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Devilman1975

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  1. Still feeling ticked of how much of a sorry outfit that the Minutemen are after the quest Pinned I decided that new Minutemen recruits needed to suffer a little. I've turned the Castle into a proper military base with an area for new recruits and given Cait and MacCready jobs as instructors. I know that it would not make sense for them to join the Minutemen army but it would be in their characters to be hired as instructors. I even imagined telling Cait not to hold back in getting the new recruits whipped into shape but I'm looking for something more. Hence the request for a Sgt Gunnery Hartman inspired drill instructor companion that can join the General on missions and shout expletives at Minutemen recruits when sandboxing.
  2. Remember the Institute quest "Pinned" where you encounter a group of Minutemen trying to ambush the Institute and one in particular was so insubordinate that you required a speech check to get him to stand down? The one who tells you that the Minutemen is not the military and does not have to obey your orders. Can we get him as a follower or a settler? I usually have him shot for his insubordinate attitude but realise that might be too extreme but passing the speech check when I threaten or convince him fails to satisfy me. If he can be made as a follower or settler I can headcanon that I had him kicked out of the Minutemen, had him relocated to some s***hole settlement or place him in a Minutemen military prison. He might be labled as a generic Minuteman but I've done that quest many times and he always has the same face which leads me to think that he has his own unique face model. If anyone takes up this request I and I'm sure many others would greatly appreciate it.
  3. While I think having a Liberty Prime with Trump's lines would be hilarious I don't think the Nexus would allow it. There was a Trump companion mod on the Nexus some time ago but we got some cock and bull story about the legal troubles using Trump's voice files and it ended up being removed. I think the Nexus admins just hate Trump and they wouldn't stand for a mod like this.
  4. You can't just rescale a child npc and pass that off as a four year old. Kids that age act different to the ten year old child npcs in the game. Have you ever seen a four year old in a shop with their parents? They're always running amok. You would have to make new animations of them playing or have them crying every time a settlement gets attacked. If Bethesda could create a four year old npc they would have done so but they can't even make child npcs without looking like some kind of clone of each other. To be honest Macready having a son seemed to be a poorly written plot device. If he was looking for a cure for his kid then it would make more sense for MacCready to ask for assistance in going to Med-Tek upon hiring him instead of waiting for his affinity to reach a certain level or dealing with the Gunners. As a concerned father MacCready seems to have his priorities backwards.
  5. I think that would be difficult to do since there are only two models for child npcs. There's the model for baby Shaun then we got the one for the rest of the kids in the game that all seem to be near the age of ten. Duncan would most likely be a toddler. Fallout 4 is only set ten years after Fallout 3 in which MacCready was only twelve years old. Taking into consideration that MacCready left Little Lamplight when he turned sixteen then add a year or two working as a mercenary before he meets Lucy. Then we can add another year for Lucy to give birth to Duncan we can round Duncan's age to either three or four.
  6. Having committed myself to an Institute playthrough and becoming Director of the Institute I thought to myself "Wouldn't it be better for the Institute to interact with the Commonwealth by using the MIT Ruins as a settlement location?" This would allow the Institute to trade for goods that they need and recruit outside talent when they feel the need to. The quest "Nuclear Family" would have to be completed as a prerequisite condition since I doubt Shaun would be open to the idea. I realise that the Fusion City mod allows the player to encourage the Institute to interact with the Commonwealth but ends up turning the Institute into a nightclub that anyone can enter. That kind of solution always felt unrealistic to me so I looked for a mod which would turn the MIT ruins into a settlement location. Unfortunately there hasn't been a mod made for that yet. So here I am throwing that idea out there hoping that someone will pick up on it. Obviously the Sentry bots patrolling the exterior would have to be removed as well as the Supermutants in the ruin's interior area. I think that only the exterior area needs to be used as a settlement. The interior area would only need the supermutants removed and maybe allow the player to tidy up inside using the same build options that we get when we purchased the house in Diamond City without turning that area into part of the settlement. I would recommend leaving the synths and Coursers that were fighting the supermutants as they would want to restrict access against unwanted visitors. Anyway I hope that someone takes on this request as it could be one of the few ways that show the player making changes to the Institute after becoming Director.
  7. Thanks for the heads up. I'm going to track it and install it after I finish Nuka World.
  8. I was looking around looking for a mod which adds the Peabody family in Quincy as settlers but it looks like it hasn't been made yet. After completing the Kid in a Fridge quest and reuniting Billy with his parents I feel bad for leaving them in a location like Quincy where the Gunners can come back at any time when the player character isn't around to save them. Maybe Billy's parents chose to stay in Quincy in the hopes that they would find their son someday but after this quest is finished I don't understand why there wasn't an option to recruit them as settlers. This would put them in a safer location if you don't count the random settlement attacks. Hopefully somebody can take up this idea and turn it into a mod.
  9. The first one is my prefered choice. If it isn't technically possible then finding some chem vendors that can recruited to my settlements would be another option.
  10. I've also been looking for a mod that adds a chem dealer to my settlement. My goal is to make my Starlight Drive In settlement somewhat like Goodneighbor and I can't do that without a chem dealer or two.
  11. Actually you're wrong about New Reno. By 2281 it is still one of a few cities in the Core Region that are not part of the NCR. New Reno Wiki Page
  12. Regarding the Brotherhood in the normal Independent version I have a question to ask. Is it necessary for the quest Eyesight To the Blind to be completed? It's just that I'm planning to leave that quest alone due to the fact that I don't want to join the Brotherhood. I've always felt that both Fallout 3 and New Vegas (if the player goes through with the mentioned quest) that players are railroaded into joining the Brotherhood. At least in New Vegas the game does not make me a member of the Brotherhood while I'm in a coma. Even without completing Eyesight to the Blind the player has already gathered quite a bit of kudos with McNamara and kicking the NCR out of the region is sure to go down well with them. Regarding the Brotherhood/Boomers conflict over a couple of dead paladins I think it should be mentioned that when McNamara asks the player to retrieve the holo tapes of the missing Brotherhood patrols the rest of the Brotherhood don't know anything about the missing patrols. If players choose to help Hardin in the vanilla game it is the fact that McNamara broke Brotherhood protocol and gave the paladins their mission directly instead of telling Hardin to send out patrols to these locations is what got McNamara removed as Elder. It would be difficult to for McNamara to order the Brotherhood to attack the Boomers without mentioning the dead patrol if he wants to keep his position as Elder.
  13. I find it hard to believe that there is a significant number of players who have a saved game long after the game's end to justify a time skip. Whenever I played New Vegas I would only play up to the point before the final battle at the Dam starts if I wanted to continue running mods. If I go through with the final battle then it would usually means that I'll start a new game with a new character later or to test a mod if it requires a fresh playthrough. I'm not sure which lore you are referring to considering that Marilyn is only a character that was cut from the game and the only one who comments on her is Veronica who mentions how odd it is that Mr House has only two sexboats. If you've already got plans for Marilyn for the "House's revenge" part then fair enough. I only mentioned using Marilyn as a quest giver because we're going to be limited by how much dialogue we have to splice together for main characters when recieving quests. Additional characters will have to be created who can serve as envoys for the various factions in the game unless we are just get unvoiced dialogue for main characters. It's really the whole idea of an NCR alliance in the Independence version that I'm against. As I said it goes against the whole point of choosing the Independent option. I also believe that not many people will choose this option when they can just play the NCR path and you would only be giving yourself extra work for an option that I believe nobody will pick. The only time I would want to see the NCR annex New Vegas in an Independent path as a result of the NCR war option going badly for the player. I mentioned something about the repercussions of killing Kimball earlier in the thread a while back.It should depend on wether the player was the one to kill Kimball, simply refused to save Kimball when Yes Man asked the player or simply let the Legion assasinate him. I like the idea regarding Moore and Hsu. If General Oliver is killed and Kimball is still alive to become a scapegoat I can see Hsu taking over. If both General Oliver and President Kimball are both dead then I can see Moore taking over.
  14. Here's my post copied over from the other thread: Before I start laying out some of the ideas I want to add in a link for the NCR Emergency Radio which is heard during the final battle at Hoover Dam. Since it relates to events that occur during the final battle depending on game choices that players make I thought it would be best to start the mod with the player putting out fires in various locations or witness the aftermath. Instead of appearing in a room with the ending slide narrator or on the railway track leading to the Emergency Service Railyard (where the final slide places the Courier) I think that the player should start at the Legate's Camp where he/she is approached by Marilyn the Securitron. I'm not sure if this would be the best time to finally make a desicion on wether to stick to the original plan of kicking the NCR out of the Mojave or declare war on the NCR there and then. I know Devin has another option in mind to allow the NCR to remain in the Mojave and keep control of Hoover Dam similar to House's old arrangement with the NCR. I will admit that I'm not too fond of this third option as it defeats the purpose of going for the Independence ending when the player can support the NCR for the same result. But Devin's the lead developer of this project and it's entirely up to him on how it plays out. The NCR war version will probably consist of the player being forced to kill any remaining NCR at the locations mentioned in the NCR Emergency Broadcast. The ideas I'm going to lay out will cover the original NCR withdrawal option. After making introductions with Marilyn, the player will dictate a written letter of withdrawal for Marilyn to print out. This would be the first opportunitity to exclude the original Nevada Desert Rangers from the withdrawal if the player wishes to do so. The player will present the letter to General Oliver if he is still alive or alternatively a low ranking NCR trooper who can pass the letter along. The player can also ask Marilyn to relay a message to Mr New Vegas who will mention that the NCR and Legion were defeated at Hoover Dam in his radio broadcast. Thankfully I found cut audio content of Mr New Vegas relaying this news which should fit in well. After that has been done Marilyn will inform the player of any conflicts that require his/her attention. Novac - Even though there is no mention of Novac in the NCR Emergency Broadcast it is reported to be attacked by the Legion in it's ending slides. The extent of casualities will depend on how the quest Come Fly With Me was completed. If Jason Bright and his followers were killed then the entire population of Novac will be killed by the Legion and the only thing the player can do is kill all Legion at Novac until more Securitrons arrive. If the player helped Jason Bright and improved the rocket ship's navigation then we will see a group of Bright Followers assisting in the evacuation of Novac. The player can assist a small group Bright Followers and Novac defenders against the Legion and buy non combatants time to evacuate to the Repconn Test Site until reinforcements arrive in the form of Securitrons (or NCR troops in a NCR version of the mod). If the player helped Jason but did not improve the rocket's navigation then the player can defend Novac along with a small group of Novac defenders but no Bright Followers against the Legion while the others will presumably escape to the Repconn Test Site. The Bright Followers will arrive weeks later to bolster Novac's defenses. Alternatively if the player sabotaged the rockets then leaked radioactive fuel will contaminate the area. The player will arrive to discover that Novac has become an toxic pitt and the area will be covered with the corpses of Novac settlers and Legion troops that have died from radiation poisoning. Novac will become another area that travellers will avoid just like Searchlight and this should have an negative effect on trade in the Mojave area. Camp McCarran - Camp McCarran is attacked by the Fiends during the second battle at Hoover Dam. How successful they are depends on how many Fiend leaders remain alive. If all Fiend leaders are dead then it would be certain that the NCR repelled the attack leaving little for the player to do at this point. If some Fiend leaders are still alive then the Fiends will overrun McCarran. The player can order Marilyn to have power cut off from Camp McCarran and the monorail. A small group of Fiends may be holed up in the Las Vegas Boulevard Station on the Strip until the player arrives to clear the place out. Clearing out Camp McCarran of Fiends can be a part of a later quest in the campaign against the Fiends in the Outer Vegas area. All Fiend leaders remaining alive will result in the same scenario as above but the only difference is that there will be more Fiends to kill later on in the Outer Vegas campaign. Camp Forlorn Hope - This location's fate largely depends on the quests We Are Legion and Restoring Hope. If the player completed We Are Legion then we will see the Legion overun the camp which result in another quest to kill any remaining Legion. If the quest Restoring Hope was completed then the NCR will defend the camp from the Legion. This would allow for the quest I mentioned earlier where the player can decided the fate of any wounded troops. The player can either grant the combat medics time to treat wounded troopers and allow the Followers of the Apocalypse to treat them until they are well enough to return home or insist that the NCR leave immediately which will likely result in the death of the wounded troops. This will result in postive or negative rep with NCR. I'm not entirely sure what to suggest if players have ignored both of these quests. I assume that both sides will maintain their stalemate but it seems like the Legion are in better shape at Nelson than the NCR are so it might be possible that the Legion attacked Camp Forlorn Hope during Hoover Dam anyway. Camp Golf - The quest Flags Of Our Foul-Ups is tied in to the fate of Camp Golf. If the quest was completed by following either O'Harahan's or Mags advice then the Misfits will repel the Legion attack that is mentioned. When the player arrives the only thing that he/she can do is make the offer for the Nevada Desert Rangers to stay in the Mojave in person. I would suggest putting in a Nevada veteran character who can make a request to have the player tear down the Ranger Unification Monument when the NCR finally leave. The player can either accept or refuse his request. If Flags of Our Foul-Ups was completed using Razz's advice will also result in the Legion being defeated but later on the Misfits will become junkies for their next Psycho hit and start robbing travelers outside Vegas. They will eventually court martialed and shot by firing squad later on. Not completeing the quest or completing it by following Poindexter's advice will result in the Misfits attempting to flee when the Legion attack. The player can assist the remaining rangers in repelling the Legion attack and make the offer to stay in the Mojave to the surviving Nevada Desert Ranger veteran. Incidently the Misfits will be caught by the NCR and hung from the Ranger statue later on. Freeside - Riots in Freeside will occur if the player incited war between the Kings and NCR during G.I Blues. While I'm sure the Securitrons are capable of handling the riots by themselves it should be noted that NCR travelers will avoid Freeside if they valued their safety. This outcome would have a negative effect on tourism in the Strip considering that NCR tourists need to pass through Freeside in order to get to the Strip. If the player wants to NCR tourists to feel safe enough to travel to the Strip then he/she may have to kill the Kings later on if negotiations fail. If things were settled peacefully between the Kings and NCR then no riots happen and the area remains relatively safe for NCR tourists. The Strip - If the player has chosen to ignore the Omertas then Nero and Big Sal will stage a coup on the Strip which would result in the NCR Embassy being bombed. The Securitrons and other Families will attack the Omertas in this scenario. When the player reaches the Strip he will arrive to see the aftermath. I can't see the Omertas surviving against both the families and Securitrons so it would be safe to say that the Omertas will be gone. However the resulting violence will be another negative effect for the Strip. One casino closed and a bad effect on tourism. If Nero and Big Sal were dealt with already in the main game then everything should be okay. The Monorail - If the player has not completed the quest I Put a Spell On You or completed it in the Legion's favor then the monorail will be destroyed. I'm not sure if it would be possible to repair it but it would be an additional cost that the player can do without. After these events have been dealt with then the Courier can finally relax and have a victory party. Clicking on a bottle of champaign would result in a small time skip to the next morning where the player will wake up in the Penthouse suite before having to deal with the various Mojave factions. The vanilla companions should be moved back to their default or new locations at this point in the game and I can safely say that should cover the opening act of the mod. It would be possible that many people will have already completed the vanilla quests in a way that prevents a lot of these unpleasant incidents from occuring leaving them with only a battle in Novac to fight. But at the same time I'm sure this would set help set the stage for the rest of the mod.
  15. Sorry I didn't see you post till after I finished typing out the long post there. I'll copy and paste it on the main thread.
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