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Scribe Yearling in Airlington Library

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brfritos
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Scribe Yearling in Airlington Library

Post by brfritos » Mon Dec 03, 2018 8:46 pm

Scribe Yearling accept pre-war books from the player and return 100 caps and 10 XP per book.
In FO3 pre-war books are in a limited number, therefore preventing the player from exploiting the quest.
Except in New Vegas they are abundant!

Try this.

Go to Airlington Library and pick up the two guaranteed stealth boys there.
Travel to Rivet City and if you already don't have a good weapon, like an Assault Rifle or need EC cells for you laser/plasma pistol, buy or steal one there.
Use Anacrocia station to reach the Museum and then use one stealth boy to reach Judiciary Metro (or if you are suicidal/brave enough, go fight the super mutants along the way to the station).
From there you need to enter Union Station, a plasma pistol or assault rifle + 1 psycho + 1 med-x make the fight very doable, you just need to have ammo (that's why you've stopped at Rivet City, not because of the bobblehead ;) ).

Make short order of the mutants there, start the reactor, travel to New Vegas and loot, loot and loot Dr. Mitchell house, Nellis school, Pearl and Loyal houses for the books. Did I mention if you want to go overkill you can also go to Camp Golf and Jacobstown and loot, loot and loot more? Mormom Fort is another excelent target, as well the Abandoned BoS Bunker. :lol:
Return to the Union Station and travel to Airlington Library.

Enjoy your 10.000 caps at level 3 or 4 and the ton of XP she will give you, advancing you at least to the next level, if not more.

Shouldn't this quest be rebalanced? At least not giving the player the XP or lowering the ammount of caps for the books? Or restricting the books she accept from the ones you find in DC?
Just a suggestion, nothing more than this.

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rbroab
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Re: Scribe Yearling in Airlington Library

Post by rbroab » Mon Dec 03, 2018 9:46 pm

This was something that was discussed a long time ago. Most everyone had a different opinion, but it came down to keeping Fallout as vanilla as possible. Same with the No Weaknesses and Almost Perfect perks. It’s really up to the player to decide if they want to utilize these things or not. While some see these things as exploits or cheats or whatever you want to call it, other players would be mad if they were removed or changed.

An optional mod to rebalance this would be the best option in my opinion. This is just one of the very few downsides to major mods like TTW. You’ll have instances such as this. I can’t speak for the entire community or its creators, but keeping TTW as close to vanilla as possible should be the main focus.

It could be used as an early game exploit, sure. If that’s how people want to play the game, then that’s how they’ll play the game and it’s their right to do so. A majority of players always end up with thousands upon thousands of caps regardless of how they play the game anyway.
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Risewild
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Re: Scribe Yearling in Airlington Library

Post by Risewild » Tue Dec 04, 2018 4:51 am

If someone wants to go to all of that effort just to not have anything to spend their caps on. More power to them.

Players should be rewarded for their effort, and it's not like the game is balanced. The economy of Fallout New Vegas is specially broken, with items being worth way more than they were in Fallout 3 and with being able to repair everything to 100% with enough "parts", no matter your repair skill.

We used to have in place a system that would reward the player the full caps and xp for delivering books, but after a number of books delivered, it would make the rewards be much smaller. To avoid the situation you mentioned. Most players didn't like that system and to be honest, it was changing the game in an unnecessary way.

There are many other ways of getting tons of caps and xp at the start of the game anyway. For example, just do Operation Anchorage DLC right after you leave Vault 101... It will probably take around the same time as doing the "wasteland swapping" book collecting and you will be swimming in caps from all the equipment you get from there and you will own and be able to equip one of the best Power Armors in the whole TTW (beating Operation Anchorage gives the Power Armor Training Perk for free). And you would have leveled up too. :lol:
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RoyBatty
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Re: Scribe Yearling in Airlington Library

Post by RoyBatty » Tue Dec 04, 2018 8:15 am

Yeah I reverted things to vanilla, if someone wants to take the time to do it, then we won't stop them. That goes for all the "turn in" things, similar thing for other items.
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Decker
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Re: Scribe Yearling in Airlington Library

Post by Decker » Tue Dec 04, 2018 12:08 pm

Yeah, it is not like selling pre-war books to Yearling was the only way to make piles of caps in the game. Taking pre-war books back to the library gets even easier with the Voracious Reader perk, which allows the Lone Wanderer/Courier to restore all kinds of ruined books (super plentiful clutter items) into pre-war books (use a workbench to convert Blank Magazines into pre-war books). The Long Haul perk allows fast-travel with literal tons of encumbrance in books.

But caps-wise, the Jury Rigging perk can be just as profitable, and more directly useful in play - You can fully repair Power Armors with a lot cheaper metal armors, or super sledges with dirt cheap nail boards and baseball bats, repair .50 cal anti-materiel rifles with BB guns, and then sell them for piles of caps. Just using plentiful kitchen knives to jury rig repair more expensive Combat Knives can keep the caps constantly flowing in from the merchants.

The often overlooked 'Them's Good Eatings' perk adds blood sausages and thin red paste items to every living being killed by the player, these will quickly add up to high value in trading for caps.

Although these get rich fast methods may seem easy, they are not automatic freebies forced on the player - you actually have to make the choice and pick the right perks and skill prerequisites, then put some time in. Also, after the first few hundred thousand caps or so, it will be very difficult to find any actual uses for the money in game, theres nothing big you could invest it in frex, the best you can do is just buy some personal equipment, guns, meds/food, ammo and armor, casino games etc and thats it.. Want a more difficult playthrough tight for money, do not invest into these perks then, pick something else instead.

brfritos
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Re: Scribe Yearling in Airlington Library

Post by brfritos » Tue Dec 04, 2018 1:29 pm

Oh no people, nobody here is talking in making things "mandatory", that's why is a suggestion and I asked for input.
It would be good if the player had a config option, like in 2.9.4 regarding the super mutants DT for example.
Sometimes I turned off the thing and let them have it that crazy 50 or 60 DT stat just for the laughs. :lol:

Or the Albino Radscorpion. Argh...
Risewild wrote:
Tue Dec 04, 2018 4:51 am
Players should be rewarded for their effort, and it's not like the game is balanced. The economy of Fallout New Vegas is specially broken, with items being worth way more than they were in Fallout 3 and with being able to repair everything to 100% with enough "parts", no matter your repair skill.
Actually I think the FNV system is better and if you really think about it, economic wise, you are spending much more caps than when asking to vendors or repairmens fix your things.
Just do the math.

In FO3 with a 50 repair skill, you can only repair a 10mm SMG to half. If you take it to someone who is able to repair to 100%, which don't exist in the game world except Soma in MSZ, you can't have a 100% item until your skill is at 100.
Besides this not doing a single leap of logic, in New Vegas for reparing the same SMG to 100% you would probably need at least 4 or 5 10mm SMG - if not more - to fully repair the weapon with your 50% repair skill.

Economic wise again, this is more than Knight at Mojave Outpost would charge you for the repair! :o

If you want to see the system in action go to Vault 34 with a 50 repair skill and repair the 10mm SMGs you find.
At least you will need 7 of them to make a single one at 100%. 17500 caps wasted to repair a single SMG!
Also in FNV you have repair kits, something you don't have in FO3, so I don't think the systems are even comparable.
Who don't remember the first days of WMK and then the repair kits? No wonder Bethesda included the alien epoxy in Zeta, not being able to repair your weapon besides using a 100% skill never made much sense.

But we are talking vanilla game here, I never play FNV or FO3 vanilla, otherwise I would be bored to death.

Also the point of my post is trying to bring a resonable compromise between the two games, because glueing the two wastelands at vanilla state finally broke whatever economy you have.

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Risewild
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Re: Scribe Yearling in Airlington Library

Post by Risewild » Tue Dec 04, 2018 4:42 pm

You are forgetting a few things in you example. :)
Fallout 3 weapons degrade much faster than Fallout New Vegas ones (New Vegas degrades 0.2 per shot while FO3 degrades from 3% to 6% depending on the weapon class). Fallout New Vegas also allows to repair weapons with Weapon Repair Kits which cost almost nothing and the player can also craft them.

Let's take for example a Hunting Rifle. It exists on both Fallout 3 and Fallout New Vegas. In Fallout 3 you can shoot a 100% HR 667 times before it breaks, in Fallout New Vegas you can shoot a whooping 1495 times before it breaks (if using JSP it can shoot 995 times), and the FNV version has 300 HP while the FO3 has 500 HP.
A FO3 Sniper Rifle can fire 83 times, while a FNV Sniper Rifle can fire 395 times (JSP rounds allow to shoot 262 times).
Repairing in FNV is very cheap with weapon repair kits, not even counting the Jury Rigging Perk or Raul's slower degradation perks.

Also, like I already mentioned, equipment (not only weapons) in Fallout 3 are breaking much faster, since you can't easily repair them to 100%, they break even faster, which means you are constantly paying or using other equipment (so not getting the caps from selling it) to have your gear repaired. Since you also make less money when you sell stuff, you are usually shorter on caps or have your equipment in lesser condition because of that.

But no matter which game, you will be swimming in caps late game.

Also we didn't glue both games at vanilla state, we have spent years balancing the wastelands and it's still not done. If it was vanilla state, equipment and items from FO3 would cost pocket change in TTW, for example :lol: .
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RoyBatty
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Re: Scribe Yearling in Airlington Library

Post by RoyBatty » Tue Dec 04, 2018 7:24 pm

I don't like these "options", people can made mods pure and simple.

TTW will be how it is, and if someone doesn't like it, they can make a mod and change it and release it. Same as Fallout 3 and New Vegas. I'm not going to cater to the whims of every user that wants something this way or that way.

NV's economy is already broken as hell, there is no fixing that without deep changes we're not going to do.
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brfritos
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Re: Scribe Yearling in Airlington Library

Post by brfritos » Tue Dec 04, 2018 9:14 pm

Risewild wrote:
Tue Dec 04, 2018 4:42 pm
You are forgetting a few things in you example. :)
Fallout 3 weapons degrade much faster than Fallout New Vegas ones (New Vegas degrades 0.2 per shot while FO3 degrades from 3% to 6% depending on the weapon class). Fallout New Vegas also allows to repair weapons with Weapon Repair Kits which cost almost nothing and the player can also craft them...
Honestly I don't know which system needs to change, if FO3 or FNV. Or both, go figure.
You are right when you say FNV repair is "easier" than FO3 because of repair kits. The way the devs counteracted was limiting some components of the WRK.
Sure, we have unlimited quantities with OWB or the repair kit itself with Dead Money, but until the player play the DLC we have to rely on merchants, use a repair kit sporadically or scavenge similar weapons.

If using WRK indiscriminately, the player will have to basically grind the game for components instead of doing quests. :lol:
One of the things I HATE in Dead Money is giving Med-X and WRK costing almost nothing.
I modified my jsawyer mod so each one of these items costs 100 sierra madre caps each after you return to the Mojave.
Not a perfect solution, I know, but a least the player can't buy 200 WRK and 150 Med-X and still have more than 10.000 sierra madre caps on his pockets.
Puce Moose did a similar thing with the loot in OWB, it's hard to gather all the components for WRK, usually you will run into problems finding wrenches, scrap metal or scrap eletronics.

In FO3 repairing is only a problem in the beginning of the game, by the middle or when your repair skill is up to 100 - which is not difficult at all to attain - repair and equipment decay isn't a problem anymore.
After playing Zeta then, it surelly isn't a problem anymore, regardless the repair level.
So it becomes an annoyance.
I think that's the reason alien epoxy not having weight, so it doesn't become another annoyance.

That's what I'm brainstorming here, a solution for the game not becoming an annoyance, but also not being too easy.

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rbroab
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Re: Scribe Yearling in Airlington Library

Post by rbroab » Tue Dec 04, 2018 10:12 pm

Nobody here is stopping you from making a mod to change what you’re talking about. The creators of TTW have other things on their to do list. Making a mod to limit caps rewarded by jumping through hoops isn’t a priority. More so when you consider how easy it is to wind up with literally thousands of caps already from legitimate means in game.

Fixing the bugs found throughout TTW is time consuming. Helping all the players of TTW here on the forum is time consuming. Taking even more time to make a small mod that would change a feature that is made irrelevant by other in game features just to appease a few people isn’t worth the time.

In a game where you already end up with thousands and thousands of caps without DLC or exploits, modding out one or two ways to make more isn’t worth the devs time. But the creators have always encouraged people to make their own mods for TTW and share them with the community.
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