jaysus Posted February 15, 2009 Share Posted February 15, 2009 well i guess that life... every action has consequences... being evil reduces your chance to get good mods therefore... karma id say... just like you wont get certain rewards if you solve quests in one way instead of the other... Link to comment Share on other sites More sharing options...
Dasim4 Posted February 15, 2009 Author Share Posted February 15, 2009 well i guess that life... every action has consequences... being evil reduces your chance to get good mods therefore... karma id say... just like you wont get certain rewards if you solve quests in one way instead of the other... This has nothing to do with karma, role playing, or good and evil. It's about modders putting the items they make in places that are accessible by everyone and not just the people who role play to let megaton stand. Now if their mod is directly related to Megaton such as a quest they yeah it's fine. But for random items like a a new M4 rifle, a grenade, or some fancy new armor that doesn't even fit the game world, how does it make sense that everyone shouldn't have access to it. I've made my points here so I'm done. To the modders out there who get what I'm saying and are willing to add your items somewhere else in the game world, I thank you. It is helpful to people who don't understand the GECK and have no idea how to get your items otherwise. Link to comment Share on other sites More sharing options...
Noobsause Posted February 15, 2009 Share Posted February 15, 2009 Not adding an item to tenpenny or rivet city is so lazy! in my opinion it this barley less lazy than having know readme I want the to blow up megaton!... yet agin would it not be fun to blow tenpenny up! :biggrin: Link to comment Share on other sites More sharing options...
sumoftwosins Posted February 15, 2009 Share Posted February 15, 2009 Jaysus has a point and I know it has nothing to do with what you are ranting about. I'm sure there are some modders that didn't think the Megaton thing through, but I am also sure there are a few who put it there for a reason... to keep you from blowing up Megaton. I'm not saying that is a good thing, but it doesn't mean that it is only about laziness. Link to comment Share on other sites More sharing options...
Rockatanskiy Posted February 15, 2009 Share Posted February 15, 2009 While I do agree that modders should include stuff in other places for this reason, I have to wonder if the people that chose to blow up Megaton have a screw loose. It doesn't seem practical to blow it up, quite simply. You lose what is probably the only half-decent settlement in the game, along with all the quests it holds. Most people perfore evil actions because it is an easy way to get ahead ex) stealing, slavery, etc. However, nuking the city doesn't give you access to any special rewards or quests. Let's face it; the only reason to detonate the bomb is to see a pretty explosion.... (how I wish Beth made being an evil character more rewarding, or at least different...) Link to comment Share on other sites More sharing options...
Yossarian22 Posted February 15, 2009 Share Posted February 15, 2009 I have to agree. Well, I didn't blow up megaton, but I think modders shouldn't add there anything when it's story isn't bound to megaton. This counts for tenpenny also. I myself move the ghouls in tennpenny, so items added to the vendors there I cant acess again. Thats annoying. I mean, what's the consequence for it? I deinstall or dont download those mods. I think, that's also not wanted by the modmaker. Link to comment Share on other sites More sharing options...
Wintermut3 Posted February 16, 2009 Share Posted February 16, 2009 Megaton is the first town you encounter and, so far as I know, a required visit in order to advance the main quest chain. That makes it a natural choice for people that want their mod content to be accessible right off the bat to new players: you are literally a 3 minute trip from megaton the moment you set foot outside of 101. Rivet City is a nice long walk and not encountered in the main quest chain until after you find GNR, though many people choose to make the perilous, radiation-enriching run to get the int bobblehead, many do not. That makes Megaton a nice, natural choice for easily accessible mod content right off the bat, though personally were I trying to throw some content in there that you want found immediately after setting foot out of 101 I'd add it to a neutral area near there but also not capable of being blown to all hell early in the game, Arefu sounds pretty nice. In fact that's exactly where the entrance to my "vendor vault" will probably be once the mod is far enough along to have me edit the wasteland world mesh to throw it in. Link to comment Share on other sites More sharing options...
Callighan Posted February 16, 2009 Share Posted February 16, 2009 Good point there, WIntermut3. Arefu can be a good alternative, travel-wise. But it wouldn't make sense if I made a supernuke or another powerful weapon and place it in an unlikely town like Arefu. Megaton and Rivet City seems to be logical choices to me. Adding a custom traveling vendor is an attractive idea. Link to comment Share on other sites More sharing options...
sumoftwosins Posted February 16, 2009 Share Posted February 16, 2009 Well if it is about accessibility, they can put their items right at the vault 101 exterior door when you first enter the wasteland. For my armor pack I put a crate there and its the only location that every player will have on their map. Link to comment Share on other sites More sharing options...
Skotte Posted February 16, 2009 Share Posted February 16, 2009 Well if it is about accessibility, they can put their items right at the vault 101 exterior door when you first enter the wasteland. For my armor pack I put a crate there and its the only location that every player will have on their map. even that is such a small area that can easily be overcrowded Link to comment Share on other sites More sharing options...
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