In search of every special and random encounters in DC, Proudly present this essential quest to help players wandering through the Capital Wasteland. Whenever go near a spot with encounter, visual and audio signs will help you identify such SE and RE. Furthermore, a series of new special encounters spots are being designed in time.
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Changelogs
Version 1.1b
Extra locations, NPCs, creatures, Special Encounter Detection mechanism
Special Encounters TTW332 will help players identify certain special encounters in DC better through audio and visual cues, and even quest to keep track on unique ones with name and locations. With normal random encounters, only audio and some visual cues.
All the named special/unique encounters are listed in order of appearance in a quest to keep track which has appeared. When you go through the site of one, visual and audio cues will remind you (once), and the quest will update with that SE's location. UNTIL you reach the specific spot (vanilla settting) to satisfy the condition, that location will remain in quest map.
All the unnamed special/repeatable encounters will only have visual/audio cue ONCE. No appearing in quest (because huge number) or location marked (no point at all).
I've been playing extensively with this mod and its feature for a year now, since the release of TTW 332. Just now I decide to release it, because the work (dungeons) will never get stopped adding. And let me tell you my friend, this feature is such that you will miss it immediately the minute you uninstall the mod.
Upcoming content for v1.2+. Let's call it Mojave Package. 1. Barton's girlfriend. We thought he just lied to us about dat gal, just to trick us into doing his heavy lifting. But what if she did exist, just get killed, but not recently. Her skeleton with some interesting things that useful to newly started players await your exploration. "Just because Barton is a fink, doesnt mean the gal not exist."
2. Indiana's Gun. Just lie under his hat.
For new special encounters, I developed certain cells with some, minor, background story. + Some wasteland locations to mark down Harold's once travelling through this land before settling down at Oasis. Certain oasis druids will stay to keep mark such holy sites. No cues before you pass by the sites, though the green trees can be quite eye catching. Old School is the start, south of Girdershade, then Treetenders' camp, westernmost of Abandoned Car Fort. + Gibson's exploration at Capitol Post. with that pack of dogs. Old Man Gibson can sell some scavengers' stuff here. + V13 keepsakes/NCR travel souvenir at certain places. The flasks are pure loots, no utility, put there for nostalgia's sake. Punga Tofu is a new food made of punga. + The Quartermaster Durga now wander the Courtyard too, so you can buy items without running so far in the Citadel lab. + The Citadel's nearby Garden. This is the source of fresh food for Brotherhood personel, so it has BOS tech supported to make indoor hydroponic farms (water conservation and fallout prevention). + Drug Runner gang. Inspired by Italian Greasers movie, this drug runner gang occupy the Car Dealership and sell boxes of drugs.
One important background story I'd like to develop is the source of Super Mutant Menace in DC which is woefully underdeveloped in F3 main quest. I dont do major story, so I only provide a few locations to hint + Chryslus Basement can be thought of as a half finished Vat that provide muties to threaten the north side of DC. + An entirely new location in SM camp number 4: a half destroyed Vat which is the source of SM that threaten Project Purity 20 years ago, as well as just recently. Unknown person destroyed it recently which is why they burst out and occupy the PP after Dad left. You can investigate the ruins to explore for clues (currently none). Think of Mariposa with a great big glowing crater outside, which is the theme.
As well as more minor details in readme.txt.
***Technical forewarning***
MUST install before you get out of V101 or Doc's House, or any starting cell you design.. MUST NOT install once you met some special encounters. Because the way F3 (thus transfer to TTW) design it, the assets like NPC or marker maybe affected weirdly. So once you met the encounters, if you install this mod and the markers are gone, you cant complete the encounters as the mod see it. In short, cant install mid-game.
I made this mod with TTW332 in mind, so I dont know if 322 can run. Also, 333a is stealth released, and I also doesnt know if it work. Report bugs to thread when you find one, please.
*** Midgame Installation *** By installing this midgame, you would have realized just how many special encounters you have passed by before. The quest will register spots of SE you have activated. You can activate the quest, then use command movetoqt to move to said spots, and run around trying to fulfil requirement to complete it and therefore hide it from quest. I am sorry, but the way scripts and quests in FNV/F3 go, I can not help further.
Thus I must warn that this quest mod is really, really, really must install before you get out of Vault 101, or at least stand outside of V101. This way you minimize the chance to activate Special Encounters. For starting in Mojave, this quest should be activate before you get out of the DC ruins area, as there is minimal scripted SE in Mojave, and DC ruins area (The Malls, and districts)