you can't get it. Either find someone who can (the hunt) or develop the skills yourself (the journey).
And for the love of all that is holy, don't go get Dogmeat to cheese opening it.....
I will see what i can do to the rest of those points, can imagine to make the Cryolator broken by default, which requires the schematics, which are hidden behind the terminal in vault 111, which in turn is protected, which in turn requires a key or skills, etc.
EDIT: i think i can block dogmeat but all other NPCs too using scripts. ;)
1) what about a special Perk granted when getting access to the terminal? that perk would hold the information to build the cryolator which in turn can be crafted at worbench X
OR
2) player char rampages into Fort Hagen gives everyone a roundhouse kick and takes the cryolator from kelloggs base.
OR
3) both options 1) and 2) apply BUT the cryolator is broken. In case PC was skilled enough to get the cryolator before he is skilled enough to craft it, he is getting a broken cryolator. Which can be reversed engineered.
They all sound worthy ideas to me. Option 2 the simplest (to my ignorant mind on modding modern games), but that maybe it does need repairing - which is why Kellogg just had it on display as a trophy.
And maybe back in vault 111 you find the overseer's notes - which Kellogg in his rush to steal the weapon missed, detailing how to fix it? Is that what you mean? Sounds cool - the player realises there's a fancy weapon but someone's taken it (that'd require a smashed case in the vault?). You might already suspect Kellogg but if you don't, well you'll realise it when you find his new hideout. And if the player misses all that in the vault too, they could still repair the weapon if relevant skill/perk levels are high enough? But it all sounds like a more complicated mod to me. Good luck with it whatever you do! Neat mod idea.