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Why are there expert or master locks in beginning or low level areas?
Does someone know why there are locks of level expert or master in beginning or low level areas?

I mean, nobody remembers all of their spots when you got the right skills to open them and before it is impossible to open them: no key as alternative to lockpicking as another way to open them.
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Showing 1-10 of 10 comments
Ozone Sep 23, 2017 @ 5:26am 
Because that's what developers do when they are trying so hard to show us their games are RPGs
Dex Sep 23, 2017 @ 5:30am 
So write them down and go back to them later. What's the problem? Also, other than Vault 111, every area is accessible at low level.
I_hate_Russia Sep 23, 2017 @ 5:32am 
Originally posted by Dex:
So write them down and go back to them later. What's the problem? Also, other than Vault 111, every area is accessible at low level.

I agree on Vault 111. It is easy to remember and has a reason why it's like this. What about e. g. the treasure in the truck?
What is good about this, is that it teaches you to use the map.

The map has grids superimposed upon it. Now, you can map out co-ordinates to make a note in your handy little notepad, (which old-school gamers like myself use), For example, across is alphebatized and 'down' is numbered, right.. so.. D3 would take you to Sanctuary. You can even go a step further and add a 3x3 co-ordinate to pin point a location within that grid, even.

So, Sanctuary could be even more pin-pointed as: D,1 / 3,1. Across to D, then across one mini grid, then down 3 and one more mini grid down. You write that co-ordinate in your little notebook and jot down a brief description of what you want there:

D,1/3,1 = Safe [expert] inside blue house with terminal.

Now... later, when your skills are higher, you can return to your little noted locations and enjoy re-visiting those places to reap the rewards of which you have sown! :D
You can EVEN look at what level you need to be to unlock the expert lockpicking skill, by looking in the perk chart and hitting ALT while hovering over lockpicking, to let it show you what level you need to be at to get to 'expert'.

This is something that, for me, extends the fun in the game play and creates a more intellectual way of playing that engages you and expands your organizational skills.

Without this, I find the game lacking. So I don't want that, I want something fun and interesting to do and therefore, finding things that are beyond my current capabilities early on, gives me a reason to come back there.

Cryolator in Vault 111 is a good demonstration that gives you a hint to do this practice.
Last edited by 𝕊𝕋𝕌ℝ𝕄-𝕂𝔸𝕋; Sep 23, 2017 @ 6:00am
watchdog79 Sep 23, 2017 @ 6:03am 
Originally posted by STURM-KATTEN SC-KL:
What is good about this, is that it teaches you to use the map.

The map has grids superimposed upon it. Now, you can map out co-ordinates to make a note in your handy little notepad, (which old-school gamers like myself use), For example, across is alphebatized and 'down' is numbered, right.. so.. D3 would take you to Sanctuary. You can even go a step further and add a 3x3 co-ordinate to pin point a location within that grid, even.

So, Sanctuary could be even more pin-pointed as: D,1 / 3,1. Across to D, then across one mini grid, then down 3 and one more mini grid down. You write that co-ordinate in your little notebook and jot down a brief description of what you want there:

D,1/3,1 = Safe [expert] inside blue house with terminal.

Now... later, when your skills are higher, you can return to your little noted locations and enjoy re-visiting those places to reap the rewards of which you have sown! :D

This is something that, for me, extends the fun in the game play and creates a more intellectual way of playing that engages you and expands your organizational skills.

Without this, I find the game lacking. So I don't want that, I want something fun and interesting to do and therefore, finding things that are beyond my current capabilities early on, gives me a reason to come back there.

Cryolator in Vault 111 is a good demonstration that gives you a hint to do this practice.

You can make the notes in a lore friendly style with this mod:

https://www.nexusmods.com/fallout4/mods/13462/?
kaffekoppen Sep 23, 2017 @ 6:22am 
Originally posted by Dex:
So write them down and go back to them later. What's the problem? Also, other than Vault 111, every area is accessible at low level.
There isn't any problem at all. You're meant to go back later. Your character even says so when you try to open the box containing the cryolator.
I_hate_Russia Sep 23, 2017 @ 6:34am 
Thanks for your replies :)! I think that's the same reason then to why they add interesting looking places you can't visit because it's too high or simply just a design thing: to keep stuff interesting and let people find it out themselv, however they achieve it. Thanks guys!
Originally posted by watchdog79:

You can make the notes in a lore friendly style with this mod:

https://www.nexusmods.com/fallout4/mods/13462/?

YES! I have that mod it's cool! :D

The only drawback is that you have to make sure that you keep the holotape in your inventory, in order to use it. Sadly people are losing it lol.. there is a way to get it back through the console, but still.. it's not ideal, because you have to wait for screens to load, think about it when you've made a lot of notes, but a simple notebook is really easy to keep on your desk (IRL) next to your keyboard [or insert imput device here].

I might start using it though, for in between notebook purchasses hehehe!
Originally posted by Agent Don Zer0kill:
Thanks for your replies :)! I think that's the same reason then to why they add interesting looking places you can't visit because it's too high or simply just a design thing: to keep stuff interesting and let people find it out themselv, however they achieve it. Thanks guys!
this is not just personally from me, but you are welcome :)
lp0rc Sep 23, 2017 @ 10:17pm 
Originally posted by Agent Don Zer0kill:
Originally posted by Dex:
So write them down and go back to them later. What's the problem? Also, other than Vault 111, every area is accessible at low level.

I agree on Vault 111. It is easy to remember and has a reason why it's like this. What about e. g. the treasure in the truck?

One of the 3 or so trucks on the road with the Wicked Shipping signage? There's a key for that.
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Date Posted: Sep 23, 2017 @ 5:25am
Posts: 10