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Rebuilding Sanctuary Hills


SirGalahad

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Am I to assume the developers had wanted Sturges and company to gradually rebuild Sanctuary Hills, that it would eventually resemble its original state later into the game? I ask because this is the only spot I've seen in the game where settlers work on building exteriors, and something like a gradual return to a former glory would have been awesome.

 

I know there are mods that fix Sactuary Hills all at once, but to see it change over time would have been amazing.

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Interesting idea. But no, Sanctuary Hills is dead for 200 years and will never ever get back to its former glory. That's just the way it is in Fallout games.

 

And then you also have to remember that it's not just a Fallout game but it's also a BGS game. Which means that it's developed by 100-ish people (including voice actors) with tools that are clearly rooted somewhere back in the late 90s and it receives the most basic playtesting in the whole AAA game industry ever. Their main focus lays on console gamers and the majority of them doesn't spend even one tenth of the time with any game than PC gamers with modding experience do with TES and Fallout.

 

As for me, I couldn't care less about things like these; I'd rather have a BGS game where there weren't potential bugs in every quest for a change - or for starters at least not in any of the main quest stages. Right now, I stand in front of the Castle ready to take it back, but apparently good old Preston decided that he needs a break and won't talk to me anymore. Gotta look on the bright side - no more "I'll mark it on your map", I guess...

 

 

 


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But why go to the trouble of creating those repairing animations? I must suspect there was a new mechanic that got scrapped or cut out, just as having Dogmeat and another companion fell to the cutting room floor.

 

At least there's a mod for Dogmeat!

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But why go to the trouble of creating those repairing animations? I must suspect there was a new mechanic that got scrapped or cut out, just as having Dogmeat and another companion fell to the cutting room floor.

 

At least there's a mod for Dogmeat!

 

 

those animations are used by xxx other npc's to

maybe just maybe they had bigger plans for sanc but like most other stuff skipped/scrapped/cut like the fighting pit where cait is

they had a deadline/ time= money more importend then a complete(bug free) game

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But why go to the trouble of creating those repairing animations? I must suspect there was a new mechanic that got scrapped or cut out, just as having Dogmeat and another companion fell to the cutting room floor.

 

 

Those repairing animations aren't even new. Look around the harbors in vanilla Skyrim and you find pretty much the same animations performed by NPCs. There's even an NPC mod (Inconsequential NPCs) that heavily utilizes those animations by adding working NPCs to all towns.

They obviously scrapped Dogmeat as an additional companion, because players would be ridiculously overpowered in a game that only got balance-tested up to level 30. They obviously scrapped the original combat zone because they didn't get it to work without errors in time, the same goes probably for Easy City Downs and a whole bunch of other smaller things. Take the railway bridge between Graygarden and Beantown Brewery for example. That derailed railway carts on both sides of the bridge? They were placed there because the AI package and the navmesh don't work reliably here anyway (as well as in many other cases). The point is that all instances of scrapped content have left at least some traces in the game files. And there are no traces for a Sanctuary rebuild to be found anywhere. Those things are just there to add a little flavor to an otherwise stale and lifeless world.

 

Again, BGS worked with a very small team compared to other studios and given that all the different engine parts seem to be glued together by what seems to be a mixture of duct tape, flour and Todd Howard's spit, the result is quite impressive.

 

 

 

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There's "hammer animation" decals in several spots. Hangman's Alley has 'em too, for instance, but those can be scrapped with a scrapping mod (I'm using Spring Cleaning and SC Expanded Scrap List). Far Harbor has quite a few as well. I think a lot of things were foreseen for the game but never gotten fully developed.

 

Or, more in line with Bethesda's thinking, it was done simply to annoy us.

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  • 2 weeks later...

Then I'd end up with terrible guilt, having this pristine settlement surrounded by a nightmare hellscape of ruin and desecration.

 

BGS should hire my kid. Insanely talented, smarter than hell, and hard-working. She ended up studying what I was only able to dream about back in the day.

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  • 4 months later...

I think the idea would be to recreate Sanctuary as a place of safety and commerce. Walled in and protected. Gone are the days of the pristine place that it was. I think that is what was on the mind of the developers anyway. To grow it and thrive as a community effort and to give shelter. Minutemen objective??

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You could try using Sim Settlements, they gradually build up settlements if you give them the right scrap. However I do not recommend using any other sort of settlement mods with it, they seem to conflict.

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