Fallout series

I can accept a guy constructing his own post-apocalyptic North Korean town out of sheet metal, with his family as the citizens and himself as Kim. I can accept that Fallout 3 chooses not to convey any details that would explain how anyone's surviving, so this settlement's inexplicable existence relies on the vague assumption that sources of food and water exist but we never see them. What I can't accept is this:
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Dave is the only able-bodied person in his Republic; he's also the only one allowed a gun, by order of Dave. Old Oldney is so full of deathclaws that you're immediately attacked by four when you enter the ruins, with even more wandering the perimeter and the sewers. Deathclaws view humans as prey. How the hell does the Republic of Dave exist?
The Deathclaws clearly just fear Dave.
 
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How the hell does the Republic of Dave exist?
Personally I view the 3d Fallout world maps as not to scale, so while Daves republic is only a 3 to 4 minute walk from Old Olney in game, in "reality" it would be 5 to 10 miles out, or at least far enough where that isn't a major worry for the citizens.
 
Personally I view the 3d Fallout world maps as not to scale, so while Daves republic is only a 3 to 4 minute walk from Old Olney in game, in "reality" it would be 5 to 10 miles out, or at least far enough where that isn't a major worry for the citizens.
I always just assumed this was the answer myself.
I recall Rockstar saying something similar about GTA maps... or maybe it was the Red Dead map, unsure but someone asked them some kind of question about distance or the map itself and they explained something like "The map in-game is shrunken down for player convenience. In canon these locations are actually much farther apart than they appear in-game."
 
Personally I view the 3d Fallout world maps as not to scale, so while Daves republic is only a 3 to 4 minute walk from Old Olney in game, in "reality" it would be 5 to 10 miles out, or at least far enough where that isn't a major worry for the citizens.
It should also be noted that in the last months of development, Fallout 3 map was increased in size since the devs thought it was too small. Many, and I mean MANY locations were moved where they're not supposed to be to make sure the added worldmap didn't feel empty, Triangle City did a good set of videos on this. This was probably just an oversight, well that or just Emil not know what "worldbuilding" is. Let's just say it's the same reason why a "town" like Girdershade can exist right next to a fucking Yao Guai den(along with Enclave patrols when these start showing up, and Raiders not too far from them).
 
Personally I view the 3d Fallout world maps as not to scale, so while Daves republic is only a 3 to 4 minute walk from Old Olney in game, in "reality" it would be 5 to 10 miles out, or at least far enough where that isn't a major worry for the citizens.
I absolutely believe that a deathclaw will wander ten miles to find food. It's not like there's anything else to eat in Old Olney (except you, if you visit.)
 
Why are models incapable of creating more legion mods
There are several existing lore-friendly mods to help expand upon the Legion to have players sympathize in joining their cause.

Factions Reloaded - Legion​

Nexus
legion_camp_aqua.webp
Legion Forward Camp Aqua, which is south of Cottonwood Cove, and has a new trader and a centurion NPC with a quest to give (both given voice acting)

Adds several Legion camps in the southern Mojave to shows the Legion's expanding presence that reaches Nipton. In addition to the camps, the mod adds several Legion traders and NPCs (with full-fledged voice acting, not too bad) that can give out new Legion quests to the Courier. The coolest part of the mod is it also sets up scripted moments where Legionnaires would set up ambushes at NCR outposts and you get to witness a cool gunfight.

Dry Wells - Legion Expansion​

Nexus
dry_wells_legion_expansion.webp

Have you ever wanted to visit one of the towns before deciding to nuke it in Lonesome Road? You can now visit Dry Wells, now filled with fully-voiced civilian NPCs living under the Legion and Legionnaires with their own quests to give that can help you sympathize more with siding with the Legion. I haven't reached this area yet in my current playthrough, but apparently, the playtime of this mod with the content it has is longer than Honest Hearts. Same author as Factions Reloaded - Legion, who is also doing a Long 15 mod.

Imperium Radio​

Nexus
imperium_radio.webp

Adds a Legion radio station with a voiced DJ (voiced by TheNeoCypher, a pro-Legion Fallout-tuber) who reacts to 50+ story events in addition to player choices, with 25+ Classical Latin and Greek songs. Same author as Factions Reloaded - Legion and Dry Wells.



And of course, as already mentioned by users of the thread:

Nova Arizona​

The Tamriel Rebuilt mod for Fallout: New Vegas

Nexus

Pip-boy Map​
In-Game​
nova_arizona_map.jpeg
nova_arizona.webp

The goal of the mod aims to expand the Mojave Wasteland map to more parts of Arizona, which is controlled by the Legion. The full goal of the mod is to realize Josh Sawyer's ambitions on fleshing out the Legion to get players to sympathize in joining them and not be turned off by their less-appeasing traits that you see west of the Colorado.

Here are the given statistics provided by the mod:
  • 146 new interiors
  • 79 new marked locations
  • 107 new named human NPCs
  • 454 new human NPCs total
  • 1,133 new NPCs total (including creatures)
  • 14 new marked quests
  • 1,660 new dialogue topics
  • 77 MB of design documents
  • 8 new unique weapons
  • 9 new unique outfits
  • 35 new outfits total
  • < 15 vanilla records modified (not including cells or landscape)
  • 0 deleted records
dolan_springs.jpeg
solitare.jpeg
Dolan Springs, a real village in Arizona
Solitare, a fictional truck stop town​

There was some controversy in which one of the mod developers mentioned the themes of the game that are reminiscence with the themes of the disaster that is Fallout: Frontier in a response to a Frontier comment.

I checked the post again in Nexus but it seemed that it was scrubbed, either by Nexus, the author of the post, or the mod authors.

11 April 202419 November 2024
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Either way, this pinned post is a good reassurance that this may not end up a disaster like Frontier.

pinned.jpg
Q) What is your philosophy on lore and dialogue?
A) Upholding consistency with the vanilla themes and dialogue is our top concern.
Much of our new lore is based on extrapolations from in-game sources and the game guide. We also take inspiration from the same sources as Obsidian did: Van Buren, classic movies and literature, and world history. A few concepts are based on the Old World Blues mod for HOI4 and various other fan-works like Fallout: Lanius. Creating a coherent narrative out of this has been extremely challenging for a couple reasons. The first is, there are several contradictory statements made between in-game sources and the game guide. This would not have been a big deal if it was not a matter of offsetting the timeline of the Mojave conflict by 20 YEARS. In most cases, we have opted for the in-game timeline. The second reason is that the Legion was badly characterized in New Vegas (Josh Sawyer has admitted to this). We have made no attempts to retcon any of their existing lore, or to portray the Legion as actually being misunderstood and well-intentioned heroes (although this viewpoint will certainly be presented in dialogue), but we have taken enormous steps toward developing their history and culture so that they are an actually believable society. In this mod, the Legion DOES have some semblance of a civilian society and military government, they DO make limited use of industry and technology when it would be stupid not to, they DO have luxuries, fine arts, and pastimes of their own, they DO have a unique economy with private enterprise, corruption and disloyalty DO happen despite being extremely rare, there IS a thriving civilian population back in Flagstaff, Phoenix, and Two-Sun, and the role of slaves is afforded more nuance with the introduction of male slaves and exalted priestesses. More depth has been added to their martial organization and traditions as well.

Currently, the mod is not finished.
  • The interior world space, exterior world space, and loot locations are mostly done.
  • Navmesh and enemy locations are still work in progress.
  • Most of the quests and NPC dialogue (no voice acting yet) hasn't been integrated with the mod yet.
As a result, at its current state, if you are playing a House/NCR/Yes Man playthrough to just genocide Legionnaires and to look at pretty sights, this mod is pretty much done. However, if you are looking for an in-depth Legion playthrough, it is recommended to just wait it out until most of the quests and NPC dialogue are done.
 
As a result, at its current state, if you are playing a House/NCR/Yes Man playthrough to just genocide Legionnaires and to look at pretty sights, this mod is pretty much done. However, if you are looking for an in-depth Legion playthrough, it is recommended to just wait it out until most of the quests and NPC dialogue are done.
Cool I have to check those out
 
I can accept a guy constructing his own post-apocalyptic North Korean town out of sheet metal, with his family as the citizens and himself as Kim. I can accept that Fallout 3 chooses not to convey any details that would explain how anyone's surviving, so this settlement's inexplicable existence relies on the vague assumption that sources of food and water exist but we never see them. What I can't accept is this:
View attachment 6663051
Dave is the only able-bodied person in his Republic; he's also the only one allowed a gun, by order of Dave. Old Oldney is so full of deathclaws that you're immediately attacked by four when you enter the ruins, with even more wandering the perimeter and the sewers. Deathclaws view humans as prey. How the hell does the Republic of Dave exist?
You may as well ask how Little Lamplight exists.
 
Ah, i don't know.
It's something refreshing killing Caesar after failing Beware the Wrath of Caesar!'s quest.

Like: "Bitch, i helped you enough to get the safehouse and Legion Assault technique. Are you enough stupid to mark me?! The mark is on you, then."
And having the villified rep state in a instant, is more to a excuse rather than vengeance.
 
You may as well ask how Little Lamplight exists.
If I had to come up with an explanation for Little Lamplight, I’d say it’d be the place where unwanted/orphaned children are dumped by adults. That’s pretty much what you can do with Bryan Wilks in the fire ant quest.
 
If I had to come up with an explanation for Little Lamplight, I’d say it’d be the place where unwanted/orphaned children are dumped by adults. That’s pretty much what you can do with Bryan Wilks in the fire ant quest.
I'm stupid, I can't believe I never thought that as a possibility. I usually always just took him to his aunt or whatever in Rivet City.
 
If I had to come up with an explanation for Little Lamplight, I’d say it’d be the place where unwanted/orphaned children are dumped by adults. That’s pretty much what you can do with Bryan Wilks in the fire ant quest.
I was thinking more of the concept of LL. You telling me no just turned 18 year old adult said "fuck this. why should i listen to a bunch of kids what to do? im taking over!". Also the fact they live beside a base full of Super Mutants and the only thing blocking them is some wood.
 
You may as well ask how Little Lamplight exists.
That one actually isn't too bad: The fungus explains their food, they have water, and due to their self sufficient nature the kids can take care of themselves out in the wasteland. Their cave is well hidden away to protect them from dangers, but then again, if Paradise Falls knows where they're from(since they send a slaver to wait outside when you kidnap that little girl), why didn't they just storm the town and get all the kids? I guess you could say this for every small "settlement" like this, there is no answer because Fallout 3 is Oblivion with guns.
If I had to come up with an explanation for Little Lamplight, I’d say it’d be the place where unwanted/orphaned children are dumped by adults. That’s pretty much what you can do with Bryan Wilks in the fire ant quest.
The mayor is actually wary of outsiders, you have to convince him to let you dump Bryan there. The explanation as to how the town stays populated is that Big Town brings all their kids to Little Lamplight to be raised in peace, since this is where they're all originally from too. Considering the state of Big Town in the final game, that might be a problem going forward however.
I was thinking more of the concept of LL. You telling me no just turned 18 year old adult said "fuck this. why should i listen to a bunch of kids what to do? im taking over!". Also the fact they live beside a base full of Super Mutants and the only thing blocking them is some wood.
The kids there are armed and I doubt an 18 year old would want to spend the rest of their lives surrounded by little kids. Also, the age where they're exiled is 16, which means they're less likely to want to go on a rampage out of spite and they're more likely to believe the lies told about Big Town.
As for Super Mutants, 1) They are very, very stupid on the East Coast. I doubt they would keep trying to get thru after the first few got shot, especially since kids might not survive the FEV process, therefore not being as high of a priority as other normals.
 
Because the player is never actually looking at the game world. Their eyes are focused on the compass or map marker. There is no immersion. It's like a theme park. You ride a ride, then look where you want to go next, and walk through the park to the next ride. Never looking at anything but the next ride and walking on a blank sidewalk.

PSA: If you ever replay Red Dead Redemption 2. Turn the minimap OFF. It changes the game so much, it is amazing. I am a habitual minimap looker, and spend most of the game looking at the minimap, it has too much easily accessible information. Simple landscape layout, enemy location, your POV. It honestly needs to be dumbed down to be less distracting.

Also yes the walk between areas in Fallout is very barren. Not even a fun , world-building type of barren, just landscape.
 
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The mayor is actually wary of outsiders, you have to convince him to let you dump Bryan there. The explanation as to how the town stays populated is that Big Town brings all their kids to Little Lamplight to be raised in peace, since this is where they're all originally from too. Considering the state of Big Town in the final game, that might be a problem going forward however.
They should have kept that bigger he was with out.
 
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