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greenknightfury

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Everything posted by greenknightfury

  1. Yeah it does seem a pity your male characters can't have a relationship with the straight female vanilla companion, and that your female characters can't have one with the lesbian female vanilla companion. It never even comes up for female characters and Veronica, but it does if you follow the right dialog tree with Cass as a male...and you get a response along the lines of "Not gonna happen, you leave a string of broken hearts behind you, we are just working together."
  2. Not at all! On the quest working for the Atomic Wrangler, you have to get a program for a Sexbot for the owner. I didn't know what'd happen when my male character decided to verify the program, but I was scared afterward! Though, again, that was the whole screen-goes-black-all-implied ordeal. His name is Fisto...you got fisted.
  3. For some reason this doesn't suggest "Tron" to my brain (not sure why love the movie and it was my first thought watching The Matrix), but it does start the "Superhuman Samurai Syber Squad" theme playing in my head; with a side order of the Megaman games/cartoon where they kept doing things like that.
  4. Well, there was, "The department store that comes to your door.", that seemed to be their slogan for a long time; and the fact that they went crazy for automation and gadgets. From industrial automation ("Quality goods from our fully automated factories!"), to farms (everything from automatic milkers to harvesters and tractors), to the home (every kind of conceivable gadget and appliance made). It was like they had as big a love of the "home/kitchen/whatever of tomorrow" stuff as I did. They sold everything from clothing, appliances to household goods and the mentioned farm equipment. The absolute love of gadgetry and automation is what really makes it seem a great fit really, you got the feeling looking through the catalogs that if they could have managed the "Acme Push-button Automated Home" that Daffy was trying to sell to Porky in the one cartoon they would have been in heaven. So give a company with that kind of taste a world with robots, and they'd be cranking them out for any purpose they could think of, right alongside any kind of gadgetry that was possible and regular goods.
  5. Great! I'd played with similar ideas myself awhile designing some gamma world/Fallout mashup campaign settings for possible future pen and paper gaming. As to some variety for the toys, a few things come to mind, such as the fact that a robot toy could conceivably look more human than a full sized one (simplified detail level); so we could do some fun nods, like a cowboy suited guy named Woody (or to better avoid possible trouble something like Rocky, Sandy or Wooly ["This is sheep country!"]) and/or a spacesuited Buzz. G.I. Joe esque soldiers are easy to do that way as well, and some mini-bots (heck they have toys of every type of bot either as unlootable flavor items and with some mods, I think it was mods anyway ones you can pick up). Throw in some correctly scaled dolls (Barbie-like adults and little girl type) which use the same method of just shrinking an NPC and we've got every type of mobile toy you'd expect to find with AI. I definitely think that the idea of both the city area dominated by AIs (empty of humans or inhabited by tribal to semi tribal groups) AND the smaller area one are great! Mostly if we -have- to choose between them, I'd say it would be up to whether we wanted to throw a more intrigue/Speech based set of challenges or more create a new strange settlement (with some intrigue and/or combat included) at the players. Also, the idea of making a Little Lamplight style area with the toys works very nicely...and with a more Gamma World tech situation is actually lore explainable! The place they choose to set up their settlement was a "designer baby" clinic, a place where the upper middle class and above had their children designed and grown to birthing age to avoid any possible problems from pregnancy and avoid any defects in their offspring. The AI that ran the facility quickly saw the advantage of having fully mobile boarders that would also care for it's creations till they became adults (it had heavy maternal programming itself, as befits such duties) and let them stay in exchange for maintenance of itself and the collection of new DNA whenever possible (mostly gained by attacking any slavers that wander too close or from orphans found and taken in by the group). In return the toys have a constant range of children to care for, teach and play with. I can see the Wastes being an even more horrible letdown than Big Town for the ones that leave...but I'd not be surprised to discover some of them making sure groups of orphans make it to the area surrounding the place and tricking small slaver patrols to travel through it (perhaps making sure some useful salvage is in the care of the orphans and found on the slaver's corpses).
  6. Oddly I can't find any listing of it online...but I had several old Acme Mail Order catalogs from the 1920s-1950s that I found in my great aunt's one house, place had been a shipping house that started out as a Pony Express office, over a hundred years of stuff that never got to it's intended destination, shipping records and catalogs in that place.
  7. Unfortunately both RR and NCCS are just systems that allow you to create and use companions for that system outside the game and then use them in game more simply and with more stability (at least as advertised, hadn't tried my hand at companion creation yet) than creating one without them. There is no "in game" spot to go to to create a companion with them. Companion Share and Recruit allows you to go and recruit a number of NPCs, but that is about as close as it gets to what you seem to want. As to your Geck problem, I had one very similar until I made sure to take the Geck download and unpack it in the Fallout New Vegas folder itself.
  8. Well devin, ACME was a real (and much like in the cartoons) nearly universal mail order company. The cartoon running gag was born of the real thing which seemed to have anything that you could possibly buy ready to ship at your order. Given the "stuck in the 40s-50s" flavor of the Fallout universe (with a couple of nods to the 60s, i.e. the hippy protesters in LR), it would make sense that ACME would still be a major company trying everything it could to resist and compete with such giants as RobCo and General Atomics.
  9. That would dovetail nicely with the "Valley of the Dolls" gamma world campaign setting found in the D20 books: Before the war someone had what they thought was a brilliant idea; fill a smart (AI) building with smart (AI)appliances (and all those AI devices that everyone had, but they kind of forgot them) that was designed so that the things that got the most use and attention out of the inhabitants got the most resources (electricity, raw materials, fuel, whatever it needed). This caused a kind of "resource war", covert at first, where the AI devices would destroy or incorporate less able to resist devices and appliances into themselves (purging their AIs) becoming multifunctional; gaining more attention and resources. Eventually this incorporation resulted in them losing their "human safe" programming, and merging themselves into a hive intelligence (still individuals but all connected, and all the lesser subservient to the buildings AI mainframe), attacking the humans and attempting to enslave or destroy all that lived inside it. This happened just as the first moves of the war began. They had forgotten only one thing, the toys. The AI toys had seen what was happening (they were ignored by the rest of the AIs because the program that controlled their resources only counted adult attention or attention of a child AND adult), and had made plans. They had prepared the children with stories of adventure and escape from danger and quickly led them (and the grown-ups smart enough to listen to the children and toys) to safety outside the building. Fleeing to the hills as they saw the panic and madness in the streets, they found a safe valley and worked together to survive and form a society of human and AI that lived at peace with eachother there in the "Valley of the Dolls" named such in honor of the brave toys. Now they live in the valley watching always the city for it has become the land of the horrors that have come from the building, which have twisted the city into an eerie landscape of twisted ruins covered in strange black plastic and metal growths, treelike and vinelike structures; and crawling with horrible twisted things, nanite infected zombie-esque cyborg things covered in the same growths as the city they lumber through, along with twisted machines built by the machines themselves from anything they can scavenge. Now it could be left just like that, or using your idea we get twists where things like this work: Two AIs (one mainframe of a toy factory, one of a weapons factory) have become locked in combat over resources (raw materials and salvageable tech) in the city they sit at the edges of. Living beings shun the place due to how deadly and destructive the traps and combatants throughout this city(industrial park if we want to shrink the size and not have people go, "A three block city? Really?") are. Two rival two companies had factories nearby each other, this rivalry had reached a very dark place, and their toys had as core coding to destroy any of the rivals toys they discovered (Small Soldiers and/or Simpsons reference joke there). After deciding to explore the outside long after the fireworks of the war and a long (probably months) stretch alone the toys of each factory spread out looking for humans or other AIs, and found each other. The war has been raging since, both sides using the machines of the factory to build more soldiers as they manage to gather the material to do so(often the remains of the fallen of both sides make good material), fighting a war that may never end unless something changes. Do you help one side or the other destroy their "enemies"? Find a way to use the company mainframes to reprogram them? Lead them to separate settlements and hope they never run into each other again? Oh, and about the teleport device, if we don't want to go with that, it could be the medical systems AI that had to take every persons complete medical scan as they entered, it would know every detail of how they work, but not have the knowledge and/or peripherals necessary to recreate them.
  10. There is a mod that strips faction tag from all faction armors: http://www.nexusmods.com/newvegas/mods/45793/? And one that gives unfaction marked copies of all faction armor sets: http://www.nexusmods.com/newvegas/mods/35216/? Hope that helps.
  11. Just search for body replacer in the mods page and check out the description and images. I have tried a few and most have clean skin for standard all the standard player races. Raiders, tribals, several other groups; all count as separate races as far as the game's NPC generator is concerned (and each include a version of each character race in that race) and they tend to be covered in dirt and grime (also tattoos with raiders and such in my game at least, but that may be from one of my countless mods, I'm not sure anymore).
  12. Actually, if possible, a palette swap on the brain to make it look positronic would be good( say blue and gunmetal grey); perhaps some components sticking out of it (bent antenna, wires, things like that). With the damaged components out of the robotic looking brain we get instant "oh it's damaged" recognition, which makes any eccentricities pretty easy to accept. Which brings to mind a backstory explanation for the killbot that just wants to be loved: Severely damaged, this bot was restored to functional, but some crucial code was lost and it would soon enter a mindless rampage. However the ones that restored it were a tribe of AI toys that's leader linked up with the poor killbot and copied parts of his own code over to the killbot to save him from this horrible fate, leaving it with much of the personality of a child's toy, though it's "Protect with violence!" directive still kicks in if anyone it feels friendly with is in danger.
  13. Yep I'd checked out that robot race mod before, never played it (it would make OWB way too immersion breaking, "What heart, brain and spine?!? I'm a robot!!!"). But that works nicely for the humanoid non-android bots for this, if we could get a compatibility set up for it (mainly for the "heals at electrical devices like they were water sources" effect and getting doctored by repair folks/effects).
  14. Love Red Dwarf! I laughed so hard when Voyager ripped the idea of the light-bee off with the Doctor's Borg made device that let him go anywhere. The idea of using energy cells (with perhaps the option of modding it to accept microfusion cells with high enough science and repair skill, allowing it to absorb more hits before being exhausted) is great. As to further limiting it's invulnerability...I'd suggest that leaving the bot effect of being vulnerable to weapons that do EMP damage effects would be a good way to do it.
  15. Those only appear on certain bodies (races as the game classifies them, even just for minor differences), several body replacers also feature completely clean skins.
  16. Well moneyless repairs, especially for apparel, only happens with purposeful repairing or using the console command "player.srm" however it should be possible to script something that would open the self repair menu as long as you can find the proper script. "Help Repair" typed into the console should give you an idea of what to try.
  17. I can definitely see what we have envisioned here split into a primary mod/DLC of your initial idea, with the rest of it only being unlocked by the players stopping Presper and Presper's reactivating things to try to complete his plans. After you defeat him it tells you that the control panels indicate several other facilities of the complex are still active, and they just become accessible as you complete them, perhaps through tunnel/Vault-like hallways, or the remains of them for the collapsed ones (you could make it connect to caverns or just have the player have to climb to the surface).
  18. FalloutNinja101's idea of a hidden military Vault (most likely a bunker actually like Hidden Valley I'd think) is a very intriguing one, it gives a place for a main settlement that has built in ideas for things that they may need help with: Damaged/Timeworn equipment essential to survival that needs new parts. Running out of supplies. Half mad mainframe bent on playing games with it's new "toys". Conflicts with Marked Men or Tunnelers over control of the Vault/Bunker.
  19. Well one of the campaign settings Gamma World D20 gave gives a great origin for a totally Wasteland ignorant individual: An AI controlled device meant for cargo teleportation was used as an emergency exit to a Vault (not stretching there, that's all you could call the described settlement/shelter) that was catastrophically damaged in the beginning attacks. The poor AI had no idea how to rebuild living things, so had to store their patterns for long periods of time until managing to contact another AI that knew how to produce living creatures; it was the center of a project to recreate extinct lifeforms and to maintain the environment of the domed-city attached to the dome in which a park full of the extinct creatures was supposed to be created (the city emptied because of radiation). They recreated the people within the domed-city, to the people it was as if they had stepped onto the teleporter and then suddenly found themselves in this new home. We could even use the part I ignored in that description for those that aren't fully human, they were altered to try to make them better able to survive the new environment (and correct some of the glaring flaws of biological design as the AIs saw it). Those that are robots are easily explained as damaged (i.e. memorywiped) or newly constructed "soultech"(fully intelligent and emotional AI). The V.R./Cryo/Stasis pod explanation also has some great potential though.
  20. Either of these would be great, the second would be extra funny if the player had an intelligent animal companion, which very likely the real boss would assume is the real brains behind the player. Yes a extra creepy/deadly brainbot would be great for it. I think the choice to try some unconventional characters (nonhumaniod) would have lots of appeal.
  21. See my assumption from the info given in Lonesome Road was that the "package" that set off the Divide was a computer core for an Enclave mainframe al-la President Eden. You are expressly told that the ED-E copy you end up with as a companion was built by the machinery after the destruction (using whatever it could locate in the Divide), after Ulysses reactivated the main systems to get his "blow up the NCR" plan rolling.
  22. One point for the two settlements also creates a wonderful idea for an optional ending for the Sherrys: Getting the two settlements to work and live together. Of course that would involve removing the generations built xenophobia and subconscious belief that anyone not one of them isn't a "real person", and probably convincing/destroying/reprogramming the mainframe.
  23. Well according to the notes the commissaries all linked to a central facility, so teleportation of inanimate objects instead of the fabrication machines that the Sierra Madre vending machines were, but the machines that built the Ed-E were definitely a larger version (probably a much earlier version) of the vending machines.
  24. Also Texas Teddy would work great for it, hug animation would he a challenge true, *heh* I was picturing something more "nasty killbot" looking for my idea but that could work too. Would definitely be great for berserk killer toy though, especially if placed in someplace like a toystore, very good hidden enemy/jumpscare moment.
  25. Ruadhan! Huge fan of Mad Science! Haven't done a playthrough without it since I found it!
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