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darkus37

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Everything posted by darkus37

  1. I looked at the securitron and Victor models and I don't see that label - besides, it wouldn't really make sense for there to be one on a securitron since they were built by RobCo, according to the Wiki article. Perhaps you are using some sort of re-texture? Beyond one or two moments, I don't see the point of having a dedicated securiton puppet. I understand having bodyguards, but direct control seems a little unnecessary - at least to me.
  2. I suppose the end result depends on the player, some of the options are more bad-karma than the others (Mordinos), but that shouldn't be the only way to judge the choices. I see the plot-line more as a necessary deal with the devil - due to "X" you need allies with pros/cons to each faction. I'm not really clear what event "X" should be, perhaps the securitrons not working anymore or something like that. I think karma effect will be determined by personal/societal benefits - if you go for personal gain (i.e. more profit), then you have bad karma and more crime. Alternately, societal gain will give you more vendors and safety, but less personal profit. Expanding "Heartache By The Numbers" is a cool idea, but I'm a little stumped on where to go with it. On a separate note, I read something on the Wiki that I think would be good plot point to add to the mix: why didn't Robert destroy Anthony once he became rich and powerful? Why did he let Anthony continue to run H&H Tools?
  3. Well, I haven't read this entire read in a while - sorry about the repeat, my bad. The syndicate - well, I honestly thought of it as one of the families from New Reno: either the Mordinos, Bishops, Wrights, Salvatores, or perhaps even the Van Graffs. ================================================================================================================================== Just to sum them up: Mordinos - inventors of jet, relatively non-violent as they keep power by being the only supplier of said drug, main supplier of "official" porn. Bishops - a Machiavellian group that slowly infiltrates and corrupts a target organization while leaving their hands looking relatively clean - probably the best bet for this mod. In addition, one of the possible ending for Fallout 2 has the current leader, Mr. Bishop, be the child of The Chosen One (grandson of the original Vault Dweller from Fallout 1). They are constantly on the lookout for the next area to gather under their flag. They are the third most powerful faction. Wrights - sort of like old school mobsters, ala Godfather; promote churches, schools, even a police force and keeping the illicit organizations hidden (drugs, prostitution). At the time of New Vegas, they and the Van Graffs are the most powerful organizations. The Van Graffs and the Wrights are serious rivals, and the only reason they haven't engaged in full out war is that they fear the NCR will move in after they have been weakened from the conflict. Also a good possibility for the syndicate, as this group appears to be more benevolent-ish and could be a legitimate partner. Salvatores - in Fallout 2, they made a deal with the Enclave of weapons for slaves/drugs and tried to destabilize the other families by playing them against one another. Unfortunately, the Chosen One busted up their plans and business partner which left them in a very weak position. Apparently, they aren't mentioned when New Reno is described indicating that they have either been made so weak as irrelevant, or wiped out completely. This one is also a good choice as they would want to make a deal with the devil to get their slice of the pie. Van Graffs - ruthless weapon traders, with an apparently large stockpile of energy weapons. Despite disliking the NCR, they were willing to turn in their Legion customers as it game them a better deal when selling weapons. Not a good choice simply because there already are two Van Graffs and the plot would most likely have to work around them (even if you killed them). ================================================================================================================================== I'm not really sure the best way to work the questline, perhaps dependent on whether you control all the casinos (i.e. idolized), you get offers from one of the New Reno Families. The rewards would most likely have different variations of NPC's appearing and weekly take. For example: Mordinos offer drugs, which means average money per week; but there will be more addicts in Free/Westside, less gamblers, and more criminal attacks. Probably piss off the Kings too. Bishops offer more prostitutes and gambling, which means more money per week (more than the Mordinos); and there will be a hooker/pimp/gambler NPC increase. There will be a limited enforcer presence who get in fights with the Kings (fists mostly). Wrights offer drugs/prostitutes/guns, which means only a slight increase in weekly tribute; they will also have a patrolling band of mercs and perhaps several new vendors (i.e. no Van Graffs in Freeside, only at their warehouse). The Kings will no longer control the area where their HQ is (might have to move them entirely to be near the Followers). Salvatores will be tricky, but probably same as the others, just not as much of an increase in anything - basically a status quo with maybe one or two new vendors (i.e. a bar). Van Graffs are already in-game, so I would stay away from them.
  4. Hey guys, got an idea for you: Robert House was a brilliant (but paranoid) inventor who was extremely gifted with designing, building, and programming machines. When he built his cryo-thing-a-ma-jig, he no doubt understood, that even with the aging process slowed down, eventually his body would die, and steps would have to be taken to continue his legacy. This backup process leads to two options, A) Cloning; and B) an A.I. with House's memories. Now, considering Mr. House and his behavior (programing female companions, domineering personality, perhaps being afraid of his body failing again like when he fell into coma), I think it's safe to assume that he would prefer option B over A. Following off that assumption, let's say that the computer network of the Lucky 38 recorded Mr. Houses' brainwaves and copied them into a mainframe somewhere. Upon Mr. House disconnecting from the L38 network either through death or foul play, the backup A.I. program activates - through this method, you can have a dead or disconnected Mr. House in your playthrough and still have him as a plot element. About Benny: I don't know about you other guys, but after he tried to kill my character twice - he deserved getting turned into an ash-pile at the Tops. If you follow my outside syndicate idea, then Benny could have invited them in as partners once the coup was over in return for supplies... and now they've come to collect. In this way, you still have a Benny hook, without Benny needing to be there.
  5. Glad to hear the project might be picking up steam again - if you guys don't mind, here are my 2 cents: 1) While I liked the concept introduced by TheAtmosphere, I would suggest tweaking it a little so that the ambassador(s) come to you: if you are the ruler of New Vegas, you do not owe anyone anything - they must come to you and ask for your blessing in operating in your kingdom. Perhaps you could retrofit the penthouse into a throne room of sorts (where Mr. House's monitors are), where you can accept homage from the major factions. Side quests can be introduced in this fashion as NPC's approach you to ask for help. Like a real kingdom, there can be assassination attempts and court intrigue. There can be several ministers that offer major quests, for example, the Minister of Technology offers to take over the RepConn Rocket facility to prevent more rockets from being used to potentially target New Vegas - the quest reward would be having that section under your control and a steady increase in caps along the trade routes (sort of like the Nelson NCR quest). 2) There has to be an enemy - the last time I visited this thread, the main idea was using Yes Man as an antagonist, but it doesn't have to be him as there are plenty of alternatives: It could be anything from a mobster group out of Reno to a vengeful Anthony House (ghoulified or cyborg) who wants the empire his brother built. It could be a combination of several elements such as Anthony subverting Yes Man or an outside faction like the Enclave Remnants manipulating another group (i.e. Reno Mobsters) to achieve its goals.
  6. This sounds interesting, but could you clarify some things? A) The rich man (father) - I suppose people define rich by many standards, but what makes this man rich and worth targeting? Is he the iron-fisted owner of a casino or perhaps a ruthless brahmin baron in the NCR? Obviously, his primary goal is to get his daughter back, but why is he at the location he meets the Courier in (i.e. why is a rich man doing his own dirty work and placing himself in danger instead of hiring a small army of bloodthirsty mercenaries)? B) The daughter - OK, probably just a classic damsel in distress, an innocent girl kidnapped for ransom; or alternately the cliche "she was trying to con her father and it backfired when her boyfriend double-crossed her"? Also, if you're saying this vault is incredibly dangerous and toxic, why would her kidnapper bring her there and how did she survive? C) The kidnapper - why go to this vault when it's almost a certain death sentence for anyone who does so? Where they captured and brought there? How did anyone find out that they were inside the vault? D) Vault 99 is basically a ghoul filled radiation pit - why would anyone try to get in there in the first place? Is there something super-secret-special inside? Is the location strategically important in some way? For example, the Sierra Madre/Big MT/Divide are all technological treasure troves that could upset the balance of power in the region - what would cause all these various groups to want to have control of what sounds like a real hellhole? E) OK, let's say there's this death trap - why haven't those inside expanded beyond the entrance - why aren't there reports of cannibal raiders spreading across the wasteland? Why does the door lock you in when it appears that no one knows how to use the machinery? What is preventing the entrance from being sealed other than it being necessary for the quest-line? F) Vault 17 was raided by super-mutants - how does this apply here? Either you have mutated monsters living inside, or they were all abducted and turned into Super-Mutants/centaurs. Are you referring to them mutating? G) If all this stuff broke down, and there is no food which led to cannibalism; how are the people inside still alive and still a threat? Wouldn't they have eaten each other already? They can't even be descendents since radiation sterilizes organics. Some suggestions: A) Location: perhaps an important but remote crossroads of some sort that allows passage only through this location (i.e. a valley formed by tall cliffs or some other sort of natural/unnatural borders). This would limit the scope of the world space and why taking control would be important. Make the setting be near an old ghost town, i.e. Bizarro Goodsprings. B) Look to Point Lookout as a good way to set the atmosphere – has just about everything you mention is part of the mod. C) Change the nature of the enemy into an in-bred mutated tribal group (radiation not a major factor). The vault has been destroyed by years of disrepair and constant warfare, but is connected to a massive tunnel system with exits all over the place, allowing the tribal’s to attack and disappear quickly – a possible explanation as to why travelers fear to go near the place without heavy numbers and the entrance to the vault has not been sealed (wouldn’t matter if it was). Taking captives for food and breeding stock allows them to continue their terrible existence and could be the reason why the daughter ends up inside. D) Despite the Dead Money style of play, having no exit is actually a good method to move the player forward – perhaps a local guide was able to take the player there but gets killed once they arrive? Leaving will be accomplished by meeting up with a just arrived NCR or Legion patrol. Well I think that’s enough for now, and I hope to actually see this made. G'luck!
  7. Hey, I need some scripting help so if anyone can help, thanks in advance! By the way, my NVSE-enabled GECK crashes when loading my mod, anyway I can fix that? Script 1 & 2 deal with a teleporter. Each cell has a control unit with the second script attached. I was wondering if there was a way to make it so that each control unit has to be activated before it joins the teleporter network (once main power is restored). If I have to make each control unit a unique device, that's fine I guess, but maybe there's an alternative? Oh, and please be as descriptive as possible since I really have no idea what I'm doing.
  8. Sorry for not getting back earlier - the storm wiped out electricity and water to my area and I literally just got it back 10 minutes ago. Very nice, but not quite there yet: 1) The gauntlets - The spikes are fine, but I would also like the fingers to be completely covered and armored, with spike finger tips like the ebony armor. I would also like the underside of the forearm to be more armored. 2) The knee pad need to be more spiked, similar to the gauntlet fins. It would probably be a good idea for the pad to be part of the boots. 3) Pouches are good, but on both sides of the belt, symmetrically and probably grey or black. 4) The abdomen area should be unaltered. What I mean was for the chest area to have something like the ebony armor chest piece, the part that looks like of like a 3D rounded arrow pointing downwards. That should be made up of the headpiece sections I was talking about. Please keep the headpiece armor as well. The end of this armor piece should begin about where you placed the headpiece in the drawing, but from the top of that. 5) I like the poncho, except that it shouldn't be ripped up, but I do like the general idea. It should also flow under the chest piece. I also just had this idea: using the armor headpiece design, place it on both shoulders, with the nightingale icon on them. The bottom part that is over the eyes should be the up end, with the pointy part facing downwards (and that end smoothed out), basically making shoulder armor. The two side "fins" should connect to the shoulder. 6) The armored skirt - remove the side sections, replace them with cloth versions, shaped like the cloth sections on the Arch-Mage's robes from the waist down. Think, Ezio Audiotore in style: but with more leg visible in the middle. 7) You didn't include it, but if you were to make a sword for this armor as well, I would rather have a sort of black smoke effect, perhaps coming from the armor as well.
  9. This is going to be a mixture of stuff, but if should all be in a Nightingale Armor style. The idea here is to fuse the ebony armor and nightingale armor. While some variants have been done, they are not quite what I would like. To begin, let's start off with the nightingale armor. Pretty cool, as the armor has a very organic feel to it, but four things bother me about the default armor: First, the arms/hands. They are not very awe-inspiring. They are basically unarmored, with small pieces protecting the sides. Underneath those armor pieces, is what appears to be cloth. Eh. Now I really like the ebony armor gauntlets (not the pauldroons), as shown here: I don't want the ebony pieces exactly as they are since they are metal. I would like the same type of look, but more rounded and organic, as fitting the style. In the unarmored sections, something like the nightingale abdomen area. I would also like for the armor on the arm sections to have a more distinct look, perhaps being thicker. Second, the legs/boots. They too are not very awe inspiring. Basically, just boots and leggings with knee pads. Again, use the ebony armor as a template, with two exceptions: A) Keep the rounded toe look, not the pointed shoe. B) Make the thigh area the same as the arms (like the nightingale abdomen section). Third, the waist. Any good thief needs pockets, so a batman-like utility belt. The armored groin section should be left alone, but the two side sections over the thighs have to go - they makes the lower torso look even worse than it is. A split cloth skirt should replace them. A nice representation is Savos Aren's robe: The cloth portions border should match the nightingale armor. The utility belt can also look as this robe. Fourth, the pauldrons (shoulder pieces), cape, and upper chest. While I normally like bigger shoulder pieces, they do look a bit odd with the rest of the armor so I'm going to leave that alone. The cape should be remade into a poncho. I'm going for a Phantasm look, as you can see here: Using the cape sections already there, make the section at the back so it's in a triangular shape and ending at approximately mid back. The front portion should be the same shape, and ending at the beginning of the abdomen. The two cape pins should be removed and the missing material filled in to complete the poncho. No matter the size of the shoulder pads, the poncho should cover them as the cape does now. The Nightingale symbol should be on both shoulders, over the poncho. I would also like for a chest piece to be added, similar to the type on the ebony armor. I see it as copying the armored piece on top of the nightingale hood, and placing it on the chest, covering the area currently held by the chest symbol. A smaller second copy should then be made, and placed underneath the top section, continuing the overlap theme with the pointy end part ending where the abdomen begins. This should be place over the poncho. The name of this armor set should be Twilight Wraith (i.e. Twilight Wraith Armor, Twilight Wraith Helm, etc.). It should have benefits to stealth and if this was possible, for a person to become invisible when entering stealth mode. It should be found in the nightingale base. Finally, I'm not a big fan of the Nightingale blade. so it would be nice to have 2 ebony swords with a Ghost Weapon effect over the blade (Not instead of the blade, over it). Well, thanks very much for reading and I really hope someone can do this.
  10. Well, it's exactly the shape I need. I really wish I could help somehow, but that's life.
  11. Thanks for the offer! Unfortunately, I'm not sure when I'll get to that part of the mod as it's way down the pipeline.
  12. Uhm, sorry, I'm not quite clear to which size you are referring to - I need the wall to be as thick as the plank. Basically, cut down the space in between the two sides and remove the excess from the top section.
  13. Here's another one to add to the to do list: I'm using the same type of computer model like Mr. House has in the Lucky 38 in the "Science Lab - Upper Level". Unfortunately, there is an invisible box that surrounds it and it is much bigger than necessary, preventing any chance of walking by. I've blocked it off with a tool cart, but its still annoying. Putting that aside, the more important request is for the monitors to display something like technical information, energy readouts, etc. There might have to be two versions, one for before main power is restored and one for after.
  14. :wallbash: <---- that's how I feel about scripting and when I hear talk about nif's, gimps, and uvmaps. It's all Greek to me :)
  15. The bulk of the work is re-textures. I do need some custom models, but surprisingly not that many. An example of some stuff I need is AAAWeapWallDisplayWood. This is a re-textured, static version of the CG04SecretDoor. Unfortunately, it is pretty wide, and that's interfering with the armory's inner ring as I had to use small versions that react weirdly to the light markers. What I need is the same thing, but roughly the width of WoodPlanks01NV. Another example - I need a re-texture of the CG04SecretDoor to look metallic (for context, I will be using in between the hatch's that make up the Main Gate and the gear room). I need two versions using VURMWall01 as a template. First, using the floor, specifically the two metal squares with ovals in the corners, take one of them and stretch it out to fill the rectangular shape. The second is to use one or both of the square sections of the wall in a similar fashion. If I had to pick and choose, I would rather have the wall section re-texture. From what I understand, the nexus doesn't allow importing models and stuff from other games due to the ripper not getting permission from the game developers/publishers (i.e. the Crysis armor into Fallout 3) and that could cause legal liability for the site. I've seen other similar re-textures (i.e. replacing the gear door number with something else) on the nexus before and that seemed to be alright, so don't worry about it.
  16. Bioshock was a really fun and interesting game. It not only was fun to play, but it also made you think and that means its definitely worth playing. The sequel wasn't as good (IMHO) but still better than most games. I was actually going for a similar vibe, and I think it turned out pretty well.
  17. Thanks! I need many, many signs but most of them are of the same type, just with different letters. Within the base, I need signs such VSignAdmin01 for every cell, sometimes for multiple rooms in the same cell. For example: one cell, the airlock, is divided into 6 distinct sections and the exit points, and each need a sign: 1) The Gear Door Chamber. 2) The Emergency Clinic. 3) The Armory. 4) The Security Center. 5) The Airlock. 6) The Vestibule. 7) Main Entrance. 8) Central Nexus. 9) Elevator. 2 versions of this sign - one with two arrows pointing upwards like in VSignMainEntranceAheadR01, and another version pointing downward. Alternately, writing in smaller letters underneath the word Elevator in small letters Upper Level/Lower Level. But this one I'm not sure if it's worth it, except to have it in new form. There are some vault signs available, but most are the rusted version, and I'm not to sure if I like the green color of the still functional ones (i.e. VSignMainEntranceOn01) but they are better than nothing. They should glow, as in you can see them in the dark. In addition to these vault-style signs, I'm going to need some custom version ones: 1) A sign over the mine entrance. It should be rusted, with some letters faded, and maybe something like spray paint over the words saying condemned in a slanted direction, from the bottom left corner to the top right corner. Picture it kind of like the NVHToolsSign. The sign should read something like: Sagebrush Mining Co. Excavation Site No Trespassing Allowed. (in smaller letters) 2) The same type of sign as above, except for no graffiti: Sagebrush Mining Co. Local Office 3) A logo sign. A metallic blue H (for color, see the big blue pipes in VhallSm4Way01) within a blue circle. Next to that, the letters A R E S, but in the metallic orange color of the smaller pipes in the same hall section. A blue oval around these letters, connected to the H circle. No background I guess. 4) Another logo sign, using the center of the gear door as an example. It should be flat, and no thicker than the SignWarningFactory05. If you're still interested in helping, I'll gladly clarify or expand on any questions you may have.
  18. Hi all, I've been working on a mod for over a year now and just released it. The mod is called HARES and can be found here. This is an expansion and re-imagining of the Underwater Home. While I've been able to get as far as I can on my own, I really do need help with scripting and making custom models (for example, vault-style signs). To help people get a feel of the place: The Central Nexus http://newvegas.nexusmods.com/mods/images/46350-5-1350612774.jpg The Vestibule http://newvegas.nexusmods.com/mods/images/46350-4-1350612773.jpg The Hanger http://newvegas.nexusmods.com/mods/images/46350-5-1350611807.jpg The Vehicle Tunnel (to be hopefully used with the motorcycle mod) http://newvegas.nexusmods.com/mods/images/46350-4-1350611645.jpg If anyone has the interest and time to help out, please message me here or PM me. Thanks!
  19. Hey, just wanted to add some more places for securitrons to guard: 1) Helios One - whether this is a power plant or weapon, it's still a major location for whomever controls the Mojave. Just replace the NCR personal with a couple of securitrons and maybe add a patrol or two (fixing the fence would be a good idea, but whatever). 2) Scrapyard - remove half the stuff in there and have one or two securitron(s) standing watch over it, as it is being used for resources. Alternately, add more scrap/vehicle parts as a major stockpile area. 3) Repconn Test Site - I sent the ghouls on their way so there are no more rockets (for now). but the tech for this is still lying around, and don't forget that one of Mr. House's goals was a base on another world. If nothing else, this would be a good place to make weapons.
  20. Well, if Robert is definitely coming back, I guess Camp Golf would be best (although, how did he get there?) and Anthony should be underneath H & H Tools. BTW, it totally wouldn't surprise me if Robert has used his connections to forced H & H out of business as revenge.
  21. No reason why his pod couldn't have failed and he's lived his life as a ghoul after being turned into one. In fact, he would have to be a ghoul or something along those lines since he would not be able to interact with a lair as he would be sealed in the pod.
  22. I suppose it would make sense to keep Anthony a bit more... weak than Robert. I therefore suggest that perhaps Robert decided to take revenge on his brother, which is why Anthony trapped out his office. The securitrons were more than a match and they captured him. He was made to go through the process of being "saved" as a test case for when Robert would do it himself. Once he was hooked up into the system, he was able to retain only mild conscious thought. When Robert was killed/disconnected/etc., he was able to gather his thoughts for the first time in a long time. The problem with this "story", is then Anthony become irrelevant in the grand scheme of things. Perhaps a good place for him to be "found" is under Camp Golf, the former home of Mr. House.
  23. Just had a thought when reading some wiki pages - why not use Anthony House? The half-brother of Mr. House, he stole Robert's inheritance and lived his life in paranoia and guilt until 2077, when he mysteriously fired everyone at his company, trapped and sealed it shut. His body is nowhere to be found. So, how about Anthony is the x-factor - the reason why Mr. House was unable to get the platinum chip and why he is unable to access the securitron vault despite having a computer connection to it. For whatever reason, Anthony was (afraid/jealous) of his brother and his ambitions (because Robert is a sociopath/or because Anthony is the bad guy) and tried to head him off but was unable to. Just as intelligent as his brother, he built himself a facility underneath his headquarters that rivals Robert's. There, he had a duplicate pod and was able to survive to the present day. Now, how will this impact the storyline? I don't know. Perhaps this can be a new antagonist, trying to kill you. Perhaps this can be a Mr. House 2.0 who has a more benevolent-ish outlook. Perhaps he can be a great help when fighting against Yes-Man, should that be the primary enemy. What do you think?
  24. Well, this isn't the thread for this, and I'm still not quite sure what the Mars Project is about, but here's an idea: How about the "Kerry" clones were part of the Enclave new world project - specifically, the use of a porn star(s) of some renown and beauty to be the wives of the Enclave settlers (despite some female scientists and soldiers, I got the impression the Enclave is very male oriented), which seemed like a really good idea to them (pre-programmed Stepford wives) that either due to a technical malfunction or maybe due to drug use by the donor messing up the sample (or any another reason really), the resulting clones were homicidal in nature and slaughtered everyone not like them.
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