Mod Idea: Scrapheap Integration and Necropolis fix

Also just a headcanon, but going off what's mentioned in game with the bits of dialogue they didn't cut in Shady Sands and Junktown(describing them as East and North respectively) plus the explanation of the BOS wiping them out Obsidian came up with later and the general vibes, I assume the Viper HQ(The Pit I think?) would have been in the mountains southwest of Vault 13 and north of Lost Hills. Would have probably also served to deter players from bumrushing west with stronger random encounters
That's where I put them on my mapping project a long time ago.
 
Putting Scrapheap after Junktown or any other fully devellopped town would be a big disapointment as the location is pretty barebone. Putting aside the low difficulty ranking, the location serves to introduce the fact that you could pick a side and some other gameplay bits. It's essentially a tutorial. It could be there as soon as you leave vault 13, but it may fit better as a step to access vault 15, as the latter location is also pretty barebone. The fusion of those two locations would create a medium one that would introduce several gameplay concepts, without disturbing the regional conflict, and it wouldn't happen after you were already fed a lot of bigger content. But i prefer it to remain self-contained, either within the demo or through FeelTheRads mod.
 
That's a great idea! And maybe rework the top-side Vault 15 map so that it is harmonised with the version that is seen in Fallout 2. Scrapheap should be redone visually anyway as it is far to similar to Junktown in appearance.
 
Just flesh Scrapheap out a bit more, differentiate it slightly from Junktown, and stick with @Uncle Phosgene 's original idea. How hard is it to imagine that another town built from scrap would exist in the wasteland? In fact, on my first play through I thought every town would be very similar to Junktown, and was surprised when the Hub, for example, was not. It's a wasteland filled with pre-war junk. That's what survivors would use to build their shelters and towns.
 
While Junktown is definitely pretty similar, It's not an exact match. Junktown exists in the world of the demo it's mentioned.

I also didn't mention one of the guys(can't remember if it's the guards working for a gang or the peasents who want them both gone) offers to give you directions to Necropolis. (Which would be moved to Bakersfield as it exists in universe and where the 'NESW' directions characters give you and the Mutant Invasion suggests it is). So that would be added, you get the map marker for Necropolis if you complete the Scrapheap quest. I guess a backup option if you ignore the Merchants.

Plus Dogmeat would be moved there so Junktown doesn't have two companions.

Difficulty curve wise it seems fine, slightly harder than The Hub(albeit the Hub has a pretty wide curve) and easier then the Super Mutant fight in Necropolis or beyond. Closest is probably the Liberation of Adytum in difficulty. Seems all about correct, there's one or two minigun guys, but they don't have the best armor and limited ammo, harder than the mooks in Junktown or most of The Hub, easier than the Super Mutants.

Sort of like the Khans Camp in a way. Both are harder than what's immediately around them, but not by a ton or anything, both are combat centric, and both warrant some neat rewards. A combat focused build and a competent player can handle the Khans after Shady Sands and Vault 15, a less fighting centric character may talk their way out or come back after they've reached The Hub. Like I said, the Midgame could really use something like that as after the Khans there isn't another large combat centric area til the end of the game. Plus you could always puss out and take the easy route, get some minimal gear upgrades and Dogmeat and miss out on the maximum loot and Necropolis tip.
 
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