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Infinite quests - Same locations over and over again


Nefiji

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Please tell me there is a valid way of resetting one of those radiant fetch quests. I've done one of those infinite quests 5 times by now, since I like the general idea of that particular quest. But unfortunately I've been sent to one place I've already been before in the main questline and whole 3 (!) times to the GNN buidling. And every single time magically all Gunners respawned and the chest with filled with loot again. C'mon Bethesda, that can't be the formula of the promised "400+ hours" of playtime..


I would really appreciate any help or hint towards if it's possible to manipulate the outcome of the building radiant quests lead to. (Console commands, etc. etc.) I really just want another building to explore.


Thanks in advance almighty Nexus memberes & modders. ;)

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Please tell me there is a valid way of resetting one of those radiant fetch quests. I've done one of those infinite quests 5 times by now, since I like the general idea of that particular quest. But unfortunately I've been sent to one place I've already been before in the main questline and whole 3 (!) times to the GNN buidling. And every single time magically all Gunners respawned and the chest with filled with loot again. C'mon Bethesda, that can't be the formula of the promised "400+ hours" of playtime..
I would really appreciate any help or hint towards if it's possible to manipulate the outcome of the building radiant quests lead to. (Console commands, etc. etc.) I really just want another building to explore.
Thanks in advance almighty Nexus memberes & modders. :wink:

 

Don't think so. Before you've cleared large parts of the map it would send you to areas you havn't cleared out yet. After you've already gotten to the point of most the map cleared, you will get repeats.

 

Believe their projected 400 hours was from completing the game multiple times from different routes depending on who you side with for the main quest. Clearing it completely each time.

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Hm, that's kind of subpar. Why not reset some other locations instead other than that damn GNN building. I really do hope that some modder feels like improving that radiant quest system. Or maybe someone still knows how to manipulate this through console commands, in-game actions or game data.

 

Thanks so far.

Edited by RouceT
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It's the equivalent of MMO dailies, I don't know why these types of quests aren't outlined from the get-go, alot of players have found themselves doing these same quests about five times, only to find out there is no questline conclusion. Because basically half of the quests in this game are the same thing. Go here, grab this or kill all people there, return for caps.

 

I find these repeating quests both disappointing and pointless, if I wanted a weekly allowances worth of caps, I'd go sell my Pre-War Money or something, not go to a building and clear raiders of it for the umpteenth time and be rewarded in pennies.

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If at least the same locations wouldn't have been chosen over and over again. A simple RNG is baseball regarding this subject matter. Why not at least implent a system that prevents the same locations being chosen multiple times? I suppose there are more than 3 locations to choose from in the game..

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It could be that they really didn't test the system out enough to make sure that enough locations were being rotated through, or it come be that they thought that the player would spend more time between each one.

 

As for the reason for these kinds of quests, in a way it actually seems like a large number of them are required to maximize your relationship with most of your companions. There aren't enough quests in the game to go around that aren't forced into themes that most the goody-two-shoes companions have objections to. Most companions will give you a relationship increase when accepting the missions. Most the neutral or evil like companions get happy just because you lockpicked something or replied with a sarcastic or hostile answer to a dialogue. It's more a matter of the fact that they decided to focus more on the whole settlement thing instead of actually develop areas to be unique and interesting. Don't get me wrong, there are a number of neat points of interest here and there, but the majority of areas you are either sent to or just stumble across are all the same boring raider/mutant/ghoul infested place with nothing special tied to the place.

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Are mines you put down persistant or are they removed after x time or quicktravel?

 

Next time console cheat a thousand mines and drop them all over the place lol

Hahaha, nice idea. But I think that the whole place just resets after being chosen for one of that quests. In the GNN building i.e. all the mines which were placed by the Gunners are on the ground again, too.

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Where's ChuckSteel when you need him???

Anyways there are so many boarded up buildings there are nearly unlimited options for DC Interiors style mods to add heaps of dungeons. As long as the address locations can be treated for radiant quests it's going to be great!

Another idea is if the spawn points and traps could be changed if you do revisit a location, that way there is more challenge and excitement. Perhaps there could be multiple copies of the cell where the dungeon remains the same but the contents are changed. Perhaps when certain quests are active the doors could lead to a different version of the cell.

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The quest now sends to that that exact same building for the 4th time. What a joke, I would've at least expected a rotation of different locations. But that GNN building seems to be the only location that is able to reset itself for the quest. Haha Bethesda, 400+ hours content my ass you money milking liars. xP

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