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https://www.nexusmods.com/fallout4/mods/25934
No more running to Nuka World or Far Harbor
There are few if any of these quests that you can't just leave until later. Some things like when it's blocking your BoS (or other) faction progression can be annoying.
I concur. Gunner records seem to indicate that Nuka World isn't even a known thing to the Commonwealth, and is quite a trek to get to on foot, so how the heck is anyone there sending messages to Preston? And Far Harbor has a history of trade but it's certainly not asking for help lately.
I get the exact opposite impression. Terminal entry, from the first Gunner recon team:
This was before the radio signal (which the 2nd recon team is there to investigate), and someone is there acting as a lure. That would imply that there was traffic in the area of the transit center (which is in the Commonwealth). Plus, that transit center (and its monorail) is the entrance to the Gauntlet and judging from the bodies, its been working for a while.
Same terminal entry as above also says one of the recruits has heard about a trading post in the area. So there is some contact between Nuka World and the Commonwealth. Apparently enough to build an entire entertainment facility (the Gauntlet) around.
Also, Sierra Petrovita managed to find out about the park and she was all the way in the Capital Wasteland over 400 miles away.
You're right, my wording was sloppy. I just meant that it's not like people are super-familiar with Nuka World, to the point that they have to use a lure and then set up a radio signal. Folks aren't just coming and going all the time. Now, they used to; it's said that Nuka World was a trade hub some time ago, and we don't know much about other areas west of the coast but it sounds like there are other settlements within range of Nuka World besides Boston (where did all those Raiders come from?), but if it was a well-known area, the Gunners wouldn't have NEEDED to send recon teams and wouldn't have spoken about it like this is new information. This is opposed to the Capital Wasteland which, despite being a fair distance, clearly has regular contact and trade.
1) This doesn't make sense as the RR has an agent in HQ who, at this point in the game, has no knowledge of FH. And when you finish dealing with Acadia and return to RR HQ, you get asked for intel on FH to see if it's worth visiting. So that's a hole in the plot.
2) The only way to get there legitimately is by Nakano's boat. You can't walk there, but can fast travel although you supposedly don't know where it is. For some reason you need a boat that can auto navigate. But you don't have one at this point in the game, so why have you been asked to go there?
3) As there is no reason to visit the Nakano's, who are also unknown to you, completion of the RR questline depends on a chance encounter and then agreeing to look for their daughter. But what stopped the Nakano's getting in their own boat? If they searched the daughter's stuff they would have found the tape. A 5-year old kid could find it. If anyone was a synth, it's Mr and Mrs Nakano. It's obvious the daughter ran off because they are dumb.
4) If Beaver Creek Lanes is to be a safehouse or just on the route to who knows where, how do the synth escapees get to FH? You need a boat with auto navigation. Who takes them? Who do they get passed off to? DimWit in Acadia doesn't know anything about them. But the former courser and shop owner are involved with escaping synths. How? Acadia did have a boat but it's still burning at least several weeks if not longer after it ran aground. And it will keep burning for ever but somehow with no damage to the boat or cargo. Who is going to believe that?
5) The boat driver is the synth with the mind-wipe. Obviously she knows something and that's why her mind was wiped. The guy leaning on the wall is like a KGB agent keeping watch. If something smells off it's this scenario.
6) If Acadia is the end game for synths why are there only about 6 living there.
In summary, the whole game is full of impossibilities and design goofs. But the main reason why radiant quests shouldn't go to New Lands is they just become an even bigger pain in the derriere to do. Dumb gameplay.