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A zombie mod that doesn't suck.


KururugiSuzaku

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http://camerontroyblog.files.wordpress.com/2013/02/the-hardest-part-about-a-zombie-apocalypse-will-be-pretending-i-m-not-excited-t-shirt-2ba03c11-sz500x500-animate.jpg

Hi there folk. First, you might be wondering, why would I word the title so rough?

Well I'll tell you! Because zombie theme is rich (yeah yeah it's overused don't tell us about it, we heard it a million times) and cool. But the only zombie mods for new vegas are:

  • Boring. Really.
  • Disrupt life in the wasteland, turning Fallout into some cheap left 4 dead clone where you are constantly stormed with thousands of zombies until you die.
  • Don't make sense.

 

What I propose is a zombie mod that doesn't break any storylines, makes sense, is fun and adds a survival element without making the game irritating.

 

You still with me? Alright, then to show how this can be achieved I will list the main aspects and expand them later.

Main features:

  • Zombies.
  • Dynamic infestation.

No s#*!, right? If you are thinking that every zombie mod idea has it, then keep on reading so I can have the pleasure of surprising you.

 

Zombies

Zombies should spawn in the wastes and never ever spawn in settlements and any populated locations or even close to them. That is to not kill any important characters or bug anything.

 

Zombies should have weak perception. The existing zombie apocalypse mod zombies can spot you from a mile away and follow you until you kill them. What's the point? Zombies should be nearly blind, but easily attracted by noise. That to encorage sneaking and use of melee weapons. Think this way: you can sneak past a zombie and hide from them, but firing shots will keep attracking more.

 

Zombies should not spawn endlessly. It should be possible to kill all zombies in the area and get out of there (unlike in the existing zombie mods, where zombies spawn right infront of you until you die).

 

Zombies should drop random loot, from trash to ammo.

 

Zombies should wear underwear only. Wait, did you really believe it was a serious suggestion? Just kidding.

 

Zombies should be both running and walking.

 

Zombies should have a chance to infect non-important (yes it's required to put this in bold, italic and underline it because jesus christ, who would want any important characters to get killed this way?) characters. That means that only generic actors, like "Novac settler" or "Mercenary" can be infected.

 

Zombies should not be overpowered. A 1 level character should be able to deal with a few zombies.

 

Zombies should sometimes emit groans if they spot enemies. The groans should make nearby zombies to move to the groaner's position. In the book World War Z it was called "Chained attack".

 

Zombies should sometimes appear as hoardes as a kind of a random event.

 

Dynamic infestation

Here it gets interesting, boy. The Dynamic part is the one that should make the mod feel like something more then just adding a new type of enemy. This part might be ignored by any modder that decides to make this mod if he feels like it as it might increase the developement time drastically.

Now let me explain my idea.

 

First and main thing: dymanic infestation levels. You could divide a map into a few zones of infestation. Each zone should provide procedural simple quests for reducing infestation levels (quests might be provided by the nearby towns folk). For example it could be a quest to clear a location of zombies, save a person (a generic wasteland settler trapped by zombies) or escort a supply caravan. If the player doesn't reduce levels of infestation then the amount of zombies spawning and perhaps their strength increase over time. Quests should provide other rewards too. Information about infestation levels could be aqquired in town bars or shops (think Death Couier from Oblivions zombie mod).

 

Second thing: adding roaming refugees, looters and traders. This one is obvious, it should just make things a little more livable.

 

Third thing: perhaps add a quest line with a way to uncover what's behind the infestation and, if desired, get rid of it.

 

 

Conclusion

I would love if someone made a mod like this as I think that it would really add to the experience. Sadly I am not a modder myself or I would make it happen. Hope you, yes you, reading this text, are a gifted modder that will make this come true and become my life hero.

 

My mumbo-jumbo is over, thanks for reading folk.

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  • 3 weeks later...

Great idea. Lets say you've done every quest in the game and you have the mod play after the main quest or whatever its called you can actually have the map slowly taken over and the towns in the area begin to build defenses to prevent zombies from entering the area. If a friendly npc gets bit you can sever the limb before the 10 seconds are up. And you MUST burn bodies of all dead to slow infection. And the Quest idea beautiful. Sadly though im not a modder I just come up with ideas.

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This sounds almost spot on as to what I was making soon, even already have the esp made for it. I was gonna make a new world space so that it wouldn't interfere with anything in the mojave, plus I was going to make a large part of it a city. With survivors you can direct back to your base with some sort of story big or small.

 

PS if you have any modding capability I'd love some help :D

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  • 6 months later...

The problem I have with all the zombie mods is that they NEED A STORY!

Or at least a goal in mind! Like getting to a New Vegas or new area to get to vertibird withing 3 days time to fly out before NCR or someone nuke the place.

Or just many stories and new characters in general. Voiced and everything.

 

It should be like the Walking Dead video game.

Except with all the action rpg freedom of Fallout!

 

Story. I think that is the thing that would make this the greatest zombie mod ever made.

Edited by GoldenFenrir
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I like the idea of having to erase the zombie virus somehow. Y'know, a plot where you work on a cure. You could have a decent questline with that; best of all, after the questline is finished, the Mojave would return to its usual state, so you could keep playing normally.

 

Plus, it'd resolve the 'killing important characters' thing in a very unique way. These characters can get infected, but they're cured at the end of the questline. So when they attack the player, the player has to choose between running and killing them. It'd add a great amount of depth and choice to the game (who are you willing to kill off to survive?).

 

There's actually a lot of potential here, I feel.

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  • 1 year later...

Important NPCs can already die.

I would settle for a sprinkling of survivors, chance of infection, and no completely insane game breaking zombie f*#@bois like in the only mod I have seen that actually includes infection. I couldn't agree more, the current zombie mods are lacking one solid general zombie infection mod.

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I,for one would like if zombies could kill named NPCs.It would provide much more tension and make you go "oh s*** zombies are coming gotta keep an eye out for those NPCs back there" while with unkillable NPCs (which may not be possible to do actually) you'd just go "Nah.They can't die.I'll stay up here and kill the zombies slowly one by one with my rifle".

Edited by Fenryr3001
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I've been wanting to pull this kind of mod off for quite a while. In fact I just teamed up with someone who is great at world editing to give a nice creepiness to the mod. The story and plot is written and the worldspace is being edited to basically transform the worldspace into a zombie wasteland.

 

We are literally just starting with the actual creation, so it may very well be a while before this is out. A good chunk of named NPCs will already be dead, but those who aren't yet CAN die.

 

The mod will be on survival, gathering supplies and a team, and ultimately finding a cure.

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