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Devilman1975

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Everything posted by Devilman1975

  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.
  16. 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.
  17. Regarding the Kings and Westside Militia I still believe it's not worth the effort to train them when you consider the type of threats they face on a daily basis. The Kings' only problem are the Freeside thugs that are so poor that they can't even afford small firearms. Westside militia may only face against a few Fiends that wander into the area and the Scorpions which are regarded as one of the lesser gangs in the game and may already be wiped out by the start of the mod. Sure the Westside militia could be trained to go directly after the Fiends but that would leave the settlement they're supposed to protect at risk from attack. I would like to see army building as part of the mod and I would like to use some of the Desert Rangers and couple of the Remnants to serve as instructors. However it would take time to build up an army and players would not expect to deploy them until six months have passed. I would'nt want to see the Nevada Desert Rangers get absorbed into the Nevada Defense Force as they did with the NCR Rangers but they can remain as a special forces branch and take over Camp Golf and the other Ranger camps. I would consider Vault 3 as the only vault worth taking and I would the write the other vaults off as I don't believe that they can be restored. I would be inclined to handing Vault 3 over to the Followers of Apocalpyse as their ending states that they have something of a logisitics problem. The Followers would need more than just the player throwing money in their direction and Vault 3 would provide them with the resources to manufacture chems, run sanitary clinics and classroom space to teach new recruits but this would have to be done after a few quests to take over Vault 3 and the other mentioned facilities in the South Vegas area. I don't see any need in taking over Black Mountain either. It's just another radioactive ruin in the wasteland and serves no function for anyone asides from the Brotherhood of Steel. Even then I don't think they would be interested in taking control of it as long as the device that allows them to access the sattellite is still running. Speaking of the Brotherhood I would be reluctant to hand them control of HELIOS One. Thankfully they did not know about it being a solar weapon and Elijah was the only one who knew before he disappeared. In Veronica's quest the player can activate HELIOS One as a weapon and when Veronica informs McNamara about it she tells him that it's a useless piece of artillary with no mobility and limited use. If the Brotherhood knows about HELIOS One's weapon system then they might allow the player to hold control of HELIOS One under the agreement that it is only used as a solar power plant and that the Elucid C Finder is destroyed which would keep HELIOS One from being used as a weapon against them in the future. I'm sure that the Brotherhood under McNamara would be a bit sore about not being granted access to HELIOS One which would net the player some negative Brotherhood rep. I have suggested in previous posts other ways that the Brotherhood can benefit from a friendly relationship with the player such as introducing a new Van Graff character who the player can negotiate a trade deal with on behalf of the Brotherhood, help them get the crashed vertibird up and running, help them establish a Brotherhood trading hub outside Legion territory and also grant them excavation rights to the Divide. I still plan to keep Big MT's existence under my hat and once I've got tech to sell from that particular asset I'm sure that I can keep things sweet with the Brotherhood if I'm selling said tech to them. Hardin on the other hand would cause a lot of problems. One of them would be demanding access to Hoover Dam as I'm sure he would be happy to see the NCR cut off from that source of water and electricity. Later on I'll type out some more ideas I've got in regards to the start of the mod.
  18. @ Narmz In regards to the problem of dialogue with Yes Man and Mr House I suggested sometime ago that Devin's Marilyn Securitron mod can serve as a character who can work as a fill in for either Yes Man or House. Before Yes Man goes offline to upgrade his programming he can send the Marilyn Securitron to assist the player. In the House version the Marilyn securitron can serve as Mr House's personal secretary who can offer the players quests to complete if there is no way to splice dialogue for House. As for the Mojave Outpost it would be stupid of the NCR to antagonize the player at this point. The player can easily stop the NCR from receiving water and electricity from Hoover Dam. It would not be in their best interests to go against the player just to keep an outpost that is outside their territory. As for the NCR's tactical advantage of having the outpost on high ground, it doesn't mean anything against 200 Securitrons armed with missiles. I hear what you're saying about that the Enclave in the Run the Lucky 38 mod. It made me feel like I was hiding Nazi's in my home. There were other things about that mod that I thought were too much like the Helios One tower placed on the roof for example. As I've said before there some things I would keep like the bank, museum and hotel suites but I would be happy to see the rest cut out. As for the idea of having Boone, Raul and Arcade training the Westside Milita and Kings I would have to say that it's completely unnecessary. Both Westside Militia and the Kings would not allow anyone to join if they couldn't already handle a weapon. As for the Khans I still think it's best that we follow their endings. If the endings stated that the Khans stay behind in an independent New Vegas then I would be happy to discuss ideas involving them. However there is no place for them in a post game New Vegas and I think it would be best to follow the endings that were originally developed. The Khans being able to produce chems isn't enough of a reason to keep them around especially if anyone with a bit of science skill and a chemistry set can make stimpaks. The Followers of the Apocalypse already make their own chems and it wouldn't surprise me if the Omertas had their own drug lab.
  19. Narmz - Just wanted to comment on a few things in your recent post. I would allow the NCR time to pack their bags but I would make sure that my Securitrons are monitoring their evacuation. A side quest could take place at Camp Forlorn Hope where the player can determine the fate of any wounded NCR soldiers that can net the player with either positive or negative NCR rep. Good rep for allowing the Followers of the Apocalypse to treat the wounder soldiers and grant them time to heal up before they get sent back home. Bad rep for forcing the NCR combat medics to leave immediately which would result in the soldiers deaths. Actually the Mojave Outpost is a checkpoint between California and the Mojave according to the wiki. I'm fine with it being the only place for the NCR to evacuate to but I would object to the NCR maintaining a military presence there afterwards. I agree that the Embassy should be kept as NCR in the Independent version. Offer to renovate the Embassy to keep the NCR sweet could net the player some positive NCR rep. I'm in agreement with letting the Desert Rangers remain as an option in the game. If players choose not to have the Desert Rangers remain then the evil alternative is that Camp Golf becomes a resort for the rich again. I would like to see an option where a certain Desert Ranger character can ask the player to tear down the Mojave Outpost statue. The player can agree to this request or refuse it not wishing to antagonize the NCR further. The statue is a nice landmark I have to admit but I would like to see an option appear later on to have a Courier statue constructed in it's place. I imagine that the statue could change to match the player's gender. I've used that mod before and while there was a lot that was good there were some things that I've found a little over the top. I would be happy to see some form of casino hotel management in the mod. I'm not sure why you would want to lump these groups together. They all stick to their own areas which is for the best. Westside militia and the Kings take care of their own security issues. The Gun Runners are weapon manufacturers and are responsible for only the security of their own property. I can't see the Chairmen having any desire to leave the comfort of their casino to go slumming in Freeside. The Boomers are (if completed Volare) certainly considered to be dangerous with their new found air power. Since they confess to enjoy bombing ignorant savages I feel that it's best to point them in the direction of the Legion (or the NCR if things get that bad). I mentioned that Fields Shack could be turned to a trading outpost for the Boomers while allowing them to keep outsiders away from Nellis. In the Brotherhood's case I think it should depend on which Elder is in charge. Hardin is going to be a problem no doubt. McNamara on the other hand can be reasoned with as long as it helps him achieve the Brotherhood's goals. There's still tech data that was in Ed-E that the player can still pass along to the Brotherhood if players didn't choose the Brotherhood over the Followers in Ed-E's quest for example. You are right that these groups will need a series of quests. In regards to the Great Khans the endings tend to have the Khans leave the Mojave or cease to exist as a tribe if they remain. In one of the NCR favored endings if Regis is made leader the NCR will offer the Khans amnesty and offer them barren, isolated territory far away from NCR trade routes. I will admit that I would not mind letting them go if it fits with the endings and turn their old camps to be become of future refugee camp for people escaping the Legion's territory.
  20. I've just had some ideas for future quests that I wanted to type out. I was having a look on the Fallout wiki and I found mention of a few places in Arizona that were under NCR control until the Legion eventually forced them out. The places I mention are Arizona Spillway, Willow Beach and Fort Abandon. There is also another location in Arizona called Bullhead City which remains under the NCR's control. I was thinking that these areas may be used in the NCR and Legion versions of the mod for future quests and military campaigns but I can't see them being used in the Independent or House versions. Another idea I had relates to the Daughters of Hecate that we spoke about on the Legion thread which can be used in the NCR, Independent and House version. My idea is that the Courier is approached by an envoy from Hecate who has heard about the Legion's defeat at Hoover Dam. This envoy could be allowed to recruit the remaining Vipers and other raiders in the Mojave area to bolster Hecate's forces in Arizona. I'm sure House would be happy to see any remaining raider groups leave the area and the NCR would see the advantage of using the Daughters of Hecate as a proxy army against the Legion in Arizona.
  21. Sorry but those ideas still don't make any sense at all. First of all regarding the issue of using a plane, they require long flat strips of land to take off and land. You cannot land a plane on the top of a hill let alone a disaster zone like the Divide. In regards to the tribals or cults who may worship a nuclear crazy Courier, there is no mention of any groups like that in the game. The citizens of the Mojave will most likely see the Courier as a jackass who cannot learn the mistakes of history instead of a god. You still haven't explained why the Courier could be inclined to help the Western Brotherhood against the NCR. Lets remember that the WBOS are not an innocent group that are being bullied by the "big bad" NCR. If anything I believe that they were the ones who started the war with the NCR in the first place. Why would the Courier even risk inviting the most hardline Brotherhood chapter to help rebuild the Mojave when there is already a Brotherhood chapter in the area that is led by the more progressive Elder McNamara? Even if the NCR cannot do much against a Courier with nuclear weapons I somehow doubt that the citizens of the NCR will appreciate being threatened by the Courier and will most likely refuse to visit the Strip. This scenario would result in a significant loss of income for the Courier. After players have finished Lonesome Road the nukes become a moot point due to Ulysses Temple being inaccessible to the player after the destruction of the temple regardless of whether the player has Ed-E deactivate the nukes or launched them against the NCR, Legion or both. Since most of the nukes were detonated when the Courier delivered the mysterious package from Navaro it stands to reason that the nukes that Ulysses was about to launch were the only working ones that still remained.
  22. And here are my responses: Its best to consider the Securitons as something like mini tanks. If House created a robot to navigate through disaster zones then it would not be designed like a Securitron and cannot be called one. House was probably well aware of the Securitron's limitations like being unable to fit through a small manhole and climb down a ladder. If House had already constructed something like an android then he would have no need for a human agent like Benny or the Courier to achieve his goals. Even if House survived the events of New Vegas I cannot see him being inclined to created androids just to go into the hellhole that most wastelanders know enough about to stay away from. Also House would know better than to threaten his main source of income with nuclear devastation. You would need very long trucks to transport the nukes and where would you find one in a post apocalyptic world? Finding working vehicles in a post apocalyptic world is a rare thing and I don't think the player will just magically discover a working truck built to carry nukes along the way. In any case I found that get to Ulysses Temple on foot was hard enough so it's unlikely that you'll be able to drive a truck through the Divide. And where exactly would you be able to hide something that big? The player does not have the means to transport them or even build silos to store them. And what kind of "emergency situation" would a New Vegas in a post apocalyptic world need for the nukes. At the end of the game the player already has the means to keep the NCR and the Legion out of the Mojave. As I mentioned before in the first response it would be retarded to threaten the NCR with nuclear fire since the player would need to rely on them for trade and commerce. The Legion would most likely turn upon themselves anyway which would remove any need to nuke their territory. The only threat to the Mojave that I see are the Tunnelers in the Divide and which could be resolved by using the nukes to target the Divide itself. Why on Earth would the Courier even care about a Brotherhood chapter that is located far away in California and vice versa anyway? As far as I see it that chapter is the NCR's problem not mine. Even if the NCR knows the location of the Lost Hills chapter it is more likely that the founding chapter is in a state of lock down just like the Mojave chapter when we first met them. It's also important to remember that the Lost Hills chapter acts like a typical Brotherhood chapter and has no interest in making allies. Retrieving and preserving military technology is all that they care about. Even if you decided to destroy the NCR or Legion's capital city whats to stop them from setting up the next biggest city as the capital. I would say that the NCR and Legion have more cities than the number of nukes that the Divide currently stores. Nuking the NCR would be retarded and nuking the Legion would be considered as overkill.
  23. I've got to say I'm in favor of reusing some of the ideas that added some background to the Legion in a game that did not see the light of day. The Dog City Denver mod is based upon content in Van Buren and it is a pretty good mod. I had a bit of looking around on the Fallout wiki and it mentioned that this Hecate had an encounter with the founder of the Twin Mothers tribe. The only mention of the Twin Mothers tribe in Fallout New Vegas is when Ulysses mentions them as another tribe that the Legion previously wiped out. From what I gathered about this tribe is that they were a more benevolent matriarchal tribe and if any survive to this day then they will most likely be Legion slaves in the capital city. The Twin Mothers founder Diana was a pre war scientist who preserved her brain and installed herself into the faciltity called the Nursery and posed as a goddess to a tribe that became the Twin Mothers. It's possible that the Legion overlooked the entrance to a vault or refused to enter due to Legion taboos when they wiped out the tribe. It's possible for Diane to exist in a new robot form, encounter Hecate an escaped tribal who has every reason to hate the Legion as much as she does and help her raise an army against the Legion. Regarding the Daughters of Hecate I noticed that they take in a lot of exiled raiders. Most particularly the Vipers. It makes we wonder where all the raider gangs like the Fiends will immigrate to if players (supporting any faction) eventually force them out of the Mojave. Maybe increased numbers would make the Daughters of Hecate a greater threat to the Legion.
  24. Sorry Ralfic, but I just see any of those ideas working out for the following reasons: 1. I doubt that the Securitons can safely navigate through the Divide's terrain. 2. Those nukes aren't something that can be packed up and put into a suitcase. 3. Bringing in nukes to the Mojave doesn't sound like a smart thing to do in a post apocalyptic world. 4. Why on Earth would the Western Brotherhood help the Courier (especially one that has nukes) against the NCR? If anything this may cause the Brotherhood to ally with the NCR against the Courier. Also considering that the NCR and Brotherhood went to war over their disagreements with technology being used to help people I can't see the West Coast Brotherhood willing to share technology with the Courier. 5. During Lonesome Road it is noted that Ulysses did not have enough nukes to completely destroy the Mojave, NCR and Legion. He only had enough to destroy a couple of major trade routes for the NCR and Legion.
  25. I don't mind seeing some resistance within the Legion against female players. Regardless of gender I think that any players wanting to be the next Caesar should be challenged by groups of hardliners within the Legion before and after killing Lanius. If a female Courier killed Lanius in full view of the Legion then she will have proven the Legion's misogynistic philosophy wrong by killing the alpha male of the Legion. I can't imagine some elements of the Legion taking this scenario well. Another thing about the Legion to consider is that it has not produced a leader that was born into the Legion yet. Caesar came from the NCR originally and Lanius was from a tribe that surrendered to the Legion. Potential is there for female or male Caesars to start a dynasty within the Legion. Could be another thing to upset some groups within the Legion. As for the Legion Securitrons I figured that whoever becomes leader of the Legion can rewrite the rules as he/she sees fit. Of course I would expect an element of resistance from within the Legion over the use of technology. If the Securitron vault was not destroyed by the player on Caesar's orders then it would be an important military asset for the player's rise to power later on. I'm sure the player can hide Yes Man in the Lucky 38 for a while. I had a look at the wiki link for Daughters of Hecate and it seems like it was an interesting idea to have some kind of female version of the Legion. Perhaps they can be used in the Legion mod as part of a ongoing military campaign to remove them from the West Utah area. Special options can maybe exist for female Caesars to purchase female bodyguards from this tribe and negotiate their annexation into the Legion if it puts females in a better position.
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