Exploring Fallout 4’s Unreachable Dev Areas
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- Опубліковано 23 чер 2024
- War... war does actually change if you listen to feedback. Today we're back in the far unreachable areas of Fallout 4's Commonwealth to look at some locked off locations that can only be visited through mods.
0:00 - Intro
0:36 - Pre War Sanctuary
1:42 - Pre War Vault 111
3:56 - Dev Firing Range
4:34 - Elevator Loading Room
5:46 - Unused Theatre
7:34 - Goon cave
8:35 - Outro
Join the Kingdom! - / discord - Ігри
I think the logical evolution of the content is to ask for interviews from devs and actually ask about the development process and why things were cut.
Bethesda's too busy ruining their games sadly 😔
Are you calling debug areas Cut content?
A gamma ray is electromagnetic radiation with sufficient energy to cause ionization... the removal of orbital electrons from an atom. A gamma interacts with matter typically by “scattering”… imparting a tiny fraction of its energy to each orbital electron with which it occasionally interacts. This leaves a relatively long, thin trail of ionizations in its wake.
Beta radiation is high-speed particles with sufficient energy to cause ionization. A beta is an electron… a particle 1/1836th the mass of a proton with a single unit of negative charge. An electron interacts with matter by “direct ionization”… its charge creates an electrostatic field which interacts at a distance with orbital electrons, thus affecting more orbital electrons at once than a gamma. I.e., beta has greater “linear energy transfer” than gamma.
Alpha radiation is high-speed particles with sufficient energy to cause ionization. An alpha is a bare helium nucleus… 2 neutrons + 2 protons… having 2 units of positive charge due to the protons. The alpha is relatively massive at 4 amu. As it makes its way through matter, the alpha's relatively large field and bulk creates massive linear energy transfer. The dense ionization in its wake makes it especially difficult for living cells to repair the damage.
(To be complete:) Neutron radiation is particle radiation composed of high-speed non-charged neutrons emitted during nuclear reactions such as fission or fusion. Being neutral, neutrons are highly-penetrating. However, when a neutron strikes the nucleus of a hydrogen atom, it produces a “recoil proton” which can receive a large percentage of the neutron's kinetic energy. With this speed and having a mass of 1 amu and 1 unit of positive charge, a recoil proton is highly-ionizing.
So, gammas are lightly-ionizing, thus highly-penetrating. Betas are moderately-ionizing, thus moderately-penetrating. Alphas are highly-ionizing, thus weakly-penetrating. Neutrons are highly-penetrating, but create a highly-ionizing recoil proton.
Gamma is considered an “external whole-body” radiation hazard.
Beta is an “external” hazard to body features such as the skin, and especially the lenses of the eyes. Beta is an “internal” radiation hazard if the radioisotopes are ingested by eating or inhalation.
Alpha cannot penetrate the dead layer of skin, so it is not an external hazard. But, if ingested an alpha-emitter is a potent internal hazard.
Neutrons are considered an external whole-body radiation hazard.
Internal hazards are assessed by calculations, which take into account the (known) radiological properties of the radioisotope(s)… type of particle, particle energy, and half-life. Also considered is the biological half-life… the rate of elimination of the isotope from the body. Due to its chemical properties, an isotope is assumed to primarily be a hazard to a specific organ. Doses are calculated as an “effective committed dose to the critical organ”.
Since some types of radiation have larger linear energy transfer, their damage to tissues (dose) is calculated by using a “Quality Factor” (QF), by which the absorbed energy of the radiation is multiplied.
Gamma and beta QF = 1. Alpha QF = 10. “Fast” neutrons… at relativistic speeds… QF = 20. “Thermal” neutrons… slowed down by collisions, especially with hydrogen nuclei, to the approximate energy associated with thermal conditions of the media thru which it travels… QF = 10.
Radiation is more hazardous… “deadlier”, to you… if the “intensity”… the “density” of individual “pieces” of radiation… is greater.
Chronic exposure (low intensity)… small doses received over long periods of time… doses in accordance with all radiation dose limits, with the most common limit being 5 mrem… does not cause any effects that can be detected.
Acute exposure (high intensity)… a large dose received in a short period of time… begins to cause minor, but detectable, blood changes at 25-50 rem. First responders who died at Chernobyl received huge acute doses, some greater than 1000 rem.
(100 rem = 1 Sievert)
@@Doktor_EttiNo, he’s saying that’s the logical evolution of the content on this channel. This channel is bigger than just this one video…
Thanks chatgpt@@SavageRizzCooking
It is WAY WAY funnier that you think a water tower is some piece of infrastructure Bethesda created for the game that you’d only know the name of if you played the game a lot, rather a real life thing and the only thing that gives our water fixtures water pressure
That style of water storage tower is known as a "golf ball and tee".
As part of my job (installing antennas on top of them) I have been inside of them;
They contain an empty space in the bottom with a riser-pipe that runs up to the top. The ground floor is a steel grate and there is a hollow space underneath the grate where workers can service the piping, there is also a sump-pump in there.
There is a vertical ladder you can climb up, next to the riser pipe. If often has "stops" you can stand on for resting if it is a really tall tower.
At the top of the stem it 'flares out" and there is a hatch that opens out to the side. Often that is left cracked open to let in fresh air so the inside of the stem does not rust from high moisture.
Above you are two hatches; The one in the center is for an empty "tube" that goes all the way up to the roof where there is another hatch. The tube is about a meter in diameter.
The second hatch under the sphere is closed under the pressure of the water, it is used if the tank is emptied for cleaning out sand or dirt that accumulates in the tank.
On the roof you see two hatches, the one you just climbed up through and a second that goes down in to the water storage area. That one is usually padlocked or bolted closed.
There may be an electrical fitting on top of the tank for wiring for a light and there may be a steel pipe welded to the top of the tank to support an antenna.
The really big water tanks are known as "Hydropillars" some are so big that you can park trucks inside of the base and may be 50-60 meters tall. They are often used as public works garages and in one case I saw a Fire station built inside of one (in Lombard IL, USA).
water towers aren’t a fallout thing they are quite literally everywhere in america
We do have them here in the UK too actually just not many at all
I remember spawning items in in Portal 2 and thinking about how spooky it is that you can spawn in a human skull, probably just a leftover from HL2 but still my kid brain was like 😱
For the granades room, yes testing, the stuff scattered around is part of the test as they can get thrown by the nades. It's less about testing he dmg of the nades, but the environment effect the nades have.
That laundromat, I have no idea other than they tried removing it and something else broke and they had to leave. Many game titles have some random item or element hiding out of sight that serves no other reason for being other than without it being there needed elements don't behave properly.
Bethesdas Creation Engine has bits of spaghetti code remaining in it that dates back to the earliest days of the studio.
Why would there be loot? Why would there be static detail decorations everywhere? If it was a test cell it'd be a simple square room full of clutter and objects that interact with the grenades
Maybe those objects had more to them at one point. Maybe they were destroyable, maybe they experimented with destroyable containers with contents that spawn out of the destruction. Maybe they had to pick and choose for performance reasons. Just my guess.
Like they say: if it breaks something, don't fix it.
The laundromat is part of cut content technically speaking. They did not get very far into it and most of the stuff that was finished did get scrubbed. I talked to a few of the developers and found out a lot of stuff in the past.. Its really sad how much and what got cut due to time/budget restraints.
That said.. You are correct they did try to remove the cell but for some reason it breaks several other cells in the game when they tried it. So back in it went... Basically someone messed up code somewhere and made that cell a bit more important than they should have. Stuff like that happens a lot in games. Both Black Isle as well as Bethesda had a LOT of really bad issues with both the Elder Scroll series of games and Fallout series of games.. Though its partially because the Engine they have used was not the best to begin with and is aging bad.
Anyone who has seriously tried making mods/games with different game engines who has also tinkered with Creation Engine ( or even the system its based on the Gamebryo engine ) will know exactly how painful it can be to work with.
Something to note. Since you shown and talked about it. That unused theatre cell you shown is part of a very, very unfinished sidequest that got cut. The original reason why it was cut ( besides time constraints ) is that they felt that not a lot of people probably would ever meet the requirements for the sidequest as well. Since it involved you befriending two specific psychopaths in the game. ( A person who, really loves art, and another who is happy to supply you with special medication for killing his family and letting him free. )
I remember being upset when finding this out since I really wanted more side quests that involved those characters. ( And more than what I mentioned here was planned but it got cut.. A LOT of stuff got cut and its really sad. )
Both of those remind me of Pickman (to an extent) and the Cabot's.
@@LikeItSaysInTheBook they probably are
The trippy psychedelic effect is caused by the skybox in the game. It's the cameras backstop for a game scene and won't clear anything unless configured too, otherwise it shows the last thing rendered in that spot until something new comes along. Normally the skybox will have a texture/color itself to emit to prevent the trippy effect, but in darker scenes it's usually better to leave it dark or else light might show through cracks in models.
The qa_smoke room was mad weird to just look at 😭
Some the reasons these places still exist in the game. Like the unused theater is bc if they delete it, it breaks the game. Somehow they tied into the game.
Few months ago I subbed because these cp2077 and fallout hidden/unused area vids really interest me, but then I saw your name and it seemed familiar. Did you used to do these kind of vids for older CoD's back in the day? I swear these recent vids of yours give me deja vu every time I see your channel name
Hehe yeah back in 2015 I did black ops multiplayer maps with noclip, they weren’t very good lol
The elevator break beat got me bro! 10/10😂
The "QASmoke" is my favorite cell.
I like the fallout shelter one I use it to store all my loot
This is really interesting. Thank you.
so they faked light bleeding through the elevator like a bug so it would feel like you are going up
That last cell ended up being used by the mod authors for Tales From The Commonwealth. It's used in a quest related to a camera shop just East of Diamond City.
keep this rolling always enjoy fallout content from you and is there any chance for the older games like 3 or new vegas?
I assume “unused theater” refers to the theater district, so it would have been a laundromat in the theater district
there is a location in Far Harbor almost identical to the unused cave
6:18 I think I regonize this interior from a mod i downloaded on the xbox one version of the game. I can't remember what the mod was called but it basically restored interiors that were taken out of the game and made them accessible, there a many interiors and some of them actually had notes in them and overpowered enemies.
Any chance you could share what music you used in this video? I'm really liking the tracks!
I'm pretty sure you can actually access some of these rooms in the cheat terminal mod. I have definitely been to some of these areas at some point
Yesss the fallout shelter one was so creepy to me
You can actually access the laundromat in it abandoned state but you find some pretty dark objects hidden in the laundry mat
what items
I always figured something was up with certain elevators, as companions would teleport into position when you press the button
We need a "how many npcs to stop a... " Episode.
This brought back memories of playing around with the GECK in fallout 3 and New Vegas to mod my game and change things around how I liked or thought they should look.
the elevator loading screens are good unless I'm in the city, it could take 10 seconds to go into the building and nearly a minute to get back out lol
I subscribed thanks to CP2077 videos, even on others games it's really interesting ! Keep Going !
Water tower in French: chateau d'eau 🇫🇷
F*ench
You can get to those places on console, there's mod called cheat room that has doors that lead to them
There are places in the South that would call that a washateria (laundromat)
Another point of interest is the glowing sea in fallout4.. a few interesting spots out there you could check out
The unused theatre laundry looks like it belongs in the Cabot story as a part of the asylum. I can’t offer a logical explanation as to why that’s the case. Just smells that way to me.
Theres a mod that uses what im sure is the grenade room, as like a fallout shelter that you just build a door and then it loads you in it.
There is "coc qasmoke" too, a piece with a lot of items and dev stuff
Goon cave is the exntrance to Vault 88 (I just went through it yesterday so it's kinda fresh)
Goon cave was used to test grenade physics (bouncing off walls, falling multiple stories etc)?
I feel like there is laundromat in Concord (or somewhere) that looks exactly like that. I wonder why it was kept.
"If we remove this, the game fails to launch" - the devs, probably
You honestly don't know what a water tower is? When you watched TV or movies or saw video with the giant elongated bulbous towers, it never piqued your curiosity just a tad?
the laundromat is giving Silent Hill 2 vibes
It's giving
The last spawn looks like Wattz Consumer Electronic.... maybe was a prototype that end up change completly...
In software development, there's a lot of "Do this, no don't, yes do" going on so I tent to design for the problem space and have unused bits clearly labelled until they are absolutely not needed.
Fallout: Backrooms
You want a sick content idea. Fallout3! I’ve played that game inside and out and ever without mods that game will surprise you! There is a lot of room for speculation and given the newer games that have come out. A lot of opportunities with diving into fallout3 especially with all of the dlc
the grenade test room was actually used in a mod
7:35 Several mods use that cell
Do they not have water towers in the UK?
somewhat uncommon
So they might have wanted to use those unused cells but you can’t remove files from console games you can only add files
Someone should mod Unused_Theatre as a Black Ops 3 Zombies Mod Map. Gives a very old-school zombies feel.
1:41 You don't need to have been playing the game 9 years. Water towers also exist outside too, and at the start of any Warner Bros. film
Womp womp
Way backin the day of black ops 2, I made a video of me exploring samantha's rooms. Flew outside of the map, used to love making those videos!
Why does the player die instantly when entering vault 111?
is there a quests which r hidden?
That laundromat is very similar to the one you can enter in the game.
Place 6 kinda looks like kelogs memorys.
Other than scenery that any PC players can access... Console commands are very useful and people can do many things if mastered correctly
The unused theatre laundermat is scrapped because of the flashback mechanica…
I find it funny you called the elevator dayed game design. It was quite clear with your word choice and just being wrong conveyed you have very little understanding on how a game actually is made.
Womp womp
Subbed cos you said toesies lol
"coc qasmoke"
>Goon cave
lol
anyone else recognize the laundromat* location?
It does annoy me that so many things could just be worked on but THEY DON'T CARE
Bethesda was just like whatever, good enough and released the game
in Europe we barely have WaterTowers - and IF there are some, tehy are Freakin OLD, USA wonders why? Because we do not need them :D we can supply our water without such things xD
Europe has water towers
5:47 "A self-service laundry, coin laundry, or coin wash, is a facility where clothes are washed and dried without much personalized professional help. They are known in the United Kingdom as launderettes or laundrettes, and in the United States, Canada, Australia and New Zealand as laundromats."
British don't have water towers
This is America
@@itdobelikedattho8112 dont catch you slippin now
Sort your microphone level out or maybe just don’t have it right against your face. So much distortion!
No offense but what are you on about
So basically there isnt cool dev rooms...
Damn this in 2024 is stale as fuck, like, this is the bottom of the barrel. You didn't even bother to include some of the actual new stuff from fallout 4 found left over in fallout 76, it's literally some noob using the console for the first time.
Don’t have to watch brotha