Your LEAST explored or frequented places?

Post » Mon Apr 19, 2010 12:13 am

I'm thinking about making a quest mod that places a series of locked containers in various places on the map. My thoughts on this are that there are lots of places that I usually always go to in almost every playthrough, but there are also areas that I hardly EVER go to. I would bet that I am not alone in this. So, I want to create a simple mod that will encompass some (or many) of those places.

I'm thinking about placing a series locked containers DEEP in some these areas so you have to go all the way through them to get to the goods. Inside the containers will be a smallish reward of loot (caps, ammo etc.) and the key for the next container. Completing that stage of the quest will also give the PC a small XP reward. And taking the key will finish that stage and add the next stage with a quest marker on the map. Basically, one container has the key for the next and so forth until you get to the last container that will have some sort of really nice reward. I haven't decided what that reward should be yet.

The other thing I am thinking is that these locations should not be associated with any other quests, but just random places in the game.

Here are a few of my less frequented places:

Hubris Comics
Roosevelt Academy
Mama Dolce's
MDPL 13 (The big building full of ghoulies, I go by there often, just rarely go through the place, lol)
Corvega Factory
Cliffside Caverns
Fort Bannister
Jury St. Metro Station (down where Brigg's is maybe?)

The main thing I really want is for the battle to get to these places to be pretty fierce such as Ft. Bannister.

So, with all that said, where are some of your less frequented places, and if you have any other ideas or suggestions please tell me. Oh, one other thing, lol. For my skill level (or LACK thereof) I need this to be pretty basic, simple and fairly straightforward. I am very new to modding and making quests, and this will be good practice for me, but it cannot be extremely complex with a bunch of scripting and other stuff. I need to keep it simple.

Oh, one last thing! How many keys or stages would be a good number. I'm thinking maybe 6 or so, but obviously there could be more. But I really want it to encompass from one end of the map to the other.

Thanks for your suggestions!
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Mon Apr 19, 2010 9:31 am

How many stages there are cannot be determined, even generally. It depends entirely on the place, and the story you go with. I think you should make one LARGE quest that takes you through several of these places in a row, instead of like 9 small ones, one for each.
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Mon Apr 19, 2010 5:29 am

How many stages there are cannot be determined, even generally. It depends entirely on the place, and the story you go with. I think you should make one LARGE quest that takes you through several of these places in a row, instead of like 9 small ones, one for each.


Yes, it will be one big quest with multiple stages, ie:

Locate the first key in ________. (Find it, complete that stage & trigger the next stage, Locate 2nd key in __________.) And each key you find will unlock the NEXT container. In other words, key 1 will unlock container where key 2 is stashed. Key 2 will unlock container 3 where key 3 is stashed, rinse & repeat.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Mon Apr 19, 2010 12:08 am

Hmm alright that would let you add interest to the places by simply placing containers, and not changing much. However what will be the point? Once you go to all these places whats in the final chest? Just a bunch of caps or something?
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Sun Apr 18, 2010 9:05 pm

Hmm alright that would let you add interest to the places by simply placing containers, and not changing much. However what will be the point? Once you go to all these places whats in the final chest? Just a bunch of caps or something?


The point is to entice or give a reason for players to go to places they have not gone to very often. As I said in the 2nd sentence of the OP: "...but there are also areas that I hardly EVER go to. I would bet that I am not alone in this. So, I want to create a simple mod that will encompass some (or many) of those places."


I don't plan on changing ANYTHING in these places other than adding a locked container with a key to the next container which will also add the next stage and quest marker of the location. I also said, "Basically, one container has the key for the next and so forth until you get to the last container that will have some sort of really nice reward." But I haven't completely decided what that reward will be yet, as this is just in the brainstorming stage. That is why I asked for suggestions.

Thanks

EDIT: I might also add that most of these places are full of stuff to loot. For example, Mama Dolce's has quite a few Chinese ghouls with a bunch of Chinese assault rifles, sniper rifles and tons of other great loot! So, it's just another reason to go there.

But back to the topic, what are your less frequented places?
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Mon Apr 19, 2010 8:20 am

Sounds like a groovy idea overall.

For rewards, I'd personally say keep the caps/ammo/(stimpacks maybe?) quantity at a fairly neutral level - ie be careful not to go too wild with them, so it isn't totally out of whack with the various "reduce ammo/stimpack/etc in the world" mods that are popular for a lot of folks. Obviously while still having enough to be of interest to someone who wants to go on the quest.

...another idea would be to make a "Treasure Hunter" perk that is rewarded when you get the last chest - have it grant something like +2% XP gain, +2% crit chance, +2% DR, +2% RR - since "treasure hunters are a tough breed that make the most of any situation" (or something - one way or another, a perk as a reward allows for something unique that a player couldn't get any other way, which makes it one of the more tempting rewards IMO).

Hubris Comics
Roosevelt Academy
Mama Dolce's
MDPL 13 (The big building full of ghoulies, I go by there often, just rarely go through the place, lol)
Corvega Factory
Cliffside Caverns
Fort Bannister
Jury St. Metro Station (down where Brigg's is maybe?)


I chucked to myself looking at this list - I go to Roosevelt Academy so rarely, that I completely forgot about it. Took me 30 seconds or so to remember where that is. :)

For me, rarest places I go:

Roosevelt Academy (obviously)
Mama Dolce's
Corvega Factory
Cliffside Caverns
Two Vaults (I forget the numbers - the "Gary" vault, and the hallucinagenic vault - even though they have bobbleheads, I haven't been to either in four or five playthroughs)
VaultTec HQ (think I've only been there once at all)
Capitol Building (I go through the quick way to get to the other side, but rarely actually battle my way through the main areas / rotunda, etc)
Dunwich (Seems I always mean to go there, but haven't actually done so in many many playthroughs)

...can't think of any others at the moment, though I'm sure there are more that I just rarely if ever get to.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Mon Apr 19, 2010 4:11 am

Add Deathclaw Sanctuary, Yao Guai Tunnels and Old Olney Sewers to the list. I always avoid these places.

(Should spice things up a little bit... :evil:)
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Sun Apr 18, 2010 8:37 pm

L.O.B. Enterprises & Vault-tek HQ.

And for those that have absolutely no reason to go there (as in for uniques, bobbleheads etc):

Hamiltons Hideaway
Rock Creek Caverns
Corvega Factory
Chryslus Building
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Mon Apr 19, 2010 5:56 am

Add Deathclaw Sanctuary, Yao Guai Tunnels and Old Olney Sewers to the list. I always avoid these places.

(Should spice things up a little bit... :evil:)


Yao Guai Tunnels -is- Cliffside Caverns, isn't it? (Well, OK, another part of the same place)

Deathclaw Sanctuary I could see adding to the list, but there are already two "special" rewards in there (bobblehead and vengeance). My personal vote would be to keep it to places that have zero or one "reasons to go there already".

I was thinking Old Olney sewers as well, but for the BS quest that sends you to Old Olney in general (in addition to the medic PA being in the sewers).
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Sun Apr 18, 2010 6:08 pm

DarkUncleBob, I really wouldn't know. I've never been to Cliffside Caverns. The only reason I went into Yao Gai Tunnels was to test my own little quest mod.

The only characters I go to DS is with my Big Gunner characters. What bobblehead is there again?
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Sun Apr 18, 2010 10:11 pm

Yao Guai Tunnels -is- Cliffside Caverns, isn't it? (Well, OK, another part of the same place)


In my 2nd and 3rd playthrough I made that mistake as well. In Cliffside Caverns I think there is a schematic, and in Yao Guai tunnels a bobblehead. I was going to Yao Guai tunnels for the schematic and it took me a while to remember where it was as Cliffside contains Yao Guai's as well, but in a second part of the cave. The first containing Raiders.
User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Sun Apr 18, 2010 8:44 pm

...another idea would be to make a "Treasure Hunter" perk that is rewarded when you get the last chest - have it grant something like +2% XP gain, +2% crit chance, +2% DR, +2% RR - since "treasure hunters are a tough breed that make the most of any situation" (or something - one way or another, a perk as a reward allows for something unique that a player couldn't get any other way, which makes it one of the more tempting rewards IMO).


Absolutely FANTASTIC idea! Kudos for that one, and it will definitely be included! (I just have to figure out HOW to add it, lol!)

Capital Building


YES! This is probably a definite! I have played through this dang game literally dozens of times to mid to high levels and can only remember 1 or 2 times I have been in there. It's also an epic battle outside at the steps too! Awesome suggestion!

My personal vote would be to keep it to places that have zero or one "reasons to go there already".


This was what I was sort of shooting for as well. I'm glad we agree!

So, I think I have at least 3 or 4 so far for sure:

Capitol Building
Mama Dolce's
Fort Bannister (this place kicks my butt, especially the boss!)
Roosevelt Academy

I will scope all of them out tonight for spots to hide the loot! All 3 of these should provide the player with quite a challenge getting to the stash!

Thanks for the awesome suggestions and keep it up!
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Mon Apr 19, 2010 10:06 am

L.O.B. Enterprises & Vault-tek HQ.

And for those that have absolutely no reason to go there (as in for uniques, bobbleheads etc):

Hamiltons Hideaway
Rock Creek Caverns
Corvega Factory
Chryslus Building

Hamilton's has the "reward" that you can get the key to from Three-Dog...
Rock Creek as so small (it was mentioned that these should be fight intensive to get to?)

Chryslus Building is an excellent suggestion that I'd forgotten about though. :)
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Mon Apr 19, 2010 12:15 am

Absolutely FANTASTIC idea! Kudos for that one, and it will definitely be included! (I just have to figure out HOW to add it, lol!)

I'd be glad to help you out on that part, no problem.

Capitol Building
Mama Dolce's
Fort Bannister (this place kicks my butt, especially the boss!)
Roosevelt Academy

IMO, you should have them work in escalating difficulty - easy ones followed by more difficult ones.

With that in mind, I'd suggest that Corvega and/or Chryslus buildings would be good "early" options.

...maybe with Vault-Tec HQ (is there any reason to go there, other than to find Vault92 - if you don't already know where to look?) and Cliffside Caverns (deep in the YG tunnels - just a schematic there) as some medium options before you get to the more difficult ones you list above?

...also another location came to mind, that it as been so long since I've been there, I cannot even recall how difficult it is and/or what is in there (I don't think there are any real rewards in there) -- that Mirelurk cavern just north of DC - a little bit to the NW of the national guard depot.
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Mon Apr 19, 2010 4:10 am

I'd be glad to help you out on that part, no problem.


IMO, you should have them work in escalating difficulty - easy ones followed by more difficult ones.

With that in mind, I'd suggest that Corvega and/or Chryslus buildings would be good "early" options.


OK, not a bad idea! I will scope them out tonight. I'm stuck at the dang office. (I call it orifice though!) But I jusy may need that help with adding the perk. I would imagine that you just add it to the result script box for the stage that completes the quest?

...maybe with Vault-Tec HQ (is there any reason to go there, other than to find Vault92 - if you don't already know where to look?) and Cliffside Caverns (deep in the YG tunnels - just a schematic there) as some medium options before you get to the more difficult ones you list above?

I will have to warm up to VT HQ, but I will look into it. I was definitely thinking CC as I seem to remember a tough fight with a bunch of raiders, but it has been a while, lol.

...also another location came to mind, that it as been so long since I've been there, I cannot even recall how difficult it is and/or what is in there (I don't think there are any real rewards in there) -- that Mirelurk cavern just north of DC - a little bit to the NW of the national guard depot.


Yes! Rock Creek Caverns could be a good one too. Believe it or not, I never knew of L.O.B. Enterprises before now, lol. Here I thought I had been everywhere. Will have lots of good adventures tonight!
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Mon Apr 19, 2010 12:30 am

OK, not a bad idea! I will scope them out tonight. I'm stuck at the dang office. (I call it orifice though!) But I jusy may need that help with adding the perk. I would imagine that you just add it to the result script box for the stage that completes the quest?

Sounds right. I'm likewise stuck at the office, otherwise I'd check the couple of mods that I've butchered/customized to do that (it has been a long while since I've touched that part).


I will have to warm up to VT HQ, but I will look into it.

It may fall a bit short on the "tough fight" aspect, but certainly meets the "least frequented places" - I'm guessing for many people.


I was definitely thinking CC as I seem to remember a tough fight with a bunch of raiders, but it has been a while, lol.

Yeah, I was just there the other day for the first time in many many months - I'd forgotten how tough it could be. :)

Yes! Rock Creek Caverns could be a good one too.

That's the one! :)

Believe it or not, I never knew of L.O.B. Enterprises before now, lol. Here I thought I had been everywhere. Will have lots of good adventures tonight!

I thought about LOB, but initially ruled it out in my mind, mostly due to "other reasons to go there". On further thought however, it does make sense.

Two reasons to go there:
1) unique chinese pistol... which isn't really viable as anything other than a novelty, so not that much of an incentive really,
2) the Reinforced Chinese Stealth Suit is found in a chest there -- though this is another mod, not something in the vanilla so I could see the argument for it not being something to really consider - on the other hand, it is #35 on the Nexus list of most endorsed mods ever, with almost 50,000 downloads - so certainly lots of players do actually have reason to go to LOB already. *shrug* Just food for thought I guess.
User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Mon Apr 19, 2010 9:34 am

What do ya'll think of "A trail of crumbs..." for a title for the mod? Is that or something similar being used that anyone is aware of?
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Mon Apr 19, 2010 10:00 am

Sounds good :)
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Mon Apr 19, 2010 5:27 am

Works for me.

And stays nicely away from the "treasure" mods that are already out there.
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Mon Apr 19, 2010 7:55 am

Sounds good, I like the idea of giving players a nudge to explore everywhere. Name's good too.


-kwm
User avatar
Harry Hearing
 
Posts: 3366
Joined: Sun Jul 22, 2007 6:19 am

Post » Mon Apr 19, 2010 4:21 am

Something like this doesn't need to be limited only to places that are not frequently visited, either. Places that are difficult or fun would work too to flesh it out more (Deathclaw Sanctuary, Yao Guai Tunnels, Republic of Dave, Arlington Cemetary, etc, etc). I think putting the chests in weird places, but making them very obvious when you are looking right at them (with an odd texture or shape or whatnot) would be neat too. And inside each chest could be the key and a note with a hint pointing toward the next location. The very first chest could be anywhere the player is sure to go, like somewhere in Megaton or something.

I like the idea of the end reward being a perk. Could also consider putting something useful in the chests, maybe some ammo, or a couple stimpacks, or some caps, depending where the chests are (maybe even skill books).
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Mon Apr 19, 2010 6:44 am

L.O.B. Enterprises & Vault-tek HQ.

And for those that have absolutely no reason to go there (as in for uniques, bobbleheads etc):

Hamiltons Hideaway
Rock Creek Caverns
Corvega Factory
Chryslus Building


I'm in Chryslus Building right now! Man, I had forgotten this place, lol. There's probably 10 to 15 Muties in here, (maybe more and I'm not running MMM or anything) and 6 or so Centaurs too, lol. This could be good! But, the only way to the basemant is an average lock or terminal hack, or another door with a very hard lock. I think I'll remove the terminal and change the door to Easy. That's 25 to lockpick skill, and I don't want players to be at level 15 before they can play the quest.

Personally, I don't enjoy picking locks all that much. Usually, you spend several moments to pick a lock only to get rewarded with a plunger, 6 darts and a clipboard, YEEHAW! It aint worth my time to mess with them for that, I could be capping a raider and taking their armor and guns. So I don't usually put much more than 25 or so into locks.

Does anyone have a real problem with changing that lock to easy? (Terminal is not persistent)

I removed the terminal and changed the door to easy. From there, it is a straight shot to the basemant where the stash will be located. This place is friggin FULL of loot too! (That's a side bonus I wanted for this mod in that there should be some big scores - all vanilla too!!)

I'll be back...
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Mon Apr 19, 2010 2:04 am

Please be sure to make notes of changes to terminals and locked doors in your documentation. Personally, the idea of changing locks is a deal breaker for me, as I'd encourage changing absolutely as little as possible (aka, just add the chest) to avoid conflicts with other mods and such, but it's not my mod.

A few more potentially interesting locations could be:

Wheaton Armory
Greener Pastures Disposal Site
Red Racer Factory
Museum of History
Takoma Industrial Factory
VAPL 66 Power Station

The list could go on and on. Hopefully some of my suggestions are useful/helpful. :)

And to answer your question about how many places would be ideal, I'd say a lot! (If it wasn't obvious.) I'd say go for 20 and make the perk something worth doing it all for. :)
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Mon Apr 19, 2010 2:18 am

I wouldn't have any issue changing some locks to easy, as some hard or very hard locks have crappy rewards anyway, or lead to places with not much there. Many times I've thought to myself Wow, what was the point in locking that? I mostly leave very hard alone.

In this case (the Chryslus basemant) an average lock to lots of loot seems about right to me though. By lv15 I easily have at least 50 points in lockpick for average locks, but that's just the kind of characters I like to develop. With science high as possible too. I think I remember that place now, the basemant has lots of "Pits" where the Centaurs are and lots of Mutie decor iirc.

Anyway by the nature of the mod, as in treasure hunting, I would expect to have to pick some locks or hack some terminals to get to the goodies I would have thought. Maybe you could leave that building near last on the list? By the time you've gotten to it, a player would have leveled up enough to have put points in it. What about using mentats if they'd help? Although, actually I've never even used them lol.

That's all just suggestions though, it's your mod afterall. Have fun with the research :)

Edit: Also what about the Mirelurk Nesting Hole?

http://fallout.wikia.com/wiki/Mirelurk_Nesting_Hole

It's on the south side of the reflecting pool near the monument, but it doesn't have a map marker.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Sun Apr 18, 2010 6:27 pm

Thanks for the suggestions folks, that really helps a lot! I will take your advice and leave the door as is. I agree, putting it late in the order would make having 50 to lockpick reasonable I suppose. And I also agree that having to pick a lock here or there is also probably expected in a treasure hunt, so those all make perfect sense to me. Thanks again! :foodndrink:

So, here's what I have so far in no particular order (more on the order in a minute, lol)

Mama Dolce's (down in the bottom where the other safes are)
Corvega (past the ant queen up in a little control type area - I liked having to go past the queen to get there!)
Roosevelt Academy (down in the escape tunnels)
Wheaton Armory (same hallway as the main armory door in a fairly highly irradiated, but accessable area, but you have to be pretty quick about it, wear a rad suit or pop some rad-x/rad away)
Capitol Building (in the big rotundra with the behemoth!)
Cliffside Caverns (Raider outpost side in the tent with the other safes)
Fort Bannister (CO quarters down in the bottom past Jabsco)
Chryslus Bldg (down in the very back of the basemant)

(These are all pretty dang good battles which is what I'm looking for.)

So, that's 8 thus far. I only intended to have around 6 to begin with, but if most of you feel that there could me more without it being overkill, I think 8 to 10 might be a good number? That's a lot already and I want it to be challenging, but not so much that it becomes almost like a chore. Does that make sense? So, what do you think a good number would be. I'm thinking 10 maybe or would that be too much?

Next, I need to work out the order of the stages. I am a little torn between setting it up in a straight linear fashion as opposed to find them as you go and when you have all of them the quest is over. The simple way would be to just decide on an order, and set up the stages. This method would solve some problems, but part of me hates to force the player into a set pattern as opposed to a free roam type method. You guys have any thoughts on that?

Oh, one other thing I'm tossing around is building a small bunker for the player as part of the reward. It will be small but have a modest stash of items and a simple cot to sleep on. I'm thinking the last key gets you in the bunker to complete the quest. Along with a nice perk and a little XP, I think that would make a well rounded reward package. For the minimalist types, they could simply go inside to finish the quest and just leave the stuff in there alone. How does that sound?
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Next

Return to Fallout 3