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Avoiding being mugged upon entering The Pitt?

General mod discussion and requests.
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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

i wonder...  if you can get

Post by Puppettron » Sun Jan 12, 2014 4:52 am

i wonder...  if you can get KO'd by the gate, would it be possible to skip the beatdown scene and deposit you in midea's, waking up like you keep doing at the beginning of the chargens?


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

Risewild wrote:

Post by Piers Arkan » Sun Jan 12, 2014 4:56 am

[quote=Risewild]


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.


[/quote]


 


Plot device grenades must be rarer than holy frag grenades. You can close the door behind it, you can backtrack as far as you can, but you cannot avoid the plot device grenade.



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

plot grenades always ignore

Post by Puppettron » Mon Jan 13, 2014 3:52 am

plot grenades always ignore cover and LOS.  and they're usually thrown at you by GMs who also enjoy running railroads.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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

Technically possible ... sure

Post by sesom » Mon Jan 13, 2014 5:52 am

[quote=Puppettron]


 


i wonder...  if you can get KO'd by the gate, would it be possible to skip the beatdown scene and deposit you in midea's, waking up like you keep doing at the beginning of the chargens?


[/quote]


Technically possible ... sure ... but actually I don't see the need it would making the mod more complicated. After getting unconscious from the "plot device" electric gate, the Pitt raiders have it easy to rob and strip the player. Also why should they leave out a opportunity to beat a helpless slave .



Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

I'm getting images from the

Post by Piers Arkan » Tue Jan 14, 2014 9:26 pm

I'm getting images from the last battle in Spec Ops: The Line in my mind for the last bit of the Downtownn area if you wanted to fight through there. And when you get to Ashur, what if he tells you he'd rather kill his child than give her to you?



Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

Myself, I would love any mod

Post by Piers Arkan » Tue Jan 14, 2014 9:36 pm

Myself, I would love any mod that could effectively give us more options on how to finish DLCs, to give a wider variety of characters a wider variety of ways to convey why they do things, how they do things, and who they do it to. This is why I suggested a mod that lets high level hackers explore ways to "Cheat" on Operational Anchorage, to circumvent what amounts to Bethesda trying to hammer a triangle block into the circle space. These type of mods, as difficult, massive in scope as they are, give so much more flexibility to game that's flexible(ish) as it is.



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