Locking the Abandoned BoS Bunker

Post » Sun Jul 11, 2010 12:35 pm

I was thinking about this and I realized, that locking the bunker for Dead Money was stupid, plain and simple stupid. If you have the DLC the bunker is unlocked as that's where you go to start dead money, no special actions are required you go there and you can get inside. If you don't have the DLC it denies you access to one of the skill books and a few bits of some what useful components for weapon repair kits. So there is no reason for that bunker to be locked, EVER.
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Michael Korkia
 
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Post » Sun Jul 11, 2010 12:17 pm

Meh.

It's not that big of a deal, really.
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Josh Lozier
 
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Post » Sun Jul 11, 2010 8:49 pm

Elijah's robes his holotape and the vendor.
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Marquis T
 
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Post » Sun Jul 11, 2010 8:58 pm

Elijah's robes his holotape and the vendor.

Which don't exist unless you have the DLC.
Please try again.
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Rachell Katherine
 
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Post » Sun Jul 11, 2010 8:33 pm

I was thinking about this and I realized, that locking the bunker for Dead Money was stupid, plain and simple stupid. If you have the DLC the bunker is unlocked as that's where you go to start dead money, no special actions are required you go there and you can get inside. If you don't have the DLC it denies you access to one of the skill books and a few bits of some what useful components for weapon repair kits. So there is no reason for that bunker to be locked, EVER.


If someone set up house there all their stuff would disappear when they loaded the DLC. Preventing that would be a pretty good reason.
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Chloe Mayo
 
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Post » Sun Jul 11, 2010 7:05 pm

If someone set up house there all their stuff would disappear when they loaded the DLC. Preventing that would be a pretty good reason.

How do you figure? as I understand Dead Money it simply adds things to the bunker it doesn't actually change the area inside. If you had been using it for a house all your stuff should still be there. The location lacked any containers I can recall making it a poor choice for a house.
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Cassie Boyle
 
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Post » Mon Jul 12, 2010 12:22 am

When a cell gets changed, there is -always- a chance that something... somewhere... gets lost. If you don't want to lose it, just to be safe, you -always- should empty the crap you want out of a place before you update it in any way shape or form. It's just too hard to know, with the GECK, when it will decide something is 'too close to call' and just overwrite it all mechanically and callous-like!

The same goes for DLC... if you're using a pre-existing location which might be otherwise occupied... lock the damn thing up and warn people in advance.

I'm guessing this was their logic... and it's not unsound.
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Red Bevinz
 
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Post » Sun Jul 11, 2010 7:10 pm

When a cell gets changed, there is -always- a chance that something... somewhere... gets lost. If you don't want to lose it, just to be safe, you -always- should empty the crap you want out of a place before you update it in any way shape or form. It's just too hard to know, with the GECK, when it will decide something is 'too close to call' and just overwrite it all mechanically and callous-like!

The same goes for DLC... if you're using a pre-existing location which might be otherwise occupied... lock the damn thing up and warn people in advance.

I'm guessing this was their logic... and it's not unsound.

Well those people could just empty the bunker themselves before installing the DLC just to be sure, and as the PC/PS3 probably won't be seeing the DLC for a another six months or more[assuming the time exclusivity is true]. There is no reason for the bunker to be locked t this point. And once again the bunker contained no storage lockers before the DLC, so who'd use it as house?
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HARDHEAD
 
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Post » Sun Jul 11, 2010 11:21 am

Isn't this in the wrong forum? Isn't there a section for Dead Money Spoilers and Cheats?
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JERMAINE VIDAURRI
 
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Post » Sun Jul 11, 2010 5:03 pm

First: Isn't this in the wrong forum? Isn't there a section for Dead Money Spoilers and Cheats?

No its not the wrong forum, cause people without the DLC might want to access the bunker again.
Second: There is a very high chance that the interior of the bunker wasn't coded until they made Dead Money. Leaving the interior section of the bunker unncoded makes it easy on the developers of Dead Money. They don't need any foresight, and they aren't stuck with any choices they may have made before production of Dead Money got too far along.

Wrong, you could access the bunker before the 1st patch and retrieve the scrap electronics and dean electronics contained within.

Edit: ha you edited out part of your post, so you wouldn't look so foolish.
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Batricia Alele
 
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Post » Sun Jul 11, 2010 10:43 am

It was probably locked so that when you get the DLC you won't wonder why it suddenly changes if Elder whatsisname is in Sierra Madre.
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Phoenix Draven
 
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Post » Mon Jul 12, 2010 1:12 am

It was probably locked so that when you get the DLC you won't wonder why it suddenly changes if Elder whatsisname is in Sierra Madre.


eh, not that bit of a deal. Not much of value in it anyway without Deadmoney. And as you said no one would want to make a house out of it so why would you go there. If its simply for curiosity than sure I guess you been cut off from exploring the 2 rooms or so. I can see the concerns about when/if you downloaded the DLC it would overwrite the stuff you have stored there. I remember a topic a few days back where someone stored their gear in the footlocker themselves (ie not automatic) then were brought to the Madre. Once he got back all of his stuff was gone. I guess to prevent this the DLC people decided to play it safe and just lock the door. Also, I'm sure we would see many many threads complaining about all their stuff disappearing in the bunker when they downloaded the DLC instead of just this one thread about how you can't enter it anymore. But your guess is as good as mine. :shrug:
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Izzy Coleman
 
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Post » Sun Jul 11, 2010 6:17 pm

.I remember a topic a few days back where someone stored their gear in the footlocker themselves (ie not automatic) then were brought to the Madre. Once he got back all of his stuff was gone. I guess to prevent this the DLC people decided to play it safe and just lock the door.

That footlocker doesn't exist without the DLC, so obviously that can't happen, and once again the bunker contains scrap electronics and the deans electronics book.
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Barbequtie
 
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Post » Sun Jul 11, 2010 10:49 pm

Which don't exist unless you have the DLC.
Please try again.

:stare:
Well.. The inside of the bunker does not exist either without the DLC.
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kennedy
 
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Post » Sun Jul 11, 2010 1:14 pm

:stare:
Well.. The inside of the bunker does not exist either without the DLC.

Yes it does, if you play the game unpatched the door is unlocked and you can get the scrap and skill book inside.
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Eoh
 
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Post » Sun Jul 11, 2010 10:22 pm

Yes it does, if you play the game unpatched the door is unlocked and you can get the scrap and skill book inside.

It is?
Well, I'm out of arguments.
Last one I have:

Maybe they designed the area before hand but knew they wanted to use it as a DLC area and might change it later on when the DLC is in production.
Therefor it would be weird for players to first gain full access and when they return there's new items all of the sudden.

Not a good argument either. :[
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Heather M
 
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Post » Mon Jul 12, 2010 12:42 am

The only mistake they made was not moving the Dean's Electronics. The scrap doesn't matter, there is tons of that available.

The Northern Passage interior also exists in the base game, but they never made that accessible at all.
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Jade Muggeridge
 
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