how? they must have made their camp with the intent on farming eviction notice but still, how???
how? they must have made their camp with the intent on farming eviction notice but still, how???
I found myself using exploits a lot in both Fallout 3 and New Vegas, more so in F3. Notable ones for both we're merchant exploits to get everything for free and all caps and getting past invisible walls to go to places I shouldn't.
I'd also scum save all the time in F3, like scarily often for speech checks and random encounters. Like you would be worried to know how long I would spend to get the specific encounter I wanted each and every time. Another reason for me to love New Vegas more... although in that game I would save scum to make sure certain NPCs spawned wearing the clothes I wanted them to wear.
I also went out of my way to make sure no goo or ash piles happened along with no named NPC taking any damage. Skyrim was worse tho, much worse. Take everything I've already said and add onto it the duplication glitches and wooden plate.
Unlike settlements and workshops, any given CAMP you stumble across is going to be completely unique, handcrafted by a player to suit their needs or tastes. And these CAMPs come in all shapes, sizes, and of course, varying levels of quality and cohesion. This series will look at some of the best and worst CAMPs; highlighting what makes these locations so good and offering some constructive criticism where it's needed. Some CAMPS, however, might just be better off nuked. No complete Gamertags are being thrown under the bus, with owners not being outed, whether good or bad.
This CAMP, unlike the previous two shown off, is quite the mixed bag. Much of the exterior is a hodgepodge of features seemingly slammed together without cause or reason. It's basically just a big metal box with shit tacked on to it.
It does have a coherently decorated vending area, and a well developed, if perhaps tacky, utility room for power and a resource extractor. Most folks try to hide their power source, so that it does not take damage or appear an eyesore, but this was prominent part of the build.
The interior is a bit of mess, and honestly some of that looks to be intentional. There are sections that appear meticulously crafted and then just next to them, sections which are obviously not.
Notice the weird clipping on the rug as if overflows off of the table, which is otherwise well decorated. Also, 3 or 4 styles of wood all on display in the same room is pretty rough on the eyes.
Looking at the kitchen, there is some sort of glitch at play here that I'm trying to sort out, but does not seem to be common knowledge. I believe it's a distant cousin of the rug glitch in F4 mixed with looser tolerances from blue prints, but I have not quite mastered it yet.
See how that bear proof trashcan is inside a shelf or how that sink is inside a stand? Normally, item collision would completely prevent that. These types of structures placed within structures are the best elements of the entire residence.
The bedroom is a little meh, with very little decoration and functioning as little more than hallway, but the bathroom is well done.
Upstairs, there is a small military style room, which was a little sparsely decorated when compared to the downstairs. Some of the decorations downstairs which appeared sloppy would be better suited upstairs.
Lessons to take away from this CAMP, a few great elements may not be able to outshine every problem. Still working on replicating that glitch, so if anyone is familiar with it, please share in the comments.
Is it a fair play or not ?
And do you ever done that?