Showing posts with label Top. Show all posts
Showing posts with label Top. Show all posts

September 24, 2014

Fallout: New Vegas - Top Unmarked Locations

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Unmarked locations are the ones which do not appear on the map on your Pip-Boy. There are about 63 unmarked locations in Fallout: New Vegas, but I'm bringing you the ones that I've personally discovered, that are somehow interesting. However, some of them are not on this list. There are 30 unmarked locations included, on 6 pages total.

   1. Abandoned warehouse



The abandoned warehouse is located directly east of the Allied Technologies offices. The warehouse is a single room, with half an open space with several file cabinets and desks; the other half is a maze of metal containers stacked high. There are stairs which lead to an empty catwalk on the western side of the room. Before the quest Birds of a Feather, it is apparent that the area is set up in advance, including three brahmin and the containers and about 8 troopers. After the quest Birds of a Feather, the three Legion soldiers that were unconscious before will be standing around, if they were not killed during the quest.

   2. Abandoned shack


It is situated a little north-northwest of Yangtze Memorial. The building is made out of an airplane fuselage piece, and the sign above the door reads as "The Hornets Nest 588". Inside is a usable bed, a reloading bench and a heavily irradiated sink and toilet. There is random loot scattered about the benches and the floor. There is an overturned table placed in an odd location in the middle of the room. Oddly, there is a fire burning in the empty barrel in this shack, even though it is abandoned.

   3. Bootjack Cavern


It is located east of the wrecked Highwayman. From there, head due east (toward Lucky Jim Mine) until you reach the cliff face, then head north along the cliff. The cavern entrance faces west, towards the road. The Pip-Boy display is deceptive because it displays the quest marker on the east-facing side of the mesa, in the cave's interior. Players having difficulty finding the location would be well-advised to begin at the road and head east, rather than beginning at Lucky Jim Mine and heading west. The cavern is a small cave consisting of three sections which are populated by fire geckos. There is a deposit of sulfur and potassium almost identical to the deposit in the sulfur caves, only smaller and not explosive.

   4. Boulder City train station


A building in the northern outskirts of Boulder City. When crossing the rails to the north of the trainstation, there's a cement factory. The rails leaving the station to the east are shattered and spread out. Inside you will find bark scorpions, a Nuka-Cola vending machine, a Hard locked safe, and a Sunset Sarsaparilla vending machine. The cement factory may make the noise of iron settling when you approach it. Up the ramp on the refinery is a duffle bag which contains two trail mixes.

   5. Camp Guardian caves


The Camp Guardian caves is a large network of tunnels and a few large open areas, with its main entrance being at Camp Guardian Peak, directly north of the tent. There are also two additional exits toward the southern end of the cave. The first comes out on a ledge over top of the pathway you took up, just past the Camp Guardian sign. The second is located in an underwater passage at the southern most point of the cave and comes out in Lake Mead, a short walk south of the Camp Guardian sign. The cave is inhabited with 15 to 20 lakelurks and a lakelurk king.

There is also a related quest - Help for Halford. Halford is the only remaining soldier in the platoon that used to be stationed at Camp Guardian, and is now a broken man found crippled within the local cave system. With a doctor's bag or Medicine skill 50+, one can heal his leg and help him escape.

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September 21, 2014

Fallout 3 - Top Unmarked Locations

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Unmarked locations are the ones which do not appear on the map on your Pip-Boy. There are about 80 unmarked locations in Fallout 3, and I'm bringing you the ones that I've personally discovered, that are somehow interesting. However, some of them are not on this list. There are 45 locations included, 9 pages total.

   1. Alien crash site



Roughly twenty meters behind the house lies the wrecked recon craft. It is badly damaged and leaking an unspecified radioactive liquid (giving about 4 rad/sec). The only point of interest is at the front of the ship, the side opposite the ruined house. If the player is at the MDPL-13 power station south of the crash site, it can be found by following the power cables north until you come across the alien distress beacon. The signal is called the "Recon Craft Theta Signal" on the player's Pip-Boy 3000. The player can follow this to the site as it gets louder and clearer as one gets closer, and they will start to become irradiated. At the front of the ship, the cockpit dome is shattered. The pilot's body lies outside against a pile of rocks with the powerful alien blaster in his hand. About 120 alien power cells are scattered around. The trail from the house to the ship is full of debris from the crash, most of this cannot be picked up or moved.

After completion of the Mothership Zeta add-on, an alien homing beacon takes the place of the crashed craft, allowing the player to teleport to Mothership Zeta and back at will. It will also have a map marker for easy fast travel.

  2. Abernathy Metro station


An unmarked metro station on the White Line under the Capital Wasteland. Before the war, it was a Metro station used by the citizens of D.C. It is entered through Becton Metro station, entered by the Vernon East/Takoma Park Metro station and is used to get into Takoma Park. The area is infested with irradiated water and mirelurks, as well as many ghouls and various mutated creatures. The status board says it is still in working condition by 2277, but clearly the defilement about the station says otherwise.

  3. Arlington sewer


The sewer is a small underground area located to the south-east of the Arlington Library and is divided into three levels, with two guard rooms and a locked storage room on the bottom level. The storage room can be accessed by a terminal and contains a safe, an armor crate and two ammunition boxes. The sewer also contains several hostile raiders of varying levels.

Southwest of the sewer, there is a Talon Company outpost with a Stealth Boy and a Nikola Tesla and You book on a table, near a bunk bed, on the top floor.

   4. Bethesda underworks


The main entrance is via a metro station entrance located northeast of Bethesda office east. Uncharacteristically, this station doesn't have an obelisk marking its location. Inside the station, the mezzanine and platform are relatively intact. The subway tunnels are partially destroyed, with access being limited to the tunnel openings, and the subway tracks run north to south. Located off one of the destroyed subway tunnels is a service tunnel which leads to a sewer grating ladder. This sewer grating is located south of Bethesda offices west. This station is irradiated by barrels of radioactive waste, with the largest concentrations being located on the platform, the pile of barrels near the service tunnel, and near the sewer grating ladder.

The underworks is populated by feral ghouls, and it is not uncommon to see a glowing one or a feral ghoul reaver (if Broken Steel is installed) here amongst the other types of ghouls. Upon entering, the Lone Wanderer may be swarmed by all of the nearby ghouls at once, forcing the them into a fight with around 6 ghouls of varying difficulty.

  5. Calverton


The church is easily spotted from the southwest. To the right of the church is a small graveyard fenced off by a broken white picket fence. In the church entrance is a trip wire, which triggers a shotgun trap, and in the back is a grenade trap triggered by a pressure plate. There is also a podium, some barrels, and a few beds. There is a captive to the left of the bed.

The town consists of three buildings; a diner, Gold Ribbon Grocers, and after Broken Steel is installed, Hank's Electrical Supply. Calverton exists as a real town in both Virginia and Maryland, but due to the condensed location format of the game map, it is not possible to tell if the game designers were trying specifically to reference either.

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June 02, 2014

Top 10 Fallout: New Vegas Mods of All-time

Project Nevada by PN Team



Mod aiming to make Fallout: New Vegas a more interesting - eventually more challenging - but surely more fun experience for you.Created by the team responsible for the Fallout 3 Wanderers Edition (FWE), we're leaving the barren DC wasteland behind and move on west to new, exciting regions.Project Nevada is not an overhaul, instead it's organized as a set of themed modules.Each module can address different aspects of the game and target different audiences, but they are also designed to work in conjunction.Our vision is to allow players picking the modules they want and using them together with any mod they like, instead of forcing them to make the all-or-nothing choice. Short descriptions of all current modules:
  • Core module - the foundation of Project Nevada, and as such required by all other modules.
  • Cyberware - Even though humanity nuked itself back into the Stone Age, you don't have to fight with sticks and stones. Some of man's most advanced technological creations have been preserved - and the Cyberware module gives you the chance to obtain them!
  • Rebalance - This module aims to bring back the challenge and balance known from Fallout3 Wanderers Edition and includes many tweaks to the FNV gameplay and difficulty.
  • Equipment module - brings new weapons and armor to the Mojave Wasteland.

New Vegas Bounties I by Someguy2000

"New Vegas Bounties I" is the first installment in a planned series for Fallout: New Vegas. Upon initiating the quest, you'll be tasked with tracking down the most malevolent and vile assortment of outlaws in the Mojave Wasteland.
Your targets will include rogue rangers, fiends, raiders, drug smugglers, cannibals, and pistoleros, to name a few. Your opponents are all designed to be boss-caliber, akin to the fiends in "Three-Card Bounty", and become gradually more difficult as you progress. At its core, New Vegas Bounties is an action mod; extreme violence and profanity are ubiquitous. In lieu of mind-boggling puzzles or "go collect x or y resource"-type quests, you will be confronted with dangerous opponents who are designed to frustrate and kill you. You will be harried, ambushed, outnumbered, and outgunned. This is the path of a bounty hunter - take it or leave it. See more >>

Nevada Skies - Weather Effects by Yossarian

This mod adds more versatile weather effects to the Mojave. Weather effects include Sandstorms, Rain, Rainstorms, RADstorms (make sure you got Rad-X), Thunderstorms (with/without rain) and snow at appropriate areas. The Mod adds more than 320 new cloud- and weather variants to the game. Sunrises and sunsets have been tweaked for more diversity, and nights are darker and do look more like real nights. Additional changes to the environmental light appearance to support the weather appearance and the mood they create. Bloom effect reworked to reduce NPC and player figure glow appearance. Also this weather mod provides you with a large amount of special weather themes, that create a unique and new feeling to the game and can be activated as standalone or as part of the main climate. Some of those moods have special effects such as snow, icestorms, toxicstorms and firestorms. See more >>

Weapon Mods Expanded - WMX by Antistar

My Weapon Mod Kits (WMK) mod for Fallout 3 was the inspiration for Obsidian's implementation of the weapon modding system in Fallout New Vegas; something which I am quite proud of and flattered by. I like Obsidian's take on it; enough that I wanted to add to it... 'expand' upon it, you might say. Weapon Mods Expanded (WMX) for Fallout New Vegas expands upon the base game's weapon modding system in the following ways:
  • ALL weapons get the maximum of three applicable weapon mods; this includes unique weapons.
  • Unique weapons can be modified with the same weapon mods as their common counterparts.
  • Some existing weapon mods (from the base game) are newly applied to weapons besides their defaults...
  • But many more are weapon mods newly added by WMX.
  • Some weapon mods can be applied to multiple different weapons.
  • New crafting possibilities for the more low-tech weapon mods (mainly melee weapon mods).
  • Some unique weapons without a common counterpart (for example That Gun and This Machine) receive one.
  • New and altered art assets to visually depict most of the new weapon mods.
  • Chance to find weapon mods in loot.
  • More weapon mods available from merchants (to compensate for more types being available).
  • WMX also contains numerous fixes for visual bugs in weapon meshes and textures.

NMCs Texture Pack For New Vegas by NeilMc_NMC

This mod changes the vast majority of in-game graphics. Does not retexture the DLC. But the DLC will still work if you use this mod, but will use default game textures where applicable. This was a years worth of work, all textures were made individually by 1 person alone, and took a great deal of effort. This mod changes: RoadsLandscape, Trees (ie trunks/branches), Vehicles, Buildings, Interiors, Medium to large sized objects (eg. toolboxes, Nuka cola vendors, chairs, cupboards etc). See more >>

The Mod Configuration Menu by Pelinor

The Mod Configuration Menu (MCM) is a resource for other mods to use which adds a "Mod Configuration" button to the Pause menu.When you click on it, a window appears with a list of all of the mods using MCM. Each of these listed mods are then configured from within the same menu. As can be seen in the screenshots, a very user-friendly menu allows you to quickly and confidently configure your mods. You won't have to use any items or press any special keys to use it. For modders wanting to use MCM menus for their mods, a detailed guide is given explaining how. Mods using MCM only require MCM to be installed and activated to use the menu; there is no master dependency to the system, so your mod will still work if the user doesn't have MCM installed. See more >>

A World Of Pain by Dj Mystro

Adds 114 intense locations to the wasteland filled with enemies and loot. They vary from small Gas Stations to huge maze-like sewers and derelict factories. Adds several days of new gameplay possibilities. A massive new linked Underground complex awaits filled with quests, NPCs with dialogue, vendors and some of the toughest enemies you will encounter anywhere in the game. Also adds many modified weapons, armors and items to the game with enhanced stats to help and hinder you throughout. Everything has been done using vanilla content at this stage so the filsesize should still be tiny. That said everything is complete and navmeshed and there should be no gaps or unfinished interiors. The final version will not have a name change (I changed my mind about that) so it’s gonna be called a Preview forever. Note about Loot: This mod adds quite a lot of loot (though much less than older versions). If you don't like finding lots of useful stuff in most AWOP locations then get the Low Loot patches from the patches site. Also if you are concerned that having about 300 extra NPCs in the wasteland will slow your computer down too much grab the LowNPCs Patch (also on the AWOP Patches Site) which removes all but about 15 AWOP NPCs (from exteriors only and removes no-one important or with dialogue). See more >>

EVE - Essential Visual Enhancements by weijiesen and jonnyeah

Many of you may remember semi-cosmic, nearly phenomenal mod for FO3 entitled EVE:Energy Visuals Enhanced. Well EVE is back! This time its built again from the ground up, but most importantly it covers ALL KINDS of visuals: critical kill scenes (via energy weapons), bullet weapon impacts (water jumps, blood squirts, ect), unrivaled energy weapon textures/meshes, new explosions, custom HD impacts, dazzling particles, static mesh animations, character reactions and more. See more >>

Weapon Retexture Project - WRP by Millenia

This is a pack release containing all my New Vegas weapon retextures. This will be periodically updated but not necessarily immediately after I release something new. Read more here.

Underground Hideout New Vegas V4-4 by Danthegeek

This Mod adds a Player Vault on the the Wasteland near Spring Mt. Ranch State Park. The vault includes all the amenities including a Armory, ammo Sorters, Weapons wall, water purifier, book shelf, grow area, and is Companion Friendly. The entrance is located West of Spring Mt. Ranch State Park next to a boulder and pond. Check your map for the exact location. See more >>

Fallout 1, 2 Tactics, Fallout 3, Fallout: New Vegas, Fallout 4