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Special encounter tracking and more DC encounters

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Laclongquan
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Joined: Mon May 03, 2021 4:19 am

Special encounter tracking and more DC encounters

Post by Laclongquan » Mon Dec 20, 2021 3:31 am

After my previous rant about SE and RE, finally a mod dealt specifically with encounter tracking.

Special Encounters TTW332 help players identify certain special encounters in DC better through audio and visual cues, and even quest to keep track on unique ones with name and locations. With normal random encounters, only audio and some visual cues.

All the named special/unique encounters are listed in order of appearance in a quest to keep track which has appeared. When you go through the site of one, visual and audio cues will remind you (once), and the quest will update with that SE's location. UNTIL you reach the specific spot (vanilla settting) to satisfy the condition, that location will remain in quest map.

All the unnamed special/repeatable encounters will only have visual/audio cue ONCE. No appearing in quest (because huge number) or location marked (no point at all).

I've been playing extensively with this mod and its feature for a year now, since the release of TTW 332. And let me tell you my friend, this feature is such that you will miss it immediately the minute you uninstall the mod.

For new special encounters, with some minor background story.
+ Some wasteland locations to mark down Harold's once travelling through this land before settling down at Oasis. Certain oasis druids will stay to keep mark such holy sites. No cues before you pass by the sites, though the green trees can be quite eye catching. Old School is the start, south of Girdershade, then Treetenders' camp, westernmost of Abandoned Car Fort.
+ Gibson's exploration at Capitol Post. with that pack of dogs. Old Man Gibson can sell some scavengers' stuff here.
+ V13 keepsakes/NCR travel souvenir at certain places. The flasks are pure loots, no utility, put there for nostalgia's sake. Punga Tofu is a new food made of punga.
+ The Quartermaster Durga now wander the Courtyard too, so you can buy items without running so far into the Citadel lab.
+ The Citadel's nearby Garden. This is the source of fresh food for Brotherhood personel, so it has BOS tech supported to make indoor hydroponic farms (water conservation and fallout prevention).
+ Drug Runner gang. Inspired by Italian Greasers movie, this drug runner gang occupy the Car Dealership and sell boxes of drugs.
+ A trace of a West Coast caravan in Tenpenny Tower. This is the source of Vault 13 flask souvenirs.

One important background story is the source of Super Mutant Menace in DC which is woefully underdeveloped in F3 main quest.
+ Chryslus Basement can be thought of as a half finished Vat that provide muties to threaten the north side of DC.
+ An entirely new location in SM camp number 4: a half destroyed Vat which is the source of SM that threaten Project Purity 20 years ago, as well as just recently. Unknown person destroyed it recently which is why they burst out and occupy the PP after Dad left. Think of Mariposa with a great big glowing crater outside, which is the theme.

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