Interacting with her in this state with <40 repair displays the following message: She is initially deactivated, with the name 'Broken Sentry Bot'. She (according to her script, she's female) can be re-enabled by opening the console and entering the commands prid f0950 and enable. Koch is a named Sentry Bot who is placed in Vault 22's Common Areas, but disabled. We left Tumbly the Tumbleweed in the editor – we just didn’t have the heart to delete him." We thought this was pretty cool for a Fallout game however, the only way to have a radioactive effect on them was to make them a creature and because they would travel the wasteland and add to the entity count they had to be removed for consoles. (Basically what happened was that the tumbleweeds would soak up radioactive elements in the ground water, dry up and then blow around). The radioactive tumbleweeds were inspired by the tumbleweeds in Hanford, Washington. Sydney Wolfram (former Obsidian designer) on Radioactive Tumbleweeds: They will absorb a surprisingly large amount of radiation and then just roll all over the place." Apparently radioactive tumbleweeds are a real-life problem, too. I think the issue was that they were all marked as persistent references so they didn't cause some odd loading problems whilst they rolled around the wasteland, but that caused additional bugs. "They wound up causing some terrible problems (though they weren't "really" enemies). This creature is derived from the Wind Brahmin and shares most of its statistical properties with it.
Unlike regular tumbleweeds, it is classified as a creature and not a world object, so rolls around of its own accord and can be killed. It's a tumbleweed, except it's green and radioactive. There are two incomplete and unused dialog topics directed at Betsy, each with no response. These stats may have been modified if she was completed. Her usefulness as a mobile storage device would have been offset by her uselessness in combat and very low HP (only 40, similar to a regular Brahmin). There are no remaining dialog files for either Kevin or Tom, so it is unknown what would have occurred after this point or how the situation would have been resolved, but her script file does have a variable state for hiring her permanently.īetsy is a member of Kevin Hargrove's faction, but as Kevin himself is not a member of this faction (it is only named after him) she will not become hostile if he is attacked. These items would appear in the merchant inventory of Tom Dooley and Betsy would return to her pen outside Freeside. However, once the player went to sleep, she would have disappeared along with all the items the player had her carry. Betsy's primary purpose as a companion was as a pack mule, and she has a 600 lb. The player would have encountered Betsy in her pen outside of Freeside's north gate, where they could purchase her from her owner, Kevin Hargrove.
#Fallout 4 cutting room floor mod mods#
Mods fix a lot of the often irrational ♥♥♥♥♥♥♥♥ the devs thought were a great idea.Betsy is a pack Brahmin the player could have hired as a companion.
#Fallout 4 cutting room floor mod mod#
The weather? Sure, Let's have a rad storm right in the beginning of the game when you're nowhere near shelter (Nevada skies) or Settlement distractions where you'll be in the middle of a 2 hour dungeon and have to drop everything, Often literally, And run back because ONE BRAHMIN somehow can bring down an entire walled-up fortress because they thought shoving the RTS mod from NV into the game was a great idea. (IE: Displays, Which you can see in the OPENING MONTAGE on th title screen for pete's sake which ended up being a DLC.) LEt's not forget a lot of the "Work" was copying mods from NV and FO3 and shoehorning them into this game as 'features'. Both are things a newb to the game might find daunting (Or if on console impossible).Īlso, Just an aside a lot of the "Great work" that went into the game ended up two places: Cutting room floor and DLCs of features that should have ben a part of th game in the first place. USually to get around this you need to either tear apart nearby floors and walls to fit them, Or use SET/GET angle and pos commands. UPPER FLOORS -ARE- the ones you can build multiple stories. I currently have "basic floors" built 3 stories high.
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