Fallout 4

Fallout 4

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sirBlue Apr 9, 2016 @ 11:48pm
Secret closed off area found in Museum of Freedom
When I read the terminal message about the person who had stolen a gun I always thought the gun should have been in the game because the person who stole it was hiding in a room in the museum.

I believe Bethesda had the intention to actually give the player the chance to find the gun and the person who took it but had not enough time to complete the unmarked quest. So they cut the unmarked quest partly out of the game by hiding the entrance to the area where the person and likely the gun should have been found.

The video I have posted here shows where the entrances are hidden and what can be found in the secret area.
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Showing 1-15 of 21 comments
Thefelinecorgi Apr 10, 2016 @ 12:07am 
Neat.
Vinnie Mack Apr 10, 2016 @ 8:28am 
finally a reason to go back to the museum. Other than the great automated presentatino, of course.
Last edited by Vinnie Mack; Apr 10, 2016 @ 8:28am
Speef Apr 10, 2016 @ 8:40am 
Huh, maybe it is the basement that is referenced in a terminal. I always thought it was odd that the spot where you nab that first fusion core would be considered the basement. They probably had planned to put roaches down there or something. Maybe it was part of a grander idea to make that the Minutemen HQ and let you use Concord as a settlement spot.
Mikoto Apr 10, 2016 @ 9:05am 
why did they cut out so many awesome things...
Val Apr 10, 2016 @ 5:10pm 
Yea cuts seem to happen alot with RPGs, I would say a time/money thing. Its always nice to imagine they would bring cut content out with updates but I dont think so.
azxcvbnm321 Apr 10, 2016 @ 5:20pm 
Or it was cut because it didn't make sense or created other issues. Would yet another fight right at the beginning of play for a low level character make sense, especially since they will have to fight a deathclaw later too? Would the gun be too OP to have at low levels, making progression much easier than they wanted it to be? These are things that players don't consider but a game developer has to.
Val Apr 10, 2016 @ 5:25pm 
Originally posted by azxcvbnm321:
Or it was cut because it didn't make sense or created other issues. Would yet another fight right at the beginning of play for a low level character make sense, especially since they will have to fight a deathclaw later too? Would the gun be too OP to have at low levels, making progression much easier than they wanted it to be? These are things that players don't consider but a game developer has to.

Easy fix for that would be like put master lock or something so you come back later.
Xyzzy Apr 10, 2016 @ 5:42pm 
they cut stuff to fit it on consoles, but I have been civic sewer place under the museum, u don't mean that? cos there's a great big open hole in the road with the cover off. and you been in the speakeasy place near there too? and Molerat Den between Concord and red rocket?
Last edited by Xyzzy; Apr 10, 2016 @ 5:44pm
The Dude Apr 10, 2016 @ 5:52pm 
Originally posted by Valdrrak:
Originally posted by azxcvbnm321:
Or it was cut because it didn't make sense or created other issues. Would yet another fight right at the beginning of play for a low level character make sense, especially since they will have to fight a deathclaw later too? Would the gun be too OP to have at low levels, making progression much easier than they wanted it to be? These are things that players don't consider but a game developer has to.

Easy fix for that would be like put master lock or something so you come back later.

This.

IIRC there's a master (or expert) locked safe right there in Santuary in the root cellar, so having a 'locked door' in the Museum makes perfect sense. But from the video it looks like a couple of the rooms were not 'complete' and clip to the world or whatever, so looks to me like they didn't have time to finish the basement, so just blocked it off.

What would be nice is if they finished it off and opened it back up in a patch later.
Last edited by The Dude; Apr 10, 2016 @ 5:53pm
sirBlue Apr 10, 2016 @ 10:05pm 
It would not surprise me if a mod author will complete the area and the quest when the GECK comes out. It also happend with Skyrim with the Cutting Floor mod.
Speef Apr 10, 2016 @ 10:24pm 
Originally posted by PMOguru:
Originally posted by Valdrrak:

Easy fix for that would be like put master lock or something so you come back later.

This.

IIRC there's a master (or expert) locked safe right there in Santuary in the root cellar, so having a 'locked door' in the Museum makes perfect sense. But from the video it looks like a couple of the rooms were not 'complete' and clip to the world or whatever, so looks to me like they didn't have time to finish the basement, so just blocked it off.

What would be nice is if they finished it off and opened it back up in a patch later.

interiors are each their own world space. Empty void with the pieces placed within.

So, not clipping with the world as the world is in a different space. Rather, the open walls/door ways just lead to the void that is the interior space.

They did a lot better though with being indoors and adding more assets so you have something to look at when you are gazing out a window. Kind of like those immersive interiors mods for Skyrim.
CuRb Jan 25, 2017 @ 5:27pm 
I think ill go ahead and complete the area with the creation kit. If I follow through ill throw it up on nexus and the official mod repository. I may turn it into a dungeon and separate mission.
Last edited by CuRb; Jan 25, 2017 @ 5:27pm
SeriousCCIE Jan 25, 2017 @ 6:23pm 
You would be a cool person to do that. Do you not use steam to run the game?
mfree Jan 25, 2017 @ 7:03pm 
Um... keep looking around, there's another note/tape that ties the gun in with later events nicely, and it explains why there's no hidden corpse with a firearm around the museum...
Flippy Jan 25, 2017 @ 7:51pm 
Bethesda finish your game!
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Date Posted: Apr 9, 2016 @ 11:48pm
Posts: 21