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Join The gunners


Haukaido

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Just a thought
I know there are mods out there that turn the gunners to a neutral faction before u start killing them
But how cool would it be if you could actually join the gunners as a real faction much like the BoS or the Minutemen?
Some features I could think of :

 

-The SS is now able to hire gunner mercenaries from The third rail

-One of the gunner mercenaries that you can hire (much like MacCready) will be a romanceable companion with quests

-at affinity 500 this companion will start trusting you to the point where he offers to be your sponsor to join the gunners faction (Just like how Paladin Danse Promotes u to an initiate)

-To advance through the ranks of the gunners you'll start running non radiant quests for this faction just like the BoS , These quest include :


*Your HQ needs to claim Fort Hagen satellite array for these reasons :

  1. The satellites are still functional an they'll help them establish safer lines of communications between the various bases around the commonwealth (gunners already use satellites in the vanilla game)
  2. This Base has a number of semi functional Tanks and APCs which will function as sturdy turrets and as a reward you can now build an APC turret at any gunner settlement.
  3. At the end of the quest you will also be sent back to HQ to celebrate the Restoration of the GNR broadcast system , which is now ironically named GuNer Radio , this radio would play X music + ads for the gunner services and will have a DJ

*The gunners need your help with improving their robot army , Their sentry bots overheat too quickly and their assaultrons are mostly MK I.

  1. you will have to use your robotic expert knowledge to teach them how to manufacture Assaultron Dominators and Assaultron Invaders instead of standard issue robots
  2. To fix the issue with the sentrybots so that the gunners can build better variants you will need to claim sentrybot schematic from the sentinel site.
  3. As a reward you will get your own 'I'm a woman baby' assaultron which can be further modified at the robot workbench.

*Setting up new gunner safehouse , just like the RR safehouse , this settlement will be a safe place for gunner couriers to have a drink a bed and some small chat midway through delivering important packages.

You are now a top rank gunner and you can start running radiant quests just like any other faction. these quests could be something like :

*Scavenger hunt : you will have to go to X prewar military base/facility to scavenge all valuable technology and/or resources (rations)

*Assassination : You have been hired by X influential figure in the wasteland to assassinate X person (just like the Dark Brotherhood radiant quests from Skyrim)

*Hired gun : someone have hired you to protect X package while its being delivered across the commonwealth (this package could be either an object/animal or a human)

*Vertibird repair: Unlike the BoS , the gunners don't build their own vertibirds , they just repair few broken ones for their own use , so for this quest you are required to escort and protect a Mr Gutsy repair bot to a random location on the map where he'll have to repair a 'broken' vertibird (although it's clearly working but it just won't start flying until Mr Gutsy visits it)

 

Main Quest interference :
The gunners do not care about taking over the commonwealth , all they want is money so no , they won't get involved in the beef between the 4 vanilla factions because they'll just end up wasting money and ressources.

 

Other factions relationships :
-The BoS : Enemies (they are fighting over the same tech)

-The Minutemen : Enemies (annoying bugs)
-The Railroad : Neutral (the who? we never heard of them , they super spies who care about synths or smth)

-The Institute : Neutral (we won't mess with what we don't understand , for what we know these nerds could spawn gen 2s right inside our GNR HQ)

-Nuka World raiders : Occasional allies (Sometimes there's a slave trade sidequest where gunners would buy a slave from the raiders)

 

GNR HQ features :

*An Arena , in this arena (using the features of the wasteland workshop maybe?) there will be fights between robots / robots and gunners / gunners and gunners / gunners and raiders where both raiders and gunners will come to this attraction , spend money on some expensive gunner weaponry , booze and sex (robots or human)

*A repair shop : this is where gunners come to repair their robots using the robot workbench , repair their power armor at one of the few power armor stations , or improve their gear at the standard workbench

*A standard playerhome(room) with no workbench , just a bed , some clutter and resources , few display cases from the Contraptions DLC and a sink with clean water

*Vertibird teleportation and Vertibird relay grenades just like the BoS for those playing in survival mode

*A MrGutsy Doctor to heal those pesky rads

My apologies for making this a bit too long , I got carried away

 

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Big Bad Gunners I never got it off the ground because I didn't realize Bethesda had switched scripting languages after Oblivion, but there are some ideas and information there you can look over.

Killing preston and getting away with it (not messing up the game's quests) will set a new milestone for fallout 4 modding.

although , it's clear you've set the bars a bit too high in ur original post by trying to get the gunners involved in he main questline which hardly seems like a sound idea no matter how cool it is

even bethesda didn't touch the main questline with both Nuka world dlc and farharbor dlc (imagine finishing the game as a child of atom -off topic)

 

I'd say maybe someone would be encouraged to get this mod off the ground if we put up some safe goals?

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Preston is actually entirely unneeded. You can complete the entire game without ever talking to him if you really want to. Killing him would just mean you're locked out of certain quests and a few settlements. Main quest integration is totally possible, but yes, complicated. At the very least the Gunners' quest needs to have a noticeable affect on the world, like destroying one of the other factions.

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Preston is actually entirely unneeded. You can complete the entire game without ever talking to him if you really want to. Killing him would just mean you're locked out of certain quests and a few settlements. Main quest integration is totally possible, but yes, complicated. At the very least the Gunners' quest needs to have a noticeable affect on the world, like destroying one of the other factions.

I'd say destroying the minutemen while becoming enemies with the BoS if you have sided with them is enough (that's the safest path I could think of)

They already feel like a working organized faction , they have random encounters and some nice lore and holotape recordings and even a 'possible' love relationship between 2 gunners at the gunner plaza with holotape recordings.so maybe later on some modder could work on that if this mod ever becomes a thing

 

also yea , Preston is irrelevant , although killing him before unlocking the Castle would mean losing Radio freedom which unfortunately only minutemen can be assigned to it. I've brought up this 'issue' here https://forums.nexusmods.com/index.php?/topic/6259536-nuka-world-raiders-and-the-minutemen/&do=findComment&comment=56311981

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