Fallout 3 Unfinished Quests

Post » Fri Feb 18, 2011 8:52 pm

Does anybody know if there are any 'unfinished quests' in Fallout 3? Little things that seemed as if they were planned to go into a quest, but never developed further? Oblivion had http://www.uesp.net/wiki/Oblivion:Unfinished_Quests, and I might make a mod out of them, but are there any in Fallout 3?

Thanks

:fallout:
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koumba
 
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Post » Sat Feb 19, 2011 2:24 am

I recall coming under fire from a sniper in blasted church in the northwestern portion of the Wasteland. After I capped him, I found that he was wearing a hood like the folks in Oasis and there seemed to be some reference to a group of rebels or exiles from there. If there is any quest involved with that group then I never found it.
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Roberta Obrien
 
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Post » Fri Feb 18, 2011 8:58 pm

- Main Quest number 10, named "Infiltration".
It has no dialogues, but a few stages:
1. Enter Rivet City through the underwater diving hatch.
2. Obtain the prototype power source.
3. Return the prototype power source to Scribe Rothchild at the Citadel.
4. Meet with Elder Lyons in his solar.

Maybe Rivet City was meant to be taken over by the Enclave :shrug: Who knows.

- Main Quest number 12, named "Last Rites". The quest itself has nothing in it.
Amusingly, Take it Back! is number 11, so this could have happened after Take It Back!
I assume they were going to remove the ending in the first place but ditched the plan and made Broken Steel later.

- All sidequests are listed with the prefix MS. First one is MS01, second is MS02 and so on.
However, MS07 does not exist.

Personally I assume this is related to the cut content armor Robo-Thor Armor.
It is identical to Enclave Tesla Armor, which can mean many things:
- Robo-Thor was meant to be a renegade Enclave soldier
- Or Robo-Thor had stolen/looted the armor
- The armor was meant to look different, and Tesla armor was just used as template.
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ONLY ME!!!!
 
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Post » Fri Feb 18, 2011 8:42 pm

printing the wasteland survival guide was pulled last minuted IIRC thats what hubris comics was for.
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joseluis perez
 
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Post » Sat Feb 19, 2011 9:26 am

Hey, I really like your idea !

But dont know about unfinished quests, maybe you can invent your own ABOUT EXISTING CHARACTERS

Maybe some quest for that sniper, larger quest for anadale, that enclave soldier (you invent the story, maybe a renegade or just someone who had found the armor...), a quest for evergreen mills for obtaining the terrible shotgun with out killing the dude... Think of something like that

Changing the main quest adding those would be nice, but very hard to do... specially rivet city taken by the enclave, you should do good dialogue and optoions for that one...but I look forward to it haha
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Tai Scott
 
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Post » Sat Feb 19, 2011 1:17 am

We should make an article on http://fallout.wikia.com/wiki/Fallout_Wiki about these!
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Steve Bates
 
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Post » Fri Feb 18, 2011 8:45 pm

By the way, my quests don't have any speech, namely because I can't create lip files, and I'm too scared to fiddle around with the Oblivion CS v1.0, in case I mess up my computer (it's already crashed massively twice due to mods). That means any of my quests will only have mute NPC's, and I want to know if this is totally unacceptable in the modding community.

From my experience, it seems as if NPC's need sound files and lip files in order to speak, and they can't speak if they only have sound files. Am I right in saying this?
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celebrity
 
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Post » Fri Feb 18, 2011 7:19 pm

Nope, don't think so.
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naana
 
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Post » Sat Feb 19, 2011 4:48 am

Nope, don't think so.


So I'm allowed to have mute NPC's?
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Emilie Joseph
 
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Post » Sat Feb 19, 2011 7:59 am

Ofcourse, but I meant that I believe you don't need lip files for it to work.
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SamanthaLove
 
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Post » Fri Feb 18, 2011 8:02 pm

Ofcourse, but I meant that I believe you don't need lip files for it to work.


Oh. Well that's even better then.

Thanks
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Adam Porter
 
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Post » Sat Feb 19, 2011 1:46 am

I have had both Oblivion version of the CS, and the GECK installed, and operational, on the same machine, at the same time. You have to do a bit of hoop jumping, but, actually, its really easy to get them all to work.

The latest version of the GECK won't generate lip files either??
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Steeeph
 
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Post » Fri Feb 18, 2011 11:39 pm

We should make an article on http://fallout.wikia.com/wiki/Fallout_Wiki about these!


There already is one:

http://fallout.wikia.com/wiki/Fallout_3_cut_content
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Red Bevinz
 
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Post » Sat Feb 19, 2011 5:50 am

The latest version of the GECK won't generate lip files either??


No one has been successful in making the GECK work to correctly/accurately generate LIP files (and post to the forums for the rest of us). Everyone uses the CS tool for LipSync creation to my knowledge.

Either we havn't figured out how to make it work with the GECK correctly, or it doesn't work - one of the two. I sure wish we knew how (assuming that it works in the GECK).

We don't even have a Good reference to a known/perfected process of LipSync via CS, though a few GECK modders have posted their own raw versions.

Miax
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Dan Stevens
 
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Post » Sat Feb 19, 2011 11:27 am

printing the wasteland survival guide was pulled last minuted IIRC thats what hubris comics was for.


Aah, I was wondering about that. I stumbled into Hubris Comics at one point and noticed the activator on one of the machines. I presumed it would come up in some later quest so I've avoided going back there in my recent games, just in case I broke something. But I guess I don't have to worry about it anymore.
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Mike Plumley
 
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Post » Fri Feb 18, 2011 11:21 pm

That means any of my quests will only have mute NPC's, and I want to know if this is totally unacceptable in the modding community.


It is for me at least. I have my dialogue sub-titles turned off so a voiced quest is essential for my game. I just find it more immersive not having some text repeating what a character is telling me.
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TRIsha FEnnesse
 
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Post » Sat Feb 19, 2011 10:38 am

Well, I'll have a go at creating dialogue without lip files.

I also found something interesting on the wiki, on the page about President Eden. It says: 'With the expansion pack Broken Steel, when you awake in the Citadel Elder Lyons will reveal that the Enclave's main headquarters in the Capital Wasteland, Raven Rock, was destroyed by the war robot Liberty Prime (if you had not done it yourself by that time) while you were out cold. It can be assumed Eden was destroyed as a result of that, unless he has a backup file somewhere else'.

That could be a really good idea.
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ladyflames
 
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Post » Sat Feb 19, 2011 11:29 am

That means any of my quests will only have mute NPC's, and I want to know if this is totally unacceptable in the modding community.

Some time ago there was a thread on this subject. It seemed that different people were solidly on both sides of the discussion. Some say that mute NPCs are okay, some say they prefer text only NPCs. I prefer voiced NPCs myself, but you wouldn't disappoint a good many users with text only.
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Genocidal Cry
 
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Post » Sat Feb 19, 2011 9:41 am

I think I'll stick to text, though. The good thing about Fallout 3 is that, with mute NPC's, the text seems to stay on the screen longer than in Oblivion, which was a major problem I had in modding Oblivion.
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Carys
 
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Post » Sat Feb 19, 2011 4:44 am

Gob mentions wanting to fight the good fight but is stuck and how he can never get out of Moriarity's "interest" payments - always seemed like a quest to me

Rivet City the whole thing with Sister and the woman (forget name) is so small - maybe there could be an expanded version?

What about the church in Rivet City - they could offer some tasks/missions

I always felt it a shame you couldn't join the Outcasts or Talon Co. Any way to make them friendly and quest?
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*Chloe*
 
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Post » Sat Feb 19, 2011 4:27 am

IMO mute NPC's are better than badly voiced ones. ;)


- Main Quest number 10, named "Infiltration".
It has no dialogues, but a few stages:
1. Enter Rivet City through the underwater diving hatch.
2. Obtain the prototype power source.
3. Return the prototype power source to Scribe Rothchild at the Citadel.
4. Meet with Elder Lyons in his solar.

Maybe Rivet City was meant to be taken over by the Enclave :shrug: Who knows.

Power was always Liberty Prime's biggest problem, maybe the player was supposed to solve it?
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Ysabelle
 
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Post » Sat Feb 19, 2011 8:17 am

The main one I would like to see is being able to help Gob escape from Moriarty. He has dialogue about it, but you can't do anything to help him. You should be able to sneak him back to Underworld with his family.

Also, whenever I would finish the quests "Those!" (the one where you have to help the kid in Grayditch), and the one to help the kids escape from Paradise Falls, I would always think it would be cool to be able to keep the kids as slaves. It would make more sense for my evil characters. They wouldn't have to fight or anything, but you should be able to make them carry your things, and stuff like that.
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Kortniie Dumont
 
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Post » Sat Feb 19, 2011 7:24 am

The one that popped into my head first was the election at the Republic of Dave.
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Kristian Perez
 
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Post » Sat Feb 19, 2011 1:17 am

The election is more or less complete though, what do you mean?
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Rebecca Dosch
 
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Post » Fri Feb 18, 2011 9:44 pm

IMO mute NPC's are better than badly voiced ones. ;)


Exactly my point. :lol:
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Dragonz Dancer
 
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