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Everything posted by skyrimmasterfuger
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The NCR is overstretched and the Legion has inferior technology logically killing leaders of factions should create some kind of problems for both factions overall presence (or at the very least change the general morale for NPCs associated etc) In Lonesome Road SPOILERS we find out because of the NCR supply line issues the legion did not end up suffering the crushing defeat and dry wells is implied to be the only supply line the legion has left (same with NCR's I-15) logically killing leaders and nuking supply lines should affect that associated factions presence in the mojave as well as the battle of hoover dam itself
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Undestroyed Long 15 and Dry wells
skyrimmasterfuger replied to skyrimmasterfuger's topic in Fallout New Vegas's Mod Ideas
Well yeah but its for realism (they should have added an undestroyed version of those locations for lonesome road) -
A undestroyed version of them with human non hostiles of the inhabitants for lonesome road
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Killing faction leaders (especially one as over stretched as the NCR) should impact things (at least for that area over time) like spawns condition of their gear maybe have some of them randomly run away (trigger a script with more cowardly members of said faction set to spawn) Killing all major leaders of a faction in game should severely affect the overall influence and the things mentioned to the point where the faction itself is all but dead (Now given the sheer size of the NCR and Legion obviously killing the whole faction is impossible but smaller ones like the kings for example should be doable in game)
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Nuking either side should have more of an impact on both Hoover dam as well as the factions in general spawns over time (in game they even reference how the NCR suffered from a supply line loss) Ulysses even talks about nuking what is probably the last working supply line for the NCR as "cutting the bears throat"
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When you destroy a major faction's base of operations and kill its leader there should be some noticeable changes in said factions behavior like them having a random chance to turn on their allies their spawning numbers becoming limited suddenly (varying depending on the size of the faction) and basically after all named members (be it directly from the player or indirectly from the base being destroyed) are killed the faction is almost completely in chaos
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Good idea it should be ported
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Maybe the player character was a pre war hoarder, the institute seems to have near endless resources (especially after installing a limitless source of power in the reactor) there should be various locations with most of the stuff needed to make crafting easier (including sheer quantity of course)
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When you destroy a major faction's base of operations and kill its leader for example (spoiler alert) Elder Maxson when blowing up the BOS air ship when working for any faction other then the BOS then there should be some kind of script over in game time like perhaps one of the remnants of the faction going berserk (trying to kamikaze you with a vertibird or something) missing pieces to their armor, randomly fleeing in combat a chance they may turn on their own allies stuff like that that shows morale went down before ultimately dying out and ceasing to spawn altogether (perhaps after the player kills enough of their members a script triggers)
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We are talking about a group that outlived the Enclave has been more focused and stable then either them or the BOS so why are their most basic weapons actually weaker then their standard counter parts? (Aside from possibly a game play pov to make things somewhat easier on the player) I think even their weakest weapons any armor should be at least a few points in damage/damage resistent then the normal counter parts and maybe have some of the synths spawn with plasma weapons (assuming they dont at higher levels)
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Lonesome road nuking does more
skyrimmasterfuger replied to Mazeguy's topic in Fallout New Vegas's Mod Ideas
So has anyone made a mod like this yet? -
Cause and effect (a faction mod idea)
skyrimmasterfuger replied to Mazeguy's topic in Fallout New Vegas's Mod Ideas
Ok lets be clear on something the white legs in no ending join the legion the closest they get is when they new cannidiets leave zion and Caesar refuses to let them join for failing the other tasks given them so ultimately that never happens they wanted to join but all endings of honest hearts the white legs never join. -
Lonesome road nuking does more
skyrimmasterfuger replied to Mazeguy's topic in Fallout New Vegas's Mod Ideas
Yeah I mean hoover dam and the mojave as a whole would slowly see a deplete of the legion and/or NCR and hoover dam would spawn less troopers with lower quality armor being forced to improvise on repairs some troopers of both fleeing randomly during combat as they deem it hopeless. -
Lonesome road nuking does more
skyrimmasterfuger replied to Mazeguy's topic in Fallout New Vegas's Mod Ideas
Yeah I always thought lonesome road would affect hoover dam given that the soldiers of both sides would be less suppled and unable to have a passage from I-15 and dry wells respectively. -
Cause and effect (a faction mod idea)
skyrimmasterfuger replied to Mazeguy's topic in Fallout New Vegas's Mod Ideas
Yeah and stuff like supply lines and leaders are important for morale and resources. -
Cause and effect (a faction mod idea)
skyrimmasterfuger replied to Mazeguy's topic in Fallout New Vegas's Mod Ideas
Thats a great idea sounds like a simple adjustment in script tie ins -
A simple request for stealth armor with a matching hood that looks proper
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Yeah whoops sorry, is there a way to move it?
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A simple retex request of the ghost people so they look black with glowing red eyes
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A simple retex request to instead having red eyes and a black hazmat as well as red gas coming out of their bodies
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Basically a mod that causes auriel's box to bolt out the sun forever as foretold.
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A mod idea to allow you to use vampire grip in non lord form as well as other powers the vampire lord has though having to have been changed by a vampire lord