[Fo1] POLL: "Disarm Traps for the Facility" quest at The Glow.

Sduibek

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This quest line is broken or at least not fully-functional in Fallout: http://fallout.wikia.com/wiki/Disarm_Traps_for_the_Facility and http://fallout.gamepedia.com/Disarm_Traps_for_the_Facility

The traps are mostly explosive, but there's also a gas and laser trap. My questions are as follows:

1) Should traps function when base has power turned off? (The explosives traps could very likely be trip-wire.)

2) Should traps function when base is on Emergency Power? (NOTE: This is always the power setting when the Vault Dweller first arrives.)

3) Should deactivating the robots via dialog with ZAX also deactivate the traps?

4) Should ZAX have an option to deactivate traps, like he does for the robots?

5) Once traps activated, should player have option to deactivate them via one of the computers?
 
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The traps in the base seem like they wouldn't be trip wire, and maybe only deactivate the trapped elevators after using the proper cards (as well as before activation) and reactivate if the wrong card is used. Like if you go to a blue elevator with a blue card for the first time, you don't need blue card to deactivate trap, but if you use yellow on the blue after deactivating, you get zapped and need to use the blue card again.

But the rest all sound good to me. Then again, if you have to deactivate pressure plates in high tech places in Fo2, it looks like anything goes. lol

Are you planing to make a mod or something?
 
I clicked "To-Do".
I saw you guys working on making Fo1 run on the Fo2 engine a while back, and wondered how it was going. I think I just found something to fallow:grin:.
 
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