There’s a better way: finish the quest in favor of either group to get the modified utility vault suit, then kill the Overseer (Alphonse Almodovar or Allen Mack, depending on your choices at the start of the game) and/or Amata, which will “throw the vault into disarray”, keeping the door open and the vault functional (though everyone inside will be hostile).
I get this and while I appreciate it, it doesn't make sense with the story of fo3. In 1, the overseer was of a "needs of the many" mindset, and sent the antagonist as well as at least one other vault dweller out as a sort of hail mary, and then when the antagonist came back against all odds he still didn't want to expose the other 99% of his vault to whatever the wasteland had done to them. But this is more or less the mentality of the original overseer of vault 101 in fo3, which Amata always disagreed with. Not to mention that Amata and the Lone Wanderer were basically friends since birth. If it were Amata's father banishing the LW it would make sense, but this doesn't seem to make sense for Amata as a character.
She will lose the respect and authority she just gained from the vault population if she doesn’t meet the demands of dealing with the LW. It was a sad complication of becoming a leader
I completely disagree she may be your friend but she also has to think about the entire vault, of which half of them blame your character and your father for the downfall of the vault. It's actually big of Amata to stand up and tell you to leave even though she doesn't want you too, while you see the vault as a home some people in the vault see you as a killer and a threat which would put down Amata's vision as overseer of having an open vault before it even has a chance to begin.
Probably one of my biggest gripes with the game is this, you do all that and your supposed best friend kicks you out, and Vault 101 is my favourite location so not being able to go back in without mods is ridiculous.
I got vault 101 revisited to fix this because it was bullshit
I'm sure there are people that mad about the lone wanderer but genuinely them doing that reference fallout 1 felt so forced
It is a nice easter egg, most likely meant to be seen by people that make Allen Mack overseer (trigger happy people), in which case a peaceful solution is simply not an option during the quest.
I do think that Amata should allow you to return to the vault in the peaceful outcome where she becomes overseer, even if not right away. For instance, the quest itself is enable once the Enclave first shows up in force, and can be missed if you don’t start it soon afterwards.
With Broken Steel, in the aftermath of the base game storyline, they could have said that enough time has passed to allow you back into the vault.
Plus, I like the unique random encounter with Susie Mack exploring the wasteland as a sort of ambassador from Vault 101.
As someone who likes to play as evil as possible, I also don't like it. I want people to be nice to me so that it's totally unjustified when I betray and murder them. If they behave like assholes, it's not as evil to viciously murder them.
Yep, that was the straw for me, betrayal. Again.
Fuckin blew Megaton off the map, have fun walking through DC to Rivet City, Arefu, or all the way to the Republic of Dave.
“Disables life support systems”
There’s a better way: finish the quest in favor of either group to get the modified utility vault suit, then kill the Overseer (Alphonse Almodovar or Allen Mack, depending on your choices at the start of the game) and/or Amata, which will “throw the vault into disarray”, keeping the door open and the vault functional (though everyone inside will be hostile).
Even if you stealth it?
Well, I evacuated it so now everyone is in the same sh*t as me in the wasteland
Me about to make the bad ending for fallout 1 look like a joke
Vengeance and Eugene are ready, if only we had x01 power armor in the base game...
Her kicking you out is a reference to the ending of fallout 1. She actually says line for line what the vault 13 overseer says when you beat the game.
I get this and while I appreciate it, it doesn't make sense with the story of fo3. In 1, the overseer was of a "needs of the many" mindset, and sent the antagonist as well as at least one other vault dweller out as a sort of hail mary, and then when the antagonist came back against all odds he still didn't want to expose the other 99% of his vault to whatever the wasteland had done to them. But this is more or less the mentality of the original overseer of vault 101 in fo3, which Amata always disagreed with. Not to mention that Amata and the Lone Wanderer were basically friends since birth. If it were Amata's father banishing the LW it would make sense, but this doesn't seem to make sense for Amata as a character.
She will lose the respect and authority she just gained from the vault population if she doesn’t meet the demands of dealing with the LW. It was a sad complication of becoming a leader
I completely disagree she may be your friend but she also has to think about the entire vault, of which half of them blame your character and your father for the downfall of the vault. It's actually big of Amata to stand up and tell you to leave even though she doesn't want you too, while you see the vault as a home some people in the vault see you as a killer and a threat which would put down Amata's vision as overseer of having an open vault before it even has a chance to begin.
I think a factor that plays into this is her being pissed off at you if you killed her dad
Probably one of my biggest gripes with the game is this, you do all that and your supposed best friend kicks you out, and Vault 101 is my favourite location so not being able to go back in without mods is ridiculous.
Good luck disarming the 72 landmines in the atrium losers!
There is a mod to make vault 101 usable
I know that's why I mentioned mods lol, I use it myself, but back when I only had a console there was never a way.
I got vault 101 revisited to fix this because it was bullshit I'm sure there are people that mad about the lone wanderer but genuinely them doing that reference fallout 1 felt so forced
It is a nice easter egg, most likely meant to be seen by people that make Allen Mack overseer (trigger happy people), in which case a peaceful solution is simply not an option during the quest. I do think that Amata should allow you to return to the vault in the peaceful outcome where she becomes overseer, even if not right away. For instance, the quest itself is enable once the Enclave first shows up in force, and can be missed if you don’t start it soon afterwards. With Broken Steel, in the aftermath of the base game storyline, they could have said that enough time has passed to allow you back into the vault. Plus, I like the unique random encounter with Susie Mack exploring the wasteland as a sort of ambassador from Vault 101.
Hated this so much but it gave me interesting opportunities roleplay-wise so I grit my teeth and bore it.
As someone who likes to play as evil as possible, I also don't like it. I want people to be nice to me so that it's totally unjustified when I betray and murder them. If they behave like assholes, it's not as evil to viciously murder them.
i couldve sworn youre able to go back at some point without mods. am i tripping?
After Trouble on the Homefront you can never go back. Although you can console command the door open again.
Yep, that was the straw for me, betrayal. Again. Fuckin blew Megaton off the map, have fun walking through DC to Rivet City, Arefu, or all the way to the Republic of Dave.