Read and looks like its more a "yes ive actualy done this" Re-enable of a hidden quest that was never visable i believe due to never being able to have a Pip-boy pre-vault so they didnt bother to have the quest visable. this basicly seems to just make it visable in your quest completed area by the time you get the pipboy.
The vanilla quest has no objectives, no description and never appears ingame for the player for some reason which only bethesda knows. I just made it visible and added some text.
It doesn't show up because you don't have the Pipboy yet. You're also not supposed to know it's a Cryo pod. As I recall, they tell you it's for decontamination.
@Richwizard has the right of it. This is the exact "some reason which only bethesda knows" - to drive the narrative without giving away the starting plot twist immediately within the first 10 minutes of the game.
And the vanilla game does have these quest stages (see wiki) but as stated above they're hidden (as is the quest, as it's pre-pipboy). But not fully hidden for "War never changes" are the first & last words of the intro, and first words Nate speaks as the mirror clears. That's when the vanilla quest starts - and so the Vault-Tec Rep stage check is actually the guy at the door, not anyone in the vault.
The starting plot twist lmao. What did you guys think was going to happen? The game takes place over 200 years after the war, so I don't understand how anyone thought the game was going to go if they didn't realize the "decontamination pods" (obvious lie by Vault-Tec) were Cryo-Pods. Even as a dumb 15 year old, I knew what was about to happen
Just one idea, but it could have been a situation similar to Assassin's Creed 3 where you start out the game as a different character who turns out to be a relative of yours. The only difference would be that instead of being a child of the character at the start you could be a descendent from around 5-8 generations later. They could introduce your character by saying you were named after an ancestor who did great things for your vault and maybe throw in a quip about how you bear such a strong resemblance to them.
Another idea they could have gone with is that the vault was experimenting with time travel and used you as a test subject. But instead of sending you maybe about 20 minutes into the future they sent you 200 years instead. After emerging you could find that the vault didn't survive and they never finished the experiment, so you can't go back. That would be a much sillier start to the game, but it would be one way they could introduce a more classical RPG story for the series.
Anyway, there's no reason to be a jerk just because some people don't try to guess what's going to happen >:(
Yeah I know what you mean. While I'm fully addicted to the quest pop up and XP boost, in no way does the quest affect my understanding of whats happening and what needs to happen during the emergency.
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I just made it visible and added some text.
Another idea they could have gone with is that the vault was experimenting with time travel and used you as a test subject. But instead of sending you maybe about 20 minutes into the future they sent you 200 years instead. After emerging you could find that the vault didn't survive and they never finished the experiment, so you can't go back. That would be a much sillier start to the game, but it would be one way they could introduce a more classical RPG story for the series.
Anyway, there's no reason to be a jerk just because some people don't try to guess what's going to happen >:(
Still, nice small mod