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TrinXaS

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Everything posted by TrinXaS

  1. Well Well Well, Mr. Wayne it seems that we have a freak idea's connection ;) In my Idea's Junkyard topic, I posted a section concerning a Companion's Enhanchement, well I suggested the same system as the one you're describing, well not exactly the same, but here's what i've suggested: a Hotkeyed Active Button for companions; I know that this could be made, since I've seen in F03 a mod that have a nearly similare feature (Companion's Recruiting & Sharing from The TalkieToaster), well this feature should work like the following: We Use the key to select a companion (if they are many) and then we re-use the key on the object we want him to interact with. - If the PC is crouching and select another NPC the companion will try to steal random items from him! - If we select a clutter the Companion will take/steal if takable. - If we set the companion agressive and then select another NPC when the weapon is drawn then the companion will attack. - If we select a lock crate and a terminal the Companion will try to unlock/hack it - When in passive mode, and gun holstered, each companion will have a special behavior concerning special item we select, for arcade if we select another companion or NPC he will heal him, for cass if we select a camp fire she will craft items depending on ingrediants she have in her inventory, same thing with Veronica with the workbench, Raul will do the same thing with the Reloading Bench and will repairs weapons and apparel (with items in his inventory) when selecting a Workbench. - By selecting an unlocked crate, a corpse, a locker the Companion will loot it. - Selecting a chair, bed, couch the Companion will sleep/sit .... et cetera. I personally think that such function will enhanche the companion's gameplay and make it less boring more tactical ;)
  2. This is a very interesting initiative; I guess we all have hoped to find Benny waiting for us and wailing to join us once we liberated him from the Fort, but there was nothing … Benny could have been a great companion with a strong personality! Still this topic gave me hope to see this realized! For the recruiting I think that Benny should be the hardest companion to acquire! Why? Because he is the main antagonist and I’m not talking about the Courier, Caesar and Mr. House want him dead too … and because his is a man capable to change things! He knows what is needed to be done, he has a goal and he can do it alone! He and the Courier are rivals none depends on the other, and both have their own reasons to hate each other … still if they have the same goal they could work together and even if hardly they could find a compromise and become Partners, but if the Courier are getting away from the Independent Vegas scenario he could expect a deadly betrayal from Benny! Recruiting: Like I said before, Benny should be hard to acquire and teaming with him would make many unhappy! There are three scenarios that I found interesting: - Help Him escape the Fort: this will confront the courier to the entire legion, he will become vilified. But still Benny will be grateful and wait for the Courier outside the Fort. - Untie Him after being crucified: if the Courier want to torture Benny for what he did to him, and to avoid fighting against Caesar and his praetorian guards, this is the scenario to take, still the legionaries will be maddened and vilify him! after untying Benny, he will have his legs and arms crippled, and even if saved he will hates the Courier and look forward for a revenge! - Buy him as slave: if the Courier is a pro-legion, this scenario is for him, but this option will require a high speak and barter skills! At least 60 or 70! If Caesar is convinced to sell Benny he will demand 2000caps negotiable, if the Courier don’t have that money, Caesar will give him 3days if he don’t collect the money Benny will be crucified! The Perks: (My Favorite) Ace Top: (sorry I didn’t find a better name) Wearing Pre-War stuff gives bonus: The Suits: Increase AP regeneration (with bonus on each kill), damages with one handed gun & gives bonus DT based on Charisma/1.5 + 1.5. The Outfits: half AP regeneration (no bonus on kill), same damage bonus with one handed gun & gives DT bonus based on CHR/2 + 1. The Dirty ones: same as above but decrease AP & Damage bonuses and DT bonus = CHR/1.5 or 2. The Pre-War Hats: Decrease gun spread, Increase accuracy in VATS with one handed weapon. This fit with the stylish spirit of Benny, and sometime I get sick of the power armor and want to experience a more stylish touch! Courier Killer: Your shot in the head experience with Benny fashioned your own style: You gain bonus limb damage to Head (against NPC)! Headshot kills gives bonus AP & decrease AP cost for a short period! Oh and each time the courier is hit in the head he gains AP! Grimy Backstabber: From teaming up with Benny you learned to constantly watch your back but also to observe others and wait for the perfect moment to strike! You gain bonus DT against backstabbing attacks! As you ignore enemies DT while backstabbing them, those who are reloading suffer the same fate! Stealth kills will restore AP and you gain bonus to the first attack on friendly NPCs! Benny and Mr. House: If you choose not to buy Benny as a slave, he will meet you outside the fort and if you didn’t kill Mr. House yet, he will tell you that he would not accompany you until you dealt with him, and till Mr. House is out of the party he will wait for the Courier in an abandoned Shake (when you fire him)! Benny will also refuse to enter the Strip when Mr. House is still alive so when approaching from the Strip/Freeside’s Entrance he will start a conversation where he tells you that he will be waiting for you in freeside’s atomic wrangler! If you don’t kill Mr. House and let Benny waiting for too long, he will start a conversation where he’ll tell the Courier that he’s going to take the wheels from now, and then he’ll head to the Strip in order to settle things with House, the Securitrons will turn hostiles then. After dealing with the Securitrons Benny will continue his way to the Lucky38 and then after battling with the robots in the casino he’ll wait for the Courier in order to confront him or to join him and head together to the penthouse where they could deal with House once for all! Such acting may sound very stupid especially from Benny, but thing about it. He’s targeted by the legion! He cannot access to the strip without Mr. House being aware of his presence, and has almost nowhere to go; his fantastic project for New Vegas is standby, so with this frustration he will loose control and try to spoil it for the Courier if this one is pro Mr. House. Also if you let Benny for freeside for a long time, he’ll hire some body guards and team up with the kings (if their relation with the NCR is bad)! Together they’ll head to the strip and when battling with the Securitron, he will enter the Lucky 38 and wait for the Courier! Of course this plan could be desperate too; Benny could head alone or dies in the battle as he could have a greater team and better chance fighting with the Securitons! (During that time Mr. House’s robots will turn hostiles to the courier too) It will be interesting to have dialog option with Mr. House where things could be explained, if the Courier decide to be faithful to him and kills Benny inside the Lucky 38! Benny and the Legion: If you help Benny escape the Fort, there will be no chance to work with the Legion again! But if you buy him as a slave, Caesar will put a slave collar on him, and tell you that this device will explode after an amount of time so you’ll have to deal with Mr. House first in order to deactivate it! Being a slave Benny will accompany you wherever you go even inside the Fort, the Strip & the Lucky 38! Benny and the Courier: The relation between Benny and the Courier is very special, they both will play an important role in the future of New Vegas, and they have both the power and the know-how to change it! Benny wants the Independence of New Vegas, but he also wants it for him alone! He’s obsessed with power and won’t hesitate to shot anyone in his way for it! If the Courier team up with Benny he will have to watch his back because he is not a person to trust, he shot him once and he tricked him in the Tops and even if it didn’t end very well for him since then, he won’t hesitate to kill him once he gets in his way! Still Benny has some sense of honor and won’t forget that he owe his life to his enemy once this last saved him from the claws of Caesar, if he and the Courier work together toward the Independence of New Vegas a sort of friendship could come out between the two! So I think about four levels to situate the special relation between them: - Lovers: (only with female characters, this statue could be reached easily with the Black Widow’s Perk) ---- Almost No chance to get betrayed. - Partners: (If you’re doing right with Benny, follow the independence of Vegas option, and give him no reason to betray you) ----- very minor probability to get Betrayed! - Rivals: (Benny will consider you rival no matter what you do) ----- you’ll be betrayed for sure! - Worst Nightmares! (Benny hates the Courier and wants his death) ------ Watch your back if he’s still a companion ….and even if not! Playing with an Independent NPC and a Backstabber: One thing to consider about Benny, is that he’s totally independent from the Courier even if he owes him his life, he wants the Independence of New Vegas, the Power and nothing else so he can betray the Courier should this one give him a good reason! And as an Independent NPC, Benny should have a very special AI behavior; he can loot for himself and even attack some NPCs (I’m thinking about the Omerta’s leaders once he discovers their plot and S*censored* who betrayed him....and maybe even the freaks of the WGS if you take him to their basement). Another special thing about Benny is that he can travel alone, for example if he’s waiting in the abandoned shack (before the death of Mr. House) you can find the place empty once you returned, you can find a note that you may activate and read where he’s gone, so you can find him in a motel in Novac or Freeside….or other random places! Why this? First, because he’s working too, he’s plotting against the Courier or Mr. House, so don’t be surprised if when arriving at Novac some Mercs will be waiting for you! And second because until he’s not secured in the Strip, his life’s at stake! Note that Benny behavior will depend of his esteem toward the Courier, if he’s in love with her or consider her/him as partner he will always leave a message about his current position (I think about a note that could not be picked but just activated and display the current position of Benny). If he considers him as Rival he will not often tell him where he is going so the only way to find him is to travel randomly to some towns or wait a day or two and return to the spot! And of course there will be a chance for betrayal once the occasion presents itself! When he and the Courier are Worst Enemies, he will try to kill him once his back is turned, and will not hesitate to turn hostile at the slight occasion, such as having low HP or battling against tough opponent … et cetera! To gain the esteem of Benny, the character should not do any quest for the NCR or the Legion! Nor helps them in any way! He should choose the right dialog lines and give him some gifts from time to time! I though about a quest, that will help you getting in the Benny’s good graces! The Quest: The Top Manager A kind of Side Bet quest, Benny and the Courier will have to prepare New Vegas for its future, and be sure that the other families won’t screw it up! So you should help him to get the Tops on the Top of the Strip! Get support from the King, the Followers and residents of Outer Vegas, you should also deal with the fiends in order to obtain a more secured New Vegas! It’s not really a quest because investigating Gomorrah, aiding the Followers & the Kings, killing the fiend’s leaders are quests the Courier can take whenever he want but this quest is there to force the Courier to have the better ending for Vegas and also to gain esteem from Benny! It will be better to help the Tops to perfection their casino and become the true leaders of the Strip! Another thing that will be great is to make collaboration between “Benny as follower mod” and “Run the Lucky38!” Or at least create a patch that will permit Benny and the Courier to run their casino after the death of Mr. House!
  3. I'm Definitively in love with the concept! I was saddned to see that there's no Rita's Cafes in the game but only their signs .... I think it will be pretty interesting to have not just one but many Rita's Cafes through the highways, wad'you say ? some abandoned others restored, some infested by crittens, some by refugees wastelanders, some by raiders ... et cetera. As for the Coffee the IMCN's mod transform the coffee machines into a kind of campfire where you can brew different sort of coffee, I think it will be great to make the same thing with this mod and add some special Rita's Receipes ! Another thing .... what about a Ghouled Rita !!! :D Well she will be the owner of the restored Cafes, and ask the courier to clear the others and provides supplies and food in order to make buisness with all those travelling gamblers around!
  4. This was one of the many many things I wished to see while playing Fallout3 & New Vegas, it strikes me that Beths didn't consider those things, I was expecting at least a Ghoulification, but no there was nothing at all! Another thing, the post apocalyptic world is a harsh place to live in, sickness should be everywhere, in food (concidering that most of it have 200years), in water, in raw meat (I don't think that eating an uncooked mole rat meat could be a safe thing to do), and even in poeple (sleeping with the whores of casa madrid should be ...... dangerous), and radiations should be deadlier! Well I was thinking about a trick to implement mutation in the game so we can observe them when affecting our character. the trick is to add them as apparel (well not seen on the pip-boy of course) just like the pip-boy glove, when the Courier experiences a mutation! if some one is willing to make some mutated arms, legs, that would be ideal, we can also change the texture of the character but I don't know if this is possible but it will be cool to have such skin like this one, or this, and maybe this ..... well I just explored the FO3 nexus and found these: http://www.fallout3nexus.com/downloads/file.php?id=5293 http://www.fallout3nexus.com/downloads/file.php?id=1659
  5. Well so the more you practice the more you become skilled, I like this ;) What do you think about skill points limitation; for example in each level you can improve your skills (by practicing) only by 3 points (5for tagged skills)?
  6. Well I like this, especially the part when the Cannibal Perk could be acquired by eating an amount of strange meat or by unlocking the cannibal feat while reaching a critical level in starvation! I for myself think that Cannibalism is an important aspect of the post-apocalyptic game and it is sad to see that it's not very exploited... in a topic of mine I've suggested a new system to harvest food from corpses in order to make it more immersive and survivalist-like. take a look you might find it interesting: As for the side effects of cannibalism, the Courier become less intelligent and charismatic as he starts to feel hungry, his accuracy decrease and become nearly impossible to use a sniper (IRL the cannibals catch a disease called Kuru that cause their body to shiver), and normal food will restore only 50%, and as positive side effect the Cannibal will have improved unarmed and melee attacks! (better if he can have the Feral Ghoul's animation when reaching extrem hunger)
  7. The Sci-fi Necromancy: … sometimes science could replace fantasy! Well because everybody seems to be in total love with zombies, and because of this the tragic ghouls are often compared to the walking dead … well what about introducing zombies to the game without discriminating the freaking & rotting human eaters, oh sorry, I meant ghouls! Well I introduce you the lore-friendly (at least for the ghoul part), Vault-Tec Necromancer’s Device: WTF is that? Well the Vault-Tec Necrothing is headwear apparel, that should be placed in the inventory of the freshly dead NPCs or Ghoul’s Creatures (they’re or were human after all)…upon placing this creepy device the dead NPC will be resurrected but not completely, let me explain this: Zombies are not really dead humans, well they’ve died but they’re still using the minimum of their cerebral functions just enough to move and satisfy their very primal need … no isn’t sex but eating, because of viruses or whatever that keep their rotting brain functioning, for this reason they’re so slow and helplessly stupid. What the Vault-Tec Necro do is almost the same thing, it keeps the brain of the recently dead (if your shotgun didn’t blow it up) functioning via electroshocks … and in addition to the zombie stuff it serves also to communicate and link thoughts … transforming the Courier into a Zombie Overmind! So when resurrected the former dead will be zombie-like, they’ll move very slowly and will use only unarmed or melee weapons (not enough grey matter to use or aim with a gun), so what’s the use of such freaks? Well zombies don’t die baby so unless they’re transformed into stew or have their head in another place then their shoulders; they’ll continue to awake and continue their fight after being killed over and over… Here is a manual that details the working system of the Zombie Device: - Energy Draining: Like I said, those are Sci-fi zombies, their brain is maintained in low working condition by the Zombie Device and this Device needs energy to run, so to have a working zombie you should provide some energy cells that you’ll put on his inventory, once done, the energy cells will be drained over time, and when the amount of energy reach 0, the zombie will be turned off, well let’s say he’d be dead until you provide some energy cells and put them on his dead body! - The zombie device is apparel and like all apparels its condition can decrease over time, so if it breaks the zombie’s head will explode! And bye-bye creepy! Oh the device is weak against EMP, the best is to remove the device from the zombie repair it and place it once again, but this is dangerous too because the zombie’s head could explode while removing the device, this will depend of your luck & science skills! - The Courier should be skilled in Science to successfully put the device on dead NPC, if not skilled or lucky enough the head of the NPC could explode while trying to put the device on it! Oh and if during the adventure the INT points are less than 5 the zombies could break free!! Of course the Zombie Headgear doesn’t come alone here are some devices to use alongside: - The Necro-Ctrl: The Necro-Ctrl is another headgear but this one should be used by The Courier in order to Mind Control his zombie pets! With that collar he will be able to initiate dialog with them and give simple order such as wait/follow/open inventory … et cetera, but the Necro-Ctrl has limitations for example it cannot handle many zombies and have a short area of effect so once out of this area the zombies can turn hostiles … and if you resurrect another NPC and you reach the cap a random zombie can break free and become hostile! Both the zombie device and the Necro-Ctrl (see description below) could be upgraded with sensor modules; this will increase the area of effect or receiving. - The Necro Remote Control: In some aspects this device works the same as any TV remote, it gives simple order and Turn Off/On your zombies, but it has also some other bonus feats. When you fire with this device in a specific direction, the order will be transmitted only to the zombies you’re (or were) facing, if you fire at a location where there are no zombie, the orders will be transmitted to the entire zombies within the range! Another thing when you press the button 2 (change ammo) you’ll change the type of order you’ll give. Here is a list of the orders (ammo) you could give: 1- Follow/Wait: if a zombie is following you he’ll stop and vice versa! 2- Turn On/Off: Turning off the zombie will knock him unconscious and stop draining energy; this could be useful if you want to leave a zombie in public areas without having problems with the locals! (Pulse Grenades have chance to turn on/off) 3- Call to Order/Liberate: if your favoured zombie breaks free from your grasp you can always call him to order so he’ll join your party once again … this order will have the opposite effect on Mind controlled zombies that will break free and turn hostiles … so if you want some targeting exercises…. 4- Use more Energy: you can order the zombie device to consume more energy, by doing this the zombie will become more powerful, speedy and intelligent, but the energy cells will be drained rapidly and the more the zombie is fuelled with energy the more he will have chance to break free! This order could be used four times to get bonuses; any further will decrease the zombie device condition and do little damage to the zombie itself! 5- Use less Energy: the opposite effect of the previous one, if this order is given to a zombie who uses the minimum energy he will be turned off! 6- Go there (or Attack!! In zombie’s language): the zombie will head to the direction you’re aiming, if there’s an enemy (or any living creature friend or foe in case they’re out of range) they’ll attack it! Zombies Characteristics: - Zombies move slowly and use only unarmed and melee weapons their animation should look more zombie-like! - It will be cool if the dead NPC will be removed from the game and replaced with an NPC that will share the his global appearance, so the zombie will be considered more like a creature then a normal NPC, and we could use different textures and animation, so if we grant them the ghoul animation I think that it will be easier to raise them when they have their arms cut off! Just like ghouls in Mutant Mart’s Mod for fallout3. - Zombies should act like Zombies, so when they killed the surrounding enemies they’ll rush to their corpses and devour them, if the Courier approaches they could turn hostiles! Have I mentioned that it works on living NPCs too? Well the Vault-Tec Necrothing was designed to act like a supreme communication device, it links minds and transfers information, so for the time they’re linked the persons using the device will have full access to each other’s mind, they’ll have the same memory the same knowledge the same skill… By successfully putting the device on a living NPC, the Courier will gain skills if the NPC is more skilled, he can also gain perks if the NPC have some, but more important is that he’ll have full control on this NPC, so he can use the Remote to provide orders, put some orders will not have the same effects on dead & living NPC: 1- Follow/Wait: same function for both dead & living! 2- Turn On/Off: will have the same effect as Call to Order/Liberate, and the living NPC will turn hostile when turned off! 3- Call to Order/Liberate: same effect as above + damage! 4- Use more Energy: will not motivate the NPC but will damage his head, so as long as the device drains more energy cells his head condition will decrease and there’s a chance that he gets frenzied! When using this order more then 3times the NPC’s head will explode! 5- Use less Energy: the opposite effect as above, reduce the damage and the device could be turned off! 6- Go there (Activate/Attack/sit/Take): this command is the same as the activate button for the PC, so when you point the remote to an object the NPC will take it, if you point it at a locked crate he will try to open it (if he has enough skill), he can also hack a computer, if the PC is crouching and point the remote on an NPC, the controlled one will try to sneak and steal from him random items, if the PC weapon is drawn and he point at an NPC the controlled one will attack! And so and so …. Another thing should be considered, controlling an NPC is not without risk; first the PC should be lucky, have high skills in science and sneaking, and should be more agile or strong!...if he fails the NPC will turn hostile! If other NPCs witness this act they’ll turn hostile even if he succeeds! You’ll loose Karma upon placing this device and loose further if you torture the NPC with it (Call to Order/Use more Energy), oh and you’ll loose even further when the NPC dies even if you’re not the killer! The controlled NPC are pre-ordered zombie so if the controlled NPC dies he will raise shortly after as a zombie! But the PC will no longer benefit from bonus skills and perks! Upon death of the controlled NPC the Courier will receive terrible head damage! Why? because he’s linked to the NPC and by the way experiences the same death experience!
  8. Yep that sound logical, the QuestJob should be unabled/disabled automatically by asking NPCs to follow/wait, (so unless he's some kind of god the courier wouldn't be able to tell the Travellers to follow while he's standing on the opposite side of the world).... and of course the quest will be completed only when the NPCs arrive at destination and maybe through dialogue where the NPC thanks your and gives the bounty.
  9. Personally I think that it would be better if we can heal NPCs through Dialogue option, the healing option can vary depending on our medic skill & current equipments. Also I think it will be better to heal uninjured NPCs causing having 100% HP don't mean that they're completly healthy, so we'll have to introduce some sickness to the Mojave that random NPCs would catch, (there's already addiction and radpoisoning) for example in Camp Forlorn Hope, some Troopers will tell us that they've been bitten by those dirty legion's dogs and they fear to catch rabies... so it will be good to heal them! .... as for voice acting i'm sure we could find a lot of lines within the vanilla game that deals with healing/sickness! Second thing, why instead of converting the Stimpacks into weapon we don't convert other chems? there is a cool mod in FO3 that permit us to fill empty syringes with chem's overdose via a menu that poops when we pick the syringe .... after hitting an NPC with the overdose syringe an empty syringe will spawn on the ground, and after using a stimpack an empty hypo will be add to our inventory. This will permit us to explore another gameplay type, and fully exploit the med skill ;) ......
  10. In my humble opinion, The better is to have the Fast Travel system Disabled during the quest! in FO3 a mod named Wasteland's Travellers, gives us the possibility to escort random group of NPCs to a random Settlement and we loose Karma and bounty each time an escorted traveler dies! and the Fast Travel is disabled during that time ..... well it will be interesting to do the same thing but the fast travel could be enable if we ask the travelers to wait!
  11. @ simplywayne90: sure man go ahead, I'm eager to see what your crazy inventions would be ;) For myself there are a couple of Ideas that I will post soon.
  12. Hi there man, if you're interested in new ideas, I was very inspired by your mod (thanx a lot for it), so now i'm writting a huge text about the History of the Underground, with some Location's history and NPCs background & gears (with screenshots), so if interrested I will send it to you as soon as I finish it ... so what do you say?
  13. Thanks man. Yep I know if there will be someone who wants to makes them, he'll have a hell of a work to do, I'd like to make them myself but the time that I will take to learn how to use the GECK, how to script, and to master it! I'm sure we will be in 2281! :P
  14. Hello There! I wanted to separate these ideas from my other topic "My Ideas Junkyard" cause on the previous topic I wanted to post only Ideas that will provide major changements in the gameplay, while here, there will be Ideas mostly for weapons and other items, so in my humble opinion they should be less difficult to made! The Tranquilizer Rifle or Crossbow: The Tranquilizer is a special weapon that use special syringes as ammo, those syringes comes in variant types and can be created using some chems, organic parts and of course empty syringes. For example some will incite an overdose that will drain greatly the HPs of the target but also boost his attacks for few seconds; others will slow its movements, some will cripple the head and have a frenzied effect so the target attacks anything nearby, while some can have the opposite effect and calm down the hostiles just as the mezzmatron, and finally some will just stun the target unconscious for few seconds. The Working Camera: This will change the function of the vanilla camera, now it won’t be just a junk item, the camera will be considered as a weapon! By aiming at friendly NPCs they will take a pose! And by firing you take automatically screenshots! You can gain even fame if you’re taking picture of specific NPCs of specific factions. In order to use the camera the courier will have to sacrifice a micro fusion cell, each 1MFC = 30camera shots, by pressing the Reloading button he will automatically converts the MFC into CS! The camera can be upgraded by the using a handflash or a MOD item, this upgrade will make the flashlight of the camera extremely powerful, when using it the unlucky NPCs that are looking at you will have their head crippled and get even a frenzied effect. To use this upgrade you’ll to press 2 in order to change the Ammo Type, by pressing R you’ll converts your CS into Camera Shots (Power Flash), each 2CS cost 1CS (PF)n if you don’t have CS ammo then you will convert 1MFC into 15CS(PF). The Slaver Gauntlet: This Gauntlet is not really an Unarmed Weapon even if it seems like. The slaver gauntlet use energy cell ammo and it fires supersonic blows just like the Lakelurks, if an enemy is touched in the head its got crippled and you got chances to knock him unconscious or to frenzied him, if shot several times his head might explode. If shot in the torso he gets knocked out… Ps: if someone wears a slave collar, his head explode! The Death Ray: Also called the Tesla’s Teaser, this weapon uses energy cells and has no need to be reloaded because it fires a continuous ray that drains your ammo. When the death ray touch an enemy, if this last has enough strength, DT, and HP he will resist and continue normally the battle, the death ray will continue to drain his HP, STR and DT until they reach a dangerous level, the enemy then will try to flee the range of the death ray and if he didn’t get away, he will stand on his position and start screaming with a special suffering animation until he’s reduced to ash or the death ray stops emitting, this will knock him unconscious for a long time. Ps: killing an enemy with the Death Ray will grant you negative karma, even if the NPC is evil. The Disintegrator: This energy weapon is the worst enemy of armours of all kind, and the best friend of the perverts …. Well what this weapon does is damaging the armours until they’re reduced to ashes and the NPC wearing it find him or herself naked! Clothing will be disintegrated in a blind of an eye, while light armour will slightly resist, medium resist a bit, heavy last little longer while power armours are very tough!! Upon disintegrating an armour or clothing you’ll find in their ashes some junk items, such a leather, armour plates, fibbers, fusion battery, scrap metals et cetera … To release the visual effect, I think that when the armour gets broken, you’ll have to create a fake NPC with invisible body, equip him with the same armour of the original NPC and play the disintegration animation, then you remove the amour from both and replace it with junks on the fake NPC. Ps: The disintegrator is designed not to harm living tissues, so firing it at naked NPCs or animals will do only a slight damage, Robots instead will get moderate damages per seconds, and their DT will suffer a bit. The Hologram’s Trap: The Hologram’s Trap acts as a mine, it get activated when an enemy comes near of it, once activated a hologram NPC will spawn, this hologram attract all nearby enemies to him but he cannot move from his position, he has infinite HP and armed with a rifle that do 0 damages! The hologram can be destroyed if the hologram’s mine is! You can place the mine, activate it and the hologram will spawn, deactivate it and the hologram will hide to finally pick it up! Biotech Horror: This biological weapon is extremely dangerous because it gives birth to biohazard vermin inside the bodies of all the unfortunates within its area of effect. When you throw a biotech horror grenade for the first time all those who are touched receive moderate initial damage but also receive damage per seconds if they die before the damaging stops little vermin will spawn from their corpses and attack nearby enemies, if they survive and the damaging stops it is the vermin that die! If you throw a second grenade the infected enemies will receive higher damage, the duration will last longer and the vermin will be in number of four. When the third grenade is thrown, the damage will be extreme and the chest of the twice infected will be crippled and after a short time they will puke 2 large vermin. The fourth grenade is fatal, the three time infected will explode and 6 vermin will spawn from their corpses…. The vermin have terrible attacks but they’re relatively easy to kill and die after a short time once out of a warm body. The effects can vary from humans, to ghouls, abominations and animals, only robots aren’t affected. Things don’t stop here; if you throw a Biotech Horror grenade on the vermin it has created they will grow in size and power. You can throw a grenade four times, if you throw one more time they’ll explode. About the model of those vermin, the first thing that comes in my mind is tiny wanamingo! Ps: The friendly NPCs, companions and even the courier aren’t immune against this weapon so be careful. Ps2: the vermin are friendly to the courier and his party if there’re enemies nearby, if not they’ll attack the companions and the courier if they get nearer, if they’re left alone they will attack each others. Petrochima! Spicy (and intoxicated) Food: Petrochima spice is a powerful poison that could be applied on food, the poisoned food will unleash a tasty smell that none could resist, if you put a Petrochima Spiced food somewhere NPCs will be attracted by its dominant smell, those with low intelligence will not hesitate and take a portion, some will then rush to the outhouse while others will rush to find a place to puke in, others will start a special death animation where we could observe them crying and dying in pain and they’ll be unable to attack the Courier even if they spot him or he passes through them, some will just be knocked unconscious for few seconds, other will just have their ability lowered, and if you’re lucky enough some of your enemies will have their head exploded! Animals too are attracted by the Petrochima Spice! But this last is fatal to them, so shortly after biting in, they’ll flee as if they saw the reaper and few seconds after their head goes boom! I thought also about a system for animals, where we could lure them by throwing food, for example I’m chased by a pack of coyotes, I open my pip-boy and throw their favoured food (molerat meat or something), some of them will stop chasing me and rush at the food and if lucky enough they’ll start fighting for it! The lured animal will become friendly as long as you don’t stay close! Vault-Tec Cloning Device: Clones exist in Fallout lore, and I think that it will be sad to not explore such aspect of Fallout’s universe. It will be great to introduce a Vault-Tec cloning machine in New Vegas, this machine could be discovered accidentally by the Courier while exploring an old abandoned lab. This machine will give him the possibility to save his DNA and reproduce it …. Yep in other terms create a copy of our Courier! All we have to do is giving the machine a blood simple, power it with extra 15fusion batteries and give it some time (about a week). Then our clone will be ready, but be aware once awake the clone will directly attack the Courier! So what use will have this machine if it creates only mad copies? Well it will serve to resurrect the Courier! If the courier has ordered the machine to create a clone, and he dies meantime, we’ll be able to continue playing with the ordered clone which will awake a week later in the laboratory in order to continue his former himself works (and this is how the courier rise a second time from the grave). Of course the clone could never be the exact copy of the courier he’ll have some dysfunctions such as taking more limbs’ damages and slowly gaining experience, of course the clone will be the copy of the courier the moment he ordered the clone, so if he gained exp, levels or perks (and even implants) meantime he’ll loose them…another thing it will be illogical if the clone woke up with the same gears as the former courier, so he’ll be naked at the laboratory and will have to loot himself to recover his gears. It will be interesting if we could clone other NPCs too, such as companions so we could resurrect the fallen ones … of course this will not be possible if they’re still alive, so a mad clone will spawn from the cloning device and attack both the courier and the follower! Another thing I was thinking about is that it will be great if we use blood packs in order to create a companion, his appearance will be randomly chosen all we could configure will be his SPECIAL and skills, just like in FO3 sesom’s mod “the Sybil secret” which allows us to change our slave’s skills by using skill holotapes found all across the Wasteland. Zoologist’s hatching device: This is the Beastmaster’s favourite device, by putting fresh eggs inside the machine will hatch them until the day when the little monsters come to life. The newborn creatures are too weak and need careful nurturing, they will just roam near their hatch, so the Courier should take care of them and provide them food and water, and slowly these beasts will grow and become able to follow you through your journey, by providing them food and battle experiences they’ll grow more and more stronger, gaining agility and strength bonuses, and after few days they’ll grow in size too. But if you don’t take care of them, they’ll become weak and their growth will not progress and they could attack or leave the courier at any moment. The monsters that could be tamed are oviparous ones (Nightstalkers, Deathclaws, Geckos, Lakelurks), and the insects are hard to tame they’re unpredictable and are more likely to become hostile at birth or if not taken care of, having Entomologist perk will reduce the chance of hostility. It will be great if we could steal mammal pups by sneaking unnoticed behind the animal and catch them if we have the proper item (a little cage maybe), we could also simply activate them if we have the animal friend perk, and this will turn nearby animals hostile. When caged the little pup could escape at any moment as long as the cage is in our inventory, he’ll then either attack or flee, we could always put him in cage again by sneaking activating him. Well, when the cage is not in the inventory by activating it we could give the animal some food and check his condition and stress, when he gets used to the Courier he could be released and then become your faithful follower, note that your beast companion will not attack animals from the same kind until he reaches a certain level of loyalty. The Automate Figurines: Those little machines are perfect to make diversion or to act like traps. To use automates you should drop them and activate them, a menu will poop and you can choose to access their inventory, turn them on/off, configure their behaving or pick them up. The little machines have different functions, they can stand on their spot and make noise in order to attract enemies, and they can be set to walk toward nearby enemies and flee once detected, animals and NPCs with low intelligence will follow and attack them, while others will just shot them once or try to pick them up. These robotic friends will need some energy cells to function, so you’ll have to put some in their inventory, they drain 1 energy cells by 45sec and you can salvage the used cells… when configured to a hastily fleeing they consume more so 1EC by 20sec. Putting a sensor module in their inventory will make them more intelligent, they can sense the enemies and walk directly toward them, or sense when they’re detected and flee before getting shot, they also sense when an enemy is getting nearer and when he tries to pick them up. If you put some grenades on them, they’ll be transformed into devastating traps. If they have a sensor module installed they’ll explode when an enemy tries to pick them, they can also be set to explode if enemies are within a certain radius. With an egg timer, you can set them to explode after an amount of time. Without a sensor module or an egg timer, they’ll only explode when destroyed… Ps: concerning the model, I thought about, a RobCo tiny Protectron with high DT, and immunity against fire, and faster and animated Teddy Bear… ************************************ Thank you for reading ******************************************************
  15. Hello There! I present you here some of my ideas, most of them deal with different aspects of the game, such as animations, companions, weapons and many gameplay changes, but all are aiming to enhance our Mojave experience by making it more challenging and immersing. and since I'm not a modder and there's no chance to see those ideas realized, I post them here and hope that there will be some modders who could be inspired and realize them. Well, here they are: Companions Enhancement: Skill Helping Companions: I thought that it will be cool if we could use the abilities of the companions to help the courier during his journey, for example having Cass as companion will gives you bonus to Barter and Speech of course if the PC skill points are less then hers, Arcade gives the Confirmed Bachelor’s Perk, and will have the ability to heal the PC, if given the proper materials, Raul and Veronica will help at the workbench by giving additional skill points and bonus recipes. Active Button for Companions: I also thought about a system similar to the FO3 mod “Companions Share & Recruit” where the PC could ask any of his companions to hack a computer, open locks and heal him and this via a menu, I think that this system was pretty useful and it will be great if we could use him in New Vegas, but instead of using a menu we’ll have just to press a button, a kind of NPC’s activation key that will permit us to select a companion and give him specific order, for example, let’s say we bound this function to “B”, well I see Lily and I press B to select her, if I’m crouching I observe a specific NPC and repress B, Lily will then try to steal random item from him. Same thing I select Arcade I look at a computer that I cannot hack, I press B and let arcade do the job for me, I give Veronica pieces of junks I select a workbench and she goes to craft whatever items she can (the crafted item will depend of the PC’s skill points, if he’s good at guns, she’ll create gun related item), same thing with Cass which is best at crafting food, Raul will use the junks to repair the items he have in his inventory… another thing the Companions to NPCs actions depend of the PC current action, if he’s crouching they’ll try to steal the selected victim, if the PC’s weapon is drawn out they will attack. And as I said before the B button is like the E action button, so if you select a companion (in case they were many) and then press B, they will do the same action the PC would have done if pressing E such as take items, sit on couch, loot crates/corpses and open doors. Esteem Point System: I thought about an Esteem point system for companion, same as Dragon’s Age and Oblivion, I know there’s a near similar feat in NV where companions don’t trust you immediately and you have to prove your deeds by doing specific actions…but I still think this system needs some enhancements, for example Companions will judge the PC actions, so the courier will loose esteem points if he’s performing actions they disapprove, if he’s talking to them or other NPCs harshly, if they bit the dust in battle (when not Hardcore), and on the opposite side he could win points by talking what they want to hear, by doing actions they approve and by providing stimpacks and better equipment. I thought also about introducing a Hud’s Esteem Point Meter, visible only during dialogs and/or with the companion wheel, so we can check directly the repercussion of our dialog choices. The Esteem point will also permit the starting of Companion’s Quests, for example even if you fulfil all the conditions to start Arcade’s quest you’ll not be able to take the quest as long as you don’t meet his esteem point’s requirement and on the other hand you could start that quest prematurely if you have enough points, this will unlock the dialog bonus. Things don’t stop here; the esteem points will inspire your companions so each time you reach an esteem level you unlock a bonus companion’s perk or boost their attack or DT or whatever… that way being nice with companions doesn’t serve only to get quests. Companions not Slaves: Companions are not the Courier’s slaves and because of this I think that it will be better if we could grant them a better AI behaviour, this will work in conjunction with the “Esteem Point’s System”, so don’t expect your followers to fight for you as if you were their messiah or something especially if they barely appreciate you, their courage is linked to their esteem level, if they feel that you don’t worth their life they’ll flee in the first occasion, outnumbering enemies, tougher enemies, you’re biting the dust, they’re nearly dying, you name it, and sometimes they’ll completely abandon you to your fate, so you can expect Cass returning to Mojave Outpost if she estimates that there’s no chance winning the fight, still the Courier will have the chance to recruit the deserting companions again. The Companions will also have their own inventory that they don’t share freely with the Courier, they stock in their personal items such as their initial weapon and clothing, and if the Courier wants them he’ll have to trade with the companion just like any other merchant, needless to say that the courier will gets discounts on each esteem level. Another thing, the companions will become monsters at looting, so after each kill they’ll rush to the fallen corpses, if it’s their kill they’ll immediately loot the corpse if yours they’ll wait a moment or loot only what you’ve left… so if they got an item you want you’ll have to buy it or steal it. I know this will turn the once lovely and obedient companions into real bitches but this is how post apocalyptic men should be in the wastes… opportunists’ sons of bitches. The Art of Pain: (wounding effect) I thought that it will be great if we could observe traces of the battle on the Courier and NPCs body, I mean wounds and scars. I’m always bored to see that a nearly dying character looks as healthy and clean as if he just stepped out of a shower. I personally think that in a post apocalyptic world humans should look very miserable, especially the nearly dying ones which bodies should look like rotting tomatoes. I thought about a trick to realize these wounding effects, well the wounds should be add as apparel, I mean invisible body parts on which only the wounds could be visible, and those wounded body parts will be automatically equipped by the character as his limbs conditions decrease, of course those wound effect apparels should not appear on your pip-boy or interfere with other apparels, they should be just like the pip-boy glove. Tattoos: If the wound effect above could be realised I don’t know what’s keeping us from having the high prized Tattoos! The tattoos will use the same fake body system as the wounds but instead of getting them by receiving damages, you’ll have to find specific NPC (I thought about a Great Khan member) which will have special dialog option from where you can choose a model and apply it a specific body part, the tattooing NPC will have some basic models, but there will be schematics for other models that could be found across the Mojave, so all you’ll have to do is find them and bring them to him. Just like in Fable’s game. The tattoos could be erased if you don’t like them, but for this you’ll need a costly chirurgical operation that only doctors using high technologies can grant you (the BoS doctor or the one in New Vegas Clinic) Animations: Skilled: One thing I find pretty boring about the animations used in Fallout is that they’re so monotonous! Seriously I find it creepy that a character with 0 Skill at guns uses the same animations that a professional with 100 Skill, it will be very very interesting if we could track the progression of our character through his animations, so that way we could recognize a professional from the way he hold his gun, a charismatic one from his stance and an agile from his jumps and movements…the animations could serve us for body language too, it will be easier to recognize a Badass NPC. Animations for Everything: Another thing that I don’t really appreciate is the fact that in the middle of a fight I put my pip-boy, heal my self, change my clothing, eat my breakfast, and celebrate with some whisky and Nuka-Cola, then I put off my pip-boy and continue the battle. And the sad thing about that is that Fallout NV has already the drinking, eating, using chems animations so why not using them on the PC too. I mean for the sake of immersion and challenge it will be interesting to choose the animations queue from the pip-boy and then let the character plays them when the moment is right, that way each action will have its own amount of time and you’ll benefit from the effect of a food only after that the character performed its animation, so your choices will become more tactical, you’ll have to choice between continue fighting or perform the queued actions by sheathing your weapon, only chems could be applied when your weapon is drawn-out and you’re not firing… this kind of animation’s system will fit perfectly with Imp’s More Complex Needs mod where you’re vulnerable while eating. Optional and not very important I thought about adding time and animations to crafting, so we could see our character performing the crafting animations for few seconds, the time of crafting will vary from item to another and from the number of item you’re crafting, crafting an armour will take more time than Bobby pins. In the excellent FWE mod for FO3 the same system was applied to crafting, there was a blackout scene while crafting and then you get a message that you were crafting for a certain amount of time, that was very immersing and it will be cool to have a similar feat in NV. As for food we can have the same option or just throw the ingredient, let them cook for few seconds and come back and pick them when they’re ready for use. Near Death (and other States) Animations: You must think that I’m sadist but I’d love to see suffering through NPC’s animations, I know that there are crippling animations but that’s not enough, I dying character should look like dying, he cough blood, loose consciousness, can’t walk straight … et cetera, he cannot just walk and jump like if he is as healthy as a Deathclaw. Same thing with the drying from thirst, hunger or sleep depravation characters, their vision should blur and they should loose consciousness from time to time, drunken or poisoned characters should use the drunk’s walking animations as they loose the ability to walk straight, as they puke from time to time! And when crippled or nearly dying the crouching animation will become crawling animation! Weapons: Everything is a Weapon: I think that it will be useful and funny to use junk items such as wrench, hammer, toaster, iron, spatula, basketball… as weapon, especially in early game or when trapped somewhere with no ammo, or even if you want to change your killing method. There was a mod in FO3 which allows us to buy that kind of weapons such as the rake and the broom, but the same junk items found in game are still junks, what is ideal is to convert all the junks that could be used as weapon into …. Weapons what else! But still those junk items should be preserved as crafting parts, so we can use them to craft other items once not needed. Some of those weapon converted will have specific abilities and here are some examples: The Toaster, the Cooking Plat and the Iron will inflict more damage to the head and they have chance to knock the target unconscious. The Bonesaw and Scalpel will inflict terrible limb damage with wounding possibility. If power attacking with a Fork this last will sink into the target’s limb weakening that limb and making the target plays a critical hit animation…you can loot it from the target’s body. Empty Bottles are single time use weapons; if you succeed hitting the head of your victim you’ll score a critical hit and cripple their head, you’ll also have chance to knock them unconscious, if you fail and hit another body part the bottle you’ll inflict insignificant damage. The Basketball could be used as thrown weapon which could be reused, upon launching the basketball the target will stop his current action and plays a critically hit animation and you’ll have more chance to disarm your enemies or to shortly cripple their head with such a weapon. The baseball could be used the same way as the basketball but it will not stop the target from their current action unless you hit them in the head, there’s also no chance to cripple their head but a chance to increase decrease their accuracy and increase their gun spread for a short time. Ps: you cannot kill enemies with most of these weapons; if their health reaches the death zone they’ll simply fall unconscious and recover slowly a certain amount of their health (maybe 10%) and then awake and continue the battle … the weapons that can actually kill are the Toaster, the Iron, The Cooking Plat, the Bonesaw, the Coffee pot and the Rake, of course you should power hit with them the head of your unconscious victim. Thrown when Used: It will be great if we could convert normal weapon into throwing weapon and vice versa, that way we could fight with a spear in melee, convert a normal knife into a throwing one, same thing with the fire axe that you can send swirling… and it will be great if we could apply this to the one handed guns. This functionality should be hotkeyed, for example to “Y” if we press this key once the equipped weapon will be converted, if it is not throwing weapon and we hold the “Y” key for few seconds it will be thrown instantly after we release the key. One thing that really disturbs me with thrown weapons is that they cannot be picked back, I find it quiet illogical since we could recycle drained energy cells, hulls and gauges, I know that it could be very unbalancing if we could use a tribal spear million times over, but what if we could pick up damaged spears with very low condition that inflict less damages, broken spears that we can repair with some junks. Other Ideas: Blade in the Dark: It will be cool to have an assassination system like the one used in Assassin’s Creed or the RPG Two Worlds, this will gives us the possibility to perform spectacular assassination’s move on NPCs while sneaking behind them unnoticed. Maybe this could be possible if we use the same animation system for the mods Animated Prostitution or FNV Sexual Innuendo … of course instead of getting sex animation we get a very mean killing animation, of course not all characters could use this assassination ability, only if they got a perk or have enough skill in sneaking and melee weapon, or maybe medicine too, cause it will be very interesting to craft and use overdose’s syringes, just like in FO3 mod, Better Living Through Chems. The assassination ability is not always effective sometime you just inflict critical damages, other times you knock the target unconscious and other unlucky times your victims could be able to escape from your grasp and that would be a disaster for your silent infiltration attempt! By the way this will depend of your luck, skill and NPCs static. Death is an Alternative: Sometimes it is just stupid to die, why we cannot just act as any other coward and simply surrender ourselves, cause sometimes putting down your weapon is not sufficient for NPCs who want you dead so by pressing the coward’s hotkey, the courier will perform a surrendering animation NPCs will stop the hostilities, come to the courier and loot him alive and then according him some seconds to leave the place or they’ll turn hostiles again! Of course not all NPCs will be that gentle some will not accept you surrendering, others will knock you unconscious and then after a blackout scene you wake up somewhere in the waste, and other will just take few things and leave you alone… (This will depend of your reputation, their and your karma, and of course your luck point) It will be interesting to add prison system just like in the Elder Scroll’s games, so after surrendering yourself to the Powder Gangers you can wake up in their prison, in one of their locked cells, if you have enough karma or luck you could find some useful items under the bed, if not you activate the bed and wait until they come and take you to the court in order to execute you … that’s all your fate have for you so take your chance and try a desperate escape or die. The NCR as long as you’re not vilified will imprison you for a certain amount of time depending of your reputation and karma; still you can always try an escapade! As for the legion after captivating you, your hand will be tied and you’ll automatically equip the slave’s outfit, and you’ll have to follow them to their raiding camps, and from then to cottonwood and finally to the fort where you’ll serve as a gladiator in the area. During all that time you could escape at any moment, but you can’t fight and the legionaries will attack you as soon as you’re not following them or take another direction, you can untie yourself only if you succeed escaping them and become hidden or if you loot a blade weapon, still you can always pickpocket one of them. If you find the way too long you can talk to one of them and have a fast travel dialog option, and of course you can say goodbye to any fortunate encounters that you and the legion might have on the road! During you imprisonment your items will be taken from you, the NCR will return most of them after your liberation but for the powder gangers and the legion don’t except the same favour, so when you’re escaping make sure to find your belonging in specific crates or on some NPCs. Another way to Loot, to dismember and to Devour: This mod aims to change completely the way we used to loot, dismember and devour, in order to make it more logical and immersing. First of all after killing an animal, a menu will poop if we activate its corpse, in the menu we could choose to loot or to devour, for example I just killed a Gecko, I choose devour and the Courier will plays the devouring animation a random Gecko’s body part will be dismembered, the courier automatically consumes a Gecko’s raw meat. To choose “Looting” from the menu the courier should have specific items such as a knife, a bone saw or whatever, and when this option is chosen the courier will perform special animation to look like he’s looting, then after a few second the looted corpse’s inventory will shows up containing the retrieved items such as Hides, Meats and Eggs (and other items such as eyes, teeth, hands if you want to add them), after looting these items some body parts will be amputated or the corpse will explode in gruesome fashion. As for human NPCs, we still can loot them normally but if we’re sneaking a menu will poop and we can choose the same way as for animals, devour, dismember or loot their equipments, if we devour same thing will happen, the courier will consume human remains raw meat, and a body part will be removed, and we could consume the corpse again and again until there’s no body part’s left, if we choose to dismember will could loot mutilated legs, arm, torso, organs and maybe some items we didn’t noticed first. I think that it will be challenging and interesting if we could loot armours only after choosing the dismemberment option so that way we could pick up only apparent items with normal looting system. Robot will have the same system; if we’re not sneaking we could take only ammo, and if we sneak activate them we could choose to salvage them (with proper items; wrench or hammer) in order to recover more scrap metals and batteries. As for insects no need for such a system, muscles can tear them apart in a blink of an eye. With such a mod we could feel the real meaning of surviving and scavenging, and no more of those illogically “empty corpses”. The number of meat you could recover for an animal will depend of its strength, your survival skill and your luck. For robots this will depend of your repairing (scrap metal), science (fusion batteries & sensor modules) and energy weapon (additional ammo) skills. Humans of course will always have the same number of mutilated limbs; the ghoulish ones should just be highly irradiated. ********************************************************Thank you for reading ..... I hope you enjoyed some of them***********************************************
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