The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Avoiding being mugged upon entering The Pitt?

General mod discussion and requests.
User avatar
Sir Mediocre
Posts: 23
Joined: Sun Jan 20, 2013 10:31 am

I have to accede plumjuice's

Post by Sir Mediocre » Tue Jul 23, 2013 6:45 pm

I have to accede plumjuice's advice, in the end. Having more control over the story progression would be cool, but, ultimately, I must admit that too much control would render much of the addon's content--especially the Steel Mill quest--meaningless, and I suppose changing anything else too much would have a similar effect. In addition, changing it on that level would, indeed, yield a small reward relative to the time and effort required to make it a reality.


In any case, I thank both of you for the insightful feedback.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Shame really. I remember way

Post by plumjuice » Tue Jul 23, 2013 7:15 pm

Shame really. I remember way back, I was trying to mod the scene with Autumn at 87, coz I hate set pieces like that, but its just so many records to alter and a new sequence to explain how you got to Raven Rock and dialogue to write for all the characters concerned. Not to mention the scripts that need to be edited, which I can't do to save my life.


I think its a shame that in games that pride themselves on open-endedness and multiple options/tactics/choices, these weird scenes that wrest all control away pop up sporadically. The Pit and 87 are good examples, but dead money was just the Pitt at a casino, the DB intro in Skyrim (although you can just start swinging I guess), the scene in the thieves guild quest line with the paralytic arrow (check it, no spoilers),the un-losable civil war battles, and whatever I've repressed from oblivion.


The civil war battles in particular feel like extremely intricate QTE's. Or they did before my buddy got a mod for it.


Oh well *grumble*


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



User avatar
Sir Mediocre
Posts: 23
Joined: Sun Jan 20, 2013 10:31 am

I bought New Vegas for my pc

Post by Sir Mediocre » Wed Jul 24, 2013 1:07 am

I bought New Vegas for my pc after playing it on the Xbox 360 because I was interested in going through the story again and changing it up with mods. I bought Fallout 3 for my pc after playing it on the 360 because I knew TTW and mods would make it more interesting--but I knew just as well that the game was filled with plot holes and annoyances. I bought Skyrim after for pc after playing it on the 360 solely because of mods. I have not finished any of Skyrim's main quests despite having owned it for more than a year and having put over three hundred hours into it. I haven't finished Fallout 3's Broken Steel addition to the main quest. Ever.


I've played through everything in Fallout: New Vegas at least four times and have logged at least eight hundred hours of play time, combining time on PC and 360.


In other words, my opinion is: Obsidian is awesome, and Bethesda is...meh. Bethesda puts too much value in the "Your character is a super hero (and Mary Sue) and you must save the world" style of narrative. Obsidian focuses more on the intricate, Machiavellian schemings and faction interactions.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Ha! Not in MY game! FCOM WTF!

Post by plumjuice » Wed Jul 24, 2013 11:26 pm

Ha! Not in MY game! FCOM WTF!


The only reason such "scaling" needed to be used for late game difficulty was that EVERYTHING was leveled. There are so many (if not all) areas that are as easy or easier at level 1-5 than 35-40. In fact, if you get super lucky with some loot, it is a good idea (from a purely min-max pov) to stop leveling. Totally absurd. And lol at glass; first run-through I did had them with deadric gear. Unimpressed.


+1 On obsidian being awesome.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I actually kinda like the

Post by JaxFirehart » Wed Jul 31, 2013 5:05 pm

I actually kinda like the cattle prod idea, would make a cool mod.



Gilibran
Posts: 12
Joined: Sat Dec 08, 2012 2:00 pm

I cannot really remember

Post by Gilibran » Thu Nov 21, 2013 10:20 pm

I cannot really remember since i have not played the Pit for quite a while, at least 1,5-2 years ago. But, i thought mod companions follow you into the Pit, the vanilla ones have to stay behind before you can start it!? Just give all your gear to them, pretend you are the distraction while they sneak into the Pit. Mod companions usually have some sort of device so you can call them to your location if you loose them. Just be a little creative in thinking where you hid that calling device before you started the distraction ;-) For immersion sake you could make a small mod that adds the companion calling device only after you visited a restroom :-) ;-)


Or you could just make sure you have the itemcode if it is taken from your inventory upon entering the Pit and use the console to add it to your inventory.


What you do after that is up to you, dress your companion in slave clothes also and play through the Pit, but with your better weapons, or gear up and go on a killing spree.


I'm about to finish FO3 main quest and head for Vegas to pick up Willow & some other mod companions. I'll take them to the Pitt sometime next week to see what happens :-)


I think that would solve your problem with the least effort and no complications for the rest of the the Pit DLC apart from immersion.


 



CourierSix
Posts: 181
Joined: Sun Nov 17, 2013 5:07 pm

I like the idea of simply

Post by CourierSix » Sun Nov 24, 2013 4:09 pm

I like the idea of simply making the guards at the start more formidable. Have a bajillion turrets and full power armour and light machine guns and things. Make it so the PC has no choice but to surrender, regardless of how impressive he/she is.


...


...


...


I'm glad we understand one another.



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

I agree that the best

Post by paragonskeep » Sun Dec 15, 2013 5:58 am

I agree that the best scenario here is to beef up the entry "fighters" with the Cattle Prods and/or PA etc. I remember the first time going through the Pitt and getting pissed since I couldn't use the stealth armor AND a stealthboy to sneak in. WTF??????? No one should've been able to see me. Zeta and OA at least make sense but Pitt not so much. Mod companions will go with you (Brisa does) and works well although I haven't taken her to the Pitt yet. PL, OA, and Zeta I have. I think someone mentioned that the Pitt would include the improved holdout weapon aspect like in the casinos, is this correct?


If life is but a test, where's the damn answer key?!?!?

sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

I was thinking about a pretty

Post by sesom » Thu Jan 09, 2014 8:35 pm

I was thinking about a pretty simple solution actually. If the player wants to enter after killing the folks outside. He has to open a door. What if this door is electrified? So the player gets a nice dose of electric current in his body and is now wonderful dizzy and useable as slave?



This would only need minor changes (tiny animation touching the door) and also the scene where the slavers beat him into obedience could be kept.



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

sesom wrote:

Post by Risewild » Thu Jan 09, 2014 11:23 pm

[quote=sesom]


 


I was thinking about a pretty simple solution actually. If the player wants to enter after killing the folks outside. He has to open a door. What if this door is electrified? So the player gets a nice dose of electric current in his body and is now wonderful dizzy and useable as slave?



This would only need minor changes (tiny animation touching the door) and also the scene where the slavers beat him into obedience could be kept.


[/quote]


That does sound like a good idea, no matter how tough you are, a nice electric shock is able to drop you (It reminds me of a certain taser in a certain slave mod). cheeky


I also remembered the grenade/explosive that the Enclave use to take down the player after acquiring the GECK in FO3, although I always thought that if the Enclave has that type of explosive then why don't they use it other times? Oh a crazy guy is killing all of our troops in our military base? it's ok just throw him a "sleep grenade" and he/she will drop like a fly.


Signature:

Post Reply