Fallout 4 More Random Encounters Mod

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You can't turn the corner without running afoul. View '7 of the Creepiest Locations and Encounters in Fallout 4' and more funny posts on Dorkly Videos. All Originals. 7 of the Creepiest Locations and Encounters in Fallout 4. Tristan Cooper @TristanACooper. They're so common that fans have taken it upon themselves to mod the. In Fallout 4 you will run into Legendary Creatures that will drop you rare weapons. These are normally in the form of stronger normal enemy, like a Ghoul or Radroach. This Fallout 4 Legendary Creature Location Guide will help you find them all so you can hunt them down! Jul 14, 2018 - PS4 'Hardcore' Overhaul by Random. Version: 2 Platforms: PlayStation™4. 56 Mods Created. Report This Mod. Of this mod is to make combat deadlier and the Commonwealth more.

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Fallout 4

Developer: Bethesda Game Studios
Publisher: Bethesda Softworks
Platform: Windows
Released in JP: December 17, 2015
Released in US: November 10, 2015
Released in EU: November 10, 2015
Released in AU: November 10, 2015

This game has unused areas.
This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused abilities.
This game has unused sounds.
This game has unused text.

This article is a work in progress.
..Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
To do:
Lots.
  • Add more pictures/renders.
  • Things to add/investigate: Ingram's Underarmor (00225a5e), Test Baby container (10843D), Test grenade launcher (ca0b0), the unused Combat Zone stuff, PackInPregnantRoachCritterStorageCell and zUnusedFalloutShelter02.

Fallout 4 takes the series to Massachusetts, where a Pre-War civilian awakens after being cryogenically frozen in a vault for 200 years. There, the veteran goes on an epic journey to find some adhesive, romance eight people at once, and spend hours modding weapons and building towns. There was also something about a missing son, too..

  • 2Unused Quests
  • 4Unused Graphics
    • 4.1Models
  • 5Unused Items
  • 6Unused Weapons
  • 7Unused Armor
  • 8Unused Mods

Subpages

Unused Maps
Mostly testing and debugging rooms.
DLCs
From Automatron to Nuka-World.

Fallout 4 More Random Encounters Mod 2

Unused Quests

The Enemy of My Enemy

Internally called MQ201.

The mission would have taken place between the quests Reunions and Dangerous Minds. While not actually cut (the quest itself still occurs), it doesn't appear in your active quests, as the quest itself has no stages to appear in the player's PipBoy.

Off the Grid

Internally called MQ301.

The mission would have taken place before The Nuclear Option. Several script remnants still exist for this quest, and indicate the following:

  • This quest would trigger if the player was no longer allied with the Institute, and involved Synths taking control of Diamond City's Radio Tower. The quest would proceed once all the synths were eliminated.
  • Hostages would have been involved, however this part of the quest was not fleshed out.
  • A unique synth, Y7-38, is mentioned as a reference in one of the quests but not used. A male voice type is attached to this character in the main files, but also completely unused.
  • The player would have taken this quest from either the Brotherhood of Steel, Railroad, or Minutemen. If for any reason the player was kicked out of the current faction related to the quest, it would default to the Minutemen.
  • Whichever faction you sided with to guard Diamond City would then remain in the city guarding it; this is actually the one aspect that did remain in the game, though adjusted to occur after the player either destroyed the Institute or completed Airship Down.

The Replacement

Internally called InstM04.

This mission would have been unlocked, along with A House Divided, if the quest The Battle of Bunker Hill was completed. The icon implies that the Sole Survivor's dead spouse would have been cloned and turned into a Synth.

20 Leagues Under the Sea

Internally called MS03.

Judging by the quest's animation, 20 Leagues Under the Sea would have involved the Sole Survivor going underwater and fighting off mutated sea creatures, presumably with a harpoon gun (discussed in further detail below). There's also a marker (MS03ResurfaceMarker) located between the Yangtze and the Shamrock Taphouse, as well as an unused Institute terminal entry (InstM02Terminal2Message) called 'MS03 Temp Hydroponics Message':

ACCESS LOG

Access: Local. Login: ABinet.

Notes: Routine diagnostic on Courser designate X6-88, all functions nominal.

Access: Local. Login: ABinet.

Notes: More programming work on new AI software update.

Access: Local. Login: ABinet.

Notes: Prototype testing of neural net upgrades.

Additionally, several cut quest scripts, namely DN158QuestScript, point to originally using the Yangtze itself to locate an underwater vault, in this case Vault 120. However, what that Vault would have consisted of is anyone's guess, as several of the files appear to overlap with the Institute Bioscience area (referred to internally as Hydroponics).

Salvage

Internally called InstR01 OLD, which shares its internal name with Pest Control (albeit with the OLD part removed).

All that remains of this radiant quest is its entry and stages:

StageDescription
20Check on the Synths
30Take the Status Report to Max Loken.
1000Quest complete

Judging from the name and stages, Salvage would have involved checking up on synths and obtaining status reports from them, much like the mission Political Learnings.

That's the Spirit/Bullet

Internally called MS12 and MS18, respectively.

Nothing exists of these sidequests other than their names and IDs.

Unused Dialogue

To do:
Check if dialog exists for Maxson/other BOS members.

Inside the files for Paladin Danse's dialogue are remains of a cut subquest where, after the subquest 'Blind Betrayal', him and the player fight and kill Maxson, after which the player becomes the Elder of the Brotherhood.

SpeakerTextFile
Paladin DanseIf you're referring to Maxson, you're right. He's still going to be a problem. But I might have a way out.
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Paladin DanseI hope that's enough to convince you to take your place as Elder of the Brotherhood.
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Paladin DanseThe Litany is clear. We have a new Elder.
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Paladin DanseJust prepare yourself. I don’t know what Maxson will have in store when we arrive.
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Paladin DanseWhen Haylen warned me about Quinlan’s discovery, she begged me to confront Maxson. She told me that there were Brotherhood soldiers that still believed in me, that would stand behind me if I challenged his authority. At the time, I told her that it wouldn’t be right to cause a rift in our ranks. We’re on the brink of war with the Institute, and weakening our unity felt like I’d be… Backstabbing my own troops. But knowing that you’re still with me… Maybe that will be enough to convince Maxson that he’s making a mistake. I’ll come back to the Prydwen with you, and we’ll confront Maxson together.
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Paladin DanseAs a Brotherhood of Steel Paladin, I’m issuing a formal challenge against your authority as Elder. We’ll settle this matter as it was written in the Litany: In combat. Then you leave me no choice.
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Paladin DanseRight now, I’m not sure we can even get near Maxson before the Brotherhood would cut us down. But we have to try. I’ve known Maxson for a long time, and under all that protocol is a decent man.
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Unused Graphics

Models

Broadsider Mods

Within the files of the game are two mod-related models for the Broadsider; a scope add-on and a bomb projectile. The mods cannot be spawned in-game or attached to the Broadsider.

Brotherhood Armor

There are three unused variations of the BOS Uniform; from left to right, they are Kells' coat, the BOS Lab Coat, and Maxson's cape. Kells and Maxson wear different-looking apparel in the final game, and the BOS Lab Coat was most likely replaced with the Science Scribe's Armor.

Chinese Assault Rifle

An unfinished model exists for the Chinese Assault Rifle from Fallout 3, internally called 'assaultrifle-proto'.

Harpoon Gun

A roughly-textured model of a weapon with parts from a Syringer and an assault rifle. Its internal name would place it with the unused '20 Leagues Under the Sea' quest.

A harpoon gun was eventually added in the DLC Far Harbor, but with an entirely different model.

Metal Helmets

Three unused models exist of what appear to be early variations of the Metal helmet. The last model has an appearance similar to the Motorcycle helmet from Fallout 3 and Fallout: New Vegas. It's possible that helmets, similar to armor pieces, would have had normal/sturdy/heavy tiers.

While the scarf model was discarded, the helmet and goggles would be split into the Metal helmet and the Wraparound goggles, respectively.

Textures

Even though only two issues of the hairstyle magazine La Coiffe appear in-game, there are covers for three more magazines in the game's files.

Unused Items

Use the console command player.additem (ID) 1 to add any of the following items/weapons/armor to your inventory.

Institute gourd

ID: 00173b13

An Institute variant of the gourd. It heals more health (+20 to +10), delivers no rads, and is more valuable (36 caps to 6).

Pristine deathclaw egg (junk variant)

ID: 00190ae4

A scrappable variant of the regular pristine deathclaw egg that's obtained in 'The Devil's Due'. It can be broken down for two Bone and one Acid, much like the cracked deathclaw egg.

RobCo defragmenter

ID: 000e5081

Mod

A holotape that serves as a (fake) defragmenter for the terminals and Pip Boy.

Turret_override.exe

ID: 00106e96

A modified version of the RobCo defragmenter. It's designed to hack and destroy turrets, similar to the holotape acquired from the turret edition of Total Hack.

Unused Weapons

GasTrap Dummy

ID: 000001f6

An unequippable melee/unarmed weapon. The name suggests it was meant for a flammable gas trap.

Handmade Gun

Download ultimate ninja storm 3. ID: 0014831d

A gun that has no range and is listed as using 5.56mm rounds. It can be equipped, but all the weapon does is make the player stick out their fists without the ability to punch. The gun can be fired in third person, but lacks a firing noise and its world model is broken.

Mini Nuke

ID: 0010e689

A strange weapon, the Mini Nuke attaches the titular ammo to the player's right hand. It deals a rather high damage output for an unarmed weapon.

Mortar

IDs: 0005de31, 00063b72, 00063b73 (guns), 0005de33 (ammo)

Three different copies of the Broadsider, presumably used for the Minutemen artillery strikes. The first one deals less damage than the other two, both of which are exactly the same except for their ID number.

Fallout

Nuke

IDs: 00065df2 (gun), 00065df3 (ammo)

Yet another copy of the Broadsider, most likely used for the nuclear missiles fired by the Yangtze submarine. The only difference between it and the Mortar weapons are its damage and ammo type. Firing the weapon will cause a gigantic missile to shoot out of the barrel, before exploding in a way similar to a Mini Nuke.

Unused Armor

To do:
Add the wearable baby Shauns (f468e and 22f83f).

Cait's Bandolier

ID: 001921d8

It's the bandolier that Cait normally wears. It's mostly complete, aside from a lack of a world model.

Robotic bits

ID: 0022f0dd

An invisible piece of clothing that takes up the eyewear slot. It provides no Damage Resistance, but adds +1 to Perception. Given its overworld model (which is the Faded trench coat), the Robotic bits probably would have been something that Nick Valentine wore.

Vault 75 Jumpsuit

ID: 00225f7e (dirty), 0022da67 (clean)

The first of three unused Vault jumpsuits.

Vault 95 Jumpsuit

ID: 0022da73 (dirty), 0022da66 (clean)

The second unused Vault jumpsuit.

Vault 101 Jumpsuit

Readings in information visualization: using vision to think pdf. ID: 000976b3 (dirty), 0022da6a (clean)

The final unused Vault jumpsuit, and the most interesting due to Vault 101 not appearing in Fallout 4.

Unused Mods

To do:
Document the hunting rifle bipod.

These mods can be applied by dropping the weapon/armor piece into the world map, clicking the item, and typing amod XXXXXXXX into the console, with XXXXXXXX being the mod's respective ID.

Gamma Gun Signal Splitter

ID: 000b9a58

A muzzle mod for the Gamma gun that basically turns it into a shotgun. It works on both Lorenzo's Artifact and the Zeta gun.

X-01 Brotherhood Paint-job

ID: 001979a4 (light), 001979a6 (dark)

There exists unused Brotherhood of Steel paint-jobs for the X-01 Power Armor. For some reason (probably the suit's connections to the Enclave), the mod was removed, making the T-series the only set of Power Armor to have the Brotherhood paint-job.

Unused Perks

There are several perks in the game that cannot be obtained. These would have been granted by actions in-game, similar to companion perks:

  • ID: 0004D873: Silent Running Running is as silent as sneaking. An old Fallout staple, the perk's filename is tagged 'MightDelete'.
  • ID: 00085331: Initiate: Take 10% less damage from feral ghouls, super mutants and synths. BoS-related.
  • ID: 000865E8: Knight: Smaller power armor core explosion. Despite the description, the perk doesn't actually seem to do anything.
  • ID: 0009AC95: Secret Agent: Stealth Boy effects last 10 seconds longer. Railroad related.
  • ID: 0009AC98: Station Master: Get a 5% bonus on selling items. Railroad related.
  • ID: 000A5993: In the Blood: +5 Radiation Resistance, but -5 to maximum health. Judging from the description involving the Railroad, it would have been used if you took Tinker Tom's battery acid shot.
  • ID: 000B0EC0: Liam's Algorithm: Claims to grant 'improved hacking', but doesn't actually seem to do anything. The quest tag on it suggests it was related to the Plugging a Leak quest.
  • ID: 000E1A24: True Hero: +1 Luck. The quest is tagged MS04, making it part of the Silver Shroud quest, and probably would have been acquired by saving Kent Connolly from Sinjin. Doesn't appear to actually do anything, however.
  • ID: 0014B730: Blimp Buster: Described internally as 'RR303BlimpBuster', the perk has no visible effects, but presumably would have been granted for completing Rockets' Red Glare.
  • ID: 000EECC0: Wired Reflexes: +15 AP. While it shares a name with a Fallout 3 perk, it has a different effect. Tagged MS17, which would have made it as part of matters involving Covenant.

Several perks are not unused, but have descriptions that would normally never be seen as they are NPC-exclusive:

  • ID: 00023752 Deathclaw Rage: 'The deathclaw takes less damage when fighting multiple enemies.'
  • ID: 00023753 Deathclaw Rage: 'The deathclaw does increaed damage when fighting multiple enemies.'
  • ID: 00031AC6 Deathclaw Exploit: 'The deathclaw does increaed damage when fighting anybody who isn't the player.'
  • ID: 00064009 crSetRangedDmgPerk: 'Sets the crAttackDamage actor value to the melee damage done by creatues.'
  • ID: 00085333 BoSPaladinPerk: 'Recover health while in power armor.'
  • ID: 000BA42F ModLimbDamage: 'Generic Perk used to hook actor value into limb damage system. Make sure this perk is added to anyone whose actor value you mod to use with this perk.'
  • ID: 000BA435 ModFallingDamage: 'Generic Perk used to hook actor value into falling damage system. Make sure this perk is added to anyone whose actor value you mod to use with this perk.'
  • ID: 000BA440 ModDetectionMovement: 'Generic Perk used to hook actor value into detection system to change the effect of movement. Make sure this perk is added to anyone whose actor value you mod to use with this perk.'
  • ID: 000BA448 ModChemMagnituteDamage: 'Generic Perk used to hook actor value into chem potency. Make sure this perk is added to anyone whose actor value you mod to use with this perk.'
  • ID: 000D3F37 ModExtraLimbDamage: '25% extra limb damage'
  • ID: 000D3FCB ModChanceCripple: '20% chance to cripple a limb'
  • ID: 000ED6DC GenericBrawlPreventLimbDamage: 'Limb damage is reduced by 100%.'
  • ID: 001504FC crRangedDmgPerk: 'Adds the crAttackDamage actor value to the melee damage done by creatures.'
  • ID: 001D97D5 CompanionPreventLimbDamage: 'Limb damage is reduced by 100%.'
  • ID: 0023D4B0 RECheckpointPreventLimbDamage: 'Limb damage is reduced by 100%.'
  • ID: 00245BA3 Ignore Armor with Melee Weapons: '10% per mod piece'
  • ID: 00245B9B More unarmed damage!: '10% unarmed per mod piece'

There are also several effects related to perks that go unused in the finished game:

  • ID: 0004B260 Rock Steady: +10 Damage Resistance
  • ID: 0004B269 Well Groomed: +1 Charisma
  • ID: 0004D86C Cyborg: +15 Radiation, Poison and Damage Resistance
  • ID: 00135F0B Backpacking: +5 carry weight. According to the name, this would have been provided by one of the Wasteland Survival Guide magazines.

Unused Actors and Changed Actors

Several actors are named differently internally, either in regards to their main file or files related to them.

  • Dr. Goodfeels: The hippie robot that circles around Sunshine Tidings Co-Op is internally referred to by a more recognizable name, Dr. Feelgood.
  • High Rise: The Railroad agent you escort to Ticonderoga is called internally by his voicetype as Low Road Franklin.
  • Rufus Rubins: Was originally Stanley Rubins, and would have been Tommy's bartender in the Combat Zone. Despite the name change, many of the files still refer to him as Stanley.
  • Spare: A Mr. Handy who was supposed to appear in the General Atomics Galleria, specifically the Back Alley Bowling. He even has a set spawn point behind the main counter, but is set to initially disabled, with nothing set to enable him.

Unavailable Vendors

  • Tina De Luca was originally intended to be a special vendor at one point, as her character file references 'WorkshopVendorChestMisc01'. However this appears to be a placeholder reference during development as this is also used by Trader Stands, and she actually lacks the additional check to see which station she is assigned to activate it.
  • Parker Quinn, a scammer found near the South Boston Police Department, actually has variables set in his file to not only act as a settler but also a tier 4 vendor. This may be an unintentional bug from copying data from Ron Staples' character file, as both refer them to the wrong type of stand to unlock their special inventory.
  • Deezer, the lemonade offering robot found in Covenant, was originally supposed to sell you lemonade, not just give one free sample a day. 'VendorCovenantDeezer' would have contained 250 bottlecaps and 8 Deezer's Lemonade.
  • Patches was a neutral raider intended to appear in the Combat Zone, and his shop ('VendorCZPatches') would have sold grenades, armor, weapons, food, and mines.

Miscellaneous

  • There are two characters in the game that have full settler commands available, but never actually appear in a settlement: Honest Dan (investigator in Covenant), and Chem Vendors (randomly generated random encounter vendors). These options can be seen in full if they are forcibly pulled into a settlement using console commands or tier 3 Intimidation. However unlike other settlers they have a specific patrol point, and will promptly return to it.
The Fallout series
WindowsFallout (Prototype) • Fallout 2 • Fallout Tactics • Fallout 3 ('Van Buren' Prototype) • Fallout: New Vegas • Fallout 4
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Mac OS ClassicFallout
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PlayStation 3Fallout 3 • Fallout: New Vegas
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Retrieved from 'https://tcrf.net/index.php?title=Fallout_4&oldid=677457'

7. Pickman Gallery

The 'downtown' area of the Commonwealth is a pretty treacherous place. You can't turn the corner without running afoul of a pack of violent raiders or a gaggle of nuke-happy super mutants. Which is why it's easy to miss the unassuming red door leading into Pickman Gallery. Though it has the distinction of being an official location that shows up on the map, that name lacks the ominous ring of 'Covenant' or 'Parsons State Insane Asylum.'

And then you go inside.

You'd be forgiven if you read 'Pickman Gallery' and and thought of a family-friendly skeet shooting range or maybe a series of screenshots from that Nintendo game with the multicolored plant aliens. Instead, patrons are greeted with blood smeared on the walls, mounds of raw human flesh piled high and a series of decapitated heads that are less than thrilled to be impaled on spikes. It's like you unknowingly stepped into a portal to hell right after the 6000th Annual Murder Jamboree.

It quickly becomes apparent that this monument to depravity isn't just for funsies. In the mind of the infamous Pickman, his gala of gore is fine art. He fancies himself to be a more violent version of Rembrandt, or maybe a less pretentious Andy Warhol. Putting a freshly expired human into an open casket with a flower is his own version of the Mona Lisa.

It would appear as though the Commonwealth has its very own serial killer Banksy. You can actually catch wind of Pickman's activities before even stepping foot inside the gallery. In and around the area of the gallery, you can find pre-killed raiders whose corpses include Pickman's calling card: A heart drawn with blood, followed by a message goading any raiders dumb enough to come on down to his art show. It's pretty simplistic as far as psychopathic schemes go, but it appears to have worked wonders. Pickman has all the blood paint he needs to build his shrine to death and dismemberment.

As you work your way through the gallery, you come upon angry and scared raiders. They attack you, partly because they're the mindless Goombas of the Fallout universe, but they may also believe that you're Pickman himself. It's tough to explain between shotgun blasts that you're not the guy draining bodies and dumping them in the basement like dried-up paint tubes.

Towards the end of your journey through Pickman's house of horrors, you come upon a pack of raiders harassing what looks to be a civilian. It's not uncommon for players to completely ignore all the warning signs and let your inner Paragon take over, resulting in several raiders slaughtered and one innocent life saved. But that just wasn't any poor schmoe who happened to walk into Pickman's Gallery. You just saved Pickman himself.

Yep, this creepy-ass gentleman is none other than Pickman, the architect of this horrifying terror maze. Unfortunately, there's no dialogue option to ask him whether he named himself after the H.P. Lovecraft short story 'Pickman's Model,' in which a disturbed artist creates ghastly paintings. He simply thanks you for your service and hands you a key to a special safe. It's not a trap, but a genuine gift -- inside the safe is a pretty sweet knife. Yes, 'Pickman's Blade' was almost certainly used to murder scores of people, but come on, they were raiders! They would have killed innocents themselves, given the chance. ..Right?

But the most unsettling thing in the safe would have to be the note that Pickman leaves for you.

You might have been trying to ignore it before, but this gruesome thank-you letter encapsulates what you've done -- you saved a psychotic serial killer. Because of you, many more people will die in the name of Pickman's twisted 'art.' But hey, at last that knife has some pretty sick stats.

6. Terrifying mannequins around every corner

If you've played Fallout 4 for a substantial amount of time, you're bound to have noticed them: The mannequins, those eerie white dummies that you often mistake for enemies. They're so common that fans have taken it upon themselves to mod the mannequins, whether it's to change them all into harmless flamingosor even scarier mannequins.

At first it seems like an easy way to fill out a world with detail, but as you go deeper you keep finding mannequins in the oddest places. At heart, you know that it's just the developers messing with you in particularly tense areas, but part of the lizard brain can't help but think that that something sinister is going on behind those dull plastic eyes.

Some of the scenes you come upon are kind of funny, at least. Like this fella in the Concord Speakeasy, not far from where you start the game.

It looks as though he lived out his last days with some drugs and some artificial company. Not the worst way to go, right? And then you peek in the bathroom.

If you can resist the urge to exit this window and abandon the internet forever, you'll see that this scene just gets creepier the more you look at it. Three naked male mannequins, two armed with machetes and one wielding a plunger, surround a filled bathtub that contains a headless corpse. If you look to the left, you'll see that the missing skull is in fact resting in the toilet. As demented as it is to see it written out in print, it doesn't seem like a stretch to say the guy in the bed cut off his wife's head in a bout of apocalyptic insanity, then set up the mannequins to take the fall for him.

It sounds far-fetched, but this is the same game where you can find a mannequin standing in front of a mound of burned corpses.

You have to go out of your way to witness this scene in the Mass Bay Medical Center. By picking an advanced lock, the door swings open and you're treated to the sight of several human skeletons half-buried in their own ashes. The nearby flamethrower and the fact that the embers are still glowing just under the surface imply that this happened recently. The only other person around is a life-size doll with a lovely summer dress. And she's not talking.

But hey, this isn't Doctor Who, or even The Witcher III. There aren't any evil statues that move in Fallout ga--

via JoshuaCaleb75

Ha ha, Bethesda. You almost got me there. The fact is, there just aren't any living mannequins in Fallout 4. The closest thing might be those synths who look like the androids from I, Robot, but it's not like they hang out in groups of mannequins, waiting to attack while in perfect camoflauge.

That's it! Fallout 4 is just too damned creepy. I'm going back to the Deathclaw Sanctuary.

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