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peadar1987

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Everything posted by peadar1987

  1. The Legion kills for being "dissolute", for drinking alcohol, for being in the wrong place at the wrong time. I'd consider that "no good reason". For me, the NCR is bureaucratic and corrupt, and has no divine right to whatever land they desire. I think the Mojave can do better. In any case, my courier has no desire to rule over New Vegas as a despot, after Hoover Dam, the plan is always to bring democracy to the Mojave. If the people of the Mojave want to join the NCR, then that's their decision to make on their own, not Shady Sands'.
  2. You're supposing that restoring America is the right thing to do, and I'd contest that. The America of 2077 was an ultra-conservative, oppressive, aggressive nation from an era of resource wars between superpowers. Besides, supposedly one of the core values of the United States is freedom and self-detemination (although the degree to which that actually exists is debatable), not some sort of Manifest Destiny from Shady Sands, where the NCR lays claim to all that used to be the USA. That's not much better than what the Enclave were up to (minus the genocide, of course)
  3. Thanks for an amazing collection of mods, and best of luck with whatever you end up doing in the future!
  4. I actually love this idea, straight into the NCR quest line (although it will probably be more like "wipe out X leader", and you have a number of ways of doing it, with the planting chems route giving the best rewards)
  5. I'm slowly working on a mod called "Eastern Promises" that puts you at the centre of a conflict between the legion towards the shores of Lake Mead, and tribal lands further downstream on the Colorado. The thread for it is here: http://forums.nexusmods.com/index.php?/topic/992867-eastern-promises/
  6. That's kind of the whole point of the Fallout Series. There are plenty of games where you're the white knight, fighting to save the world from the forces of darkness, but Fallout tries to be darker, and more realistic in some respects, and many people prefer that, and certainly find it makes for more interesting factions and characters.
  7. I think the wiki has it wrong. I recently played Lonesome Road paying special attention to what Ulysses was saying. From what I can see: -The Courier used to work in California (several dialogue options reference this) -The courier used to deliver to the divide from the west, before the explosions (this would explain all of Ulysses' talk about the courier "creating" the community. They didn't actually found it, but the deliveries and trade they and their colleagues brought helped make it prosperous. It also explains why the courier doesn't recognise the divide. Not only has it been changed beyond recognition by the explosions, they've also only ever approached it from the west before) -One of the deliveries the courier made was the package that set off the weapons. If there was a delay of a few days before it was activated, the courier would have been a long way off. The explosions would have been underground, so no mushroom clouds, the courier would only have felt an earthquake, and they're hardly uncommon on the west coast. I don't think it's particularly clear, especially with all of Ulysses' talk of "home", but he quite often has strange ideas, and phrases them in even stranger ways. Anyway, that's how it makes the most sense to me!
  8. I tried to play as an evil player once, but unless you go out of your way to be irrationally evil (which breaks immersion for me), you'll lose all the bad karma defending yourself against Fiends the first time you wnter West Vegas. It would be nice if they made it so you can be bad by robbing people for things you need, and simply ignoring people you could help because you're not bothered. With the current mechanic, you need to just run into every settlement and kill everyone for no reason just to stay below neutral.
  9. I always thought it was because fallout landed on Nellis from bombs that detonated nearby, making it radioactive. It doesn't really make sense otherwise. Of course, the radiation the Survivalist mentions could be from "dirty bombs" and other area denial weapons, which don't need to be high-yield to cause massive fallout.
  10. 31 deaths due to the steam explosions and acute radiation poisoning. Incidences of cancer are anyone's guess, although estimates range from 4,000 to 93,000 (the latter from a study carried out by an anti-nuclear group, who I'm not accusing of bias, but...) over the 50 years following the accident. Interestingly, over 6,000 people died mining coal in China in 2004, and that's just the deaths they're admitting to. Gives the people who prefer fossil fuels because nuclear is "too dangerous" something to think about anyway! (Apologies for the derail, carry on as you were! :p )
  11. Oh they explode.......they explode real good. Remember Chernobyl? It's not pretty... Yep, that's from the heat of the fuel boiling off the coolant until the pressure inside the reactor blew the pile cap through the roof of the secondary containment. The sort of thing that could happen to any large boiler. This one's from a steam engine: I worked in a nuclear power plant, and we were far more worried about the turbine hall than the reactors. If a turbine was to go, not only would it fill the entire area with steam hot enough to melt a person's skin right off, but the debris from the failure could have punched straight through the structure of the turbine hall and not landed for several miles! That said, an overloaded reactor is probably more '50s-ish, and fits in a lot better with the Fallout setting than a steam explosion. Might make for a better story, even if I'll be sitting grumbling in a corner!
  12. Nooooo! Please don't make the reactor explode, nuclear reactors don't do that! (Or at least make it a little realistic, so instead of "overloading the reactor", you could create a hydrogen explosion, or just blow the lid off the pressure vessel and fill the Lucky 38 with scalding radioactive steam)
  13. And besides, a game where you play a farmer in an isolated community who breaks his back 10 hours a day trying to scrape a living from the arid soil of a post-nuclear dustbowl probably wouldn't sell many copies.
  14. It's been 200 years since the war. The first vaults seemed to start opening in about 2130 (As per the fallout wiki), so 150 years before New Vegas. The bigger vaults housed 1,000 people. If there were maybe 5 vaults that worked properly in the California area (Vault 21, Vault 15 and Vault 13 are all known to have kept their population alive, and there could have been others), that's about 5,000 people. California today is home to about 40 million people, so let's assume there's enough fertile land and water about to keep just 5,000 people alive through subsistence farming. So let's say that on average, each of the 2,500 women out of that number has three children (or 1.5 children per couple), every 25 years. You get a population increase of: 2130: 5000 2155: 7500 2180: 11250 2205: 16875 2230: 25312 2255: 37968 2280: 56953 So just from the descendants of the people who lived in those five vaults, the population has increased by a factor of ten. Now if you factor in the people who survived in places like Vegas, which was protected by Mr. House, people who were perhaps in other vaults or fallout shelters, people like the Survivalist in Honest Hearts, who was in a remote area, or the Shi, who were at sea, you'd have maybe a few tens of thousands of people knocking around in the years after the bombs fell, you'd have over half a million people in the region by the time of New Vegas. And that's if the women have 3 kids each on average. If bigger families are the norm, and in many pre-industrial societies, they are, maybe the average is as high as 5 kids per woman. Now you have 195,000 people in California, just by the time of Fallout 2, and by the time we reach New Vegas, there is over a million, just descended from the original 5,000 vault dwellers. One thing people are very good at is making more people, whether we have the resources to feed them all or not. And when things like water and food start to get scarce, that's when people start to fight over them.
  15. Talon Company annoyed me so much. They could have been great, a mercenary company in it for the money, somebody offers a private bounty on you, you have to find out who it is by hacking computers, making Talon Company a better offer, or just plain fighting your way to the heart of their bunker, and it all leads you to a person who, for whatever reason, wants you dead, and you have to deal with them somehow. Instead, they were played as just a different kind of mindless generic raider. (I hated the raiders as well, they're not zombies with guns, they're opportunistic scavengers and bandits. They should attack caravans with stuff that looks worthwhile, and every now and again try and raid settlements when they can. They shouldn't pick a fight with a guy in Enclave power armour, accompanied by a Super Mutant with a Gatling Laser, in real life, they'd see them coming, and stay the hell clear! New Vegas got around it by making the Fiends jumped up to their eyeballs on all sorts of chems, and getting desperate. The Vipers and Jackals are rare enough, and usually encountered at a low enough level, so they makes sense, but they've got the same problems if you meet them later on in the game)
  16. Well you just add some travel packages and have a quest script activate them, so they'll head out to the outpost or whatever. The player might see them or s/he might miss it entirely. So I was thinking less a mass exodus and more lots of little groups making their way out. the players more likely to catch a glimpse of them if there's many smaller groups, leaving at staggered times.....a few here, a few there, kind of thing. You could set up a cubic activator outside the areas that are being evacuated, the front gate of McCarran, for example, and when the player enters it, spawn the troops and caravans leaving, that way they'll only activate when it's appropriate. Or even have them knocking around, and use the activator to add a travel package.
  17. To capture the atmosphere of a mass exodus, you could just have a few stragglers, a little brahmin train moving the last of the stuff from Forlorn Hope and McCarran. If you talk to them, they could mention the chaos over the previous week or two.
  18. I could probably help with scripting, quest making, dialogue-writing, or writing the story. Let me know if you want help with any of them.
  19. Ah I see, I only played a bit of Fallout 2, and that was a very long time ago when i was little. My dad used to play those first two games a lot, and I remember making a character once and having a go at it but I can't remember much. I can only remember starting off in some temple sort of thing and you fight some huge rad roach. I definitely agree about the Enclave, it was silly to bring them back into it. However I really like Caesars Legion, I thought that was constructed really well, I thought the likes of the Burned man and Caeser himself where very iconic individuals. I'm hoping to see the Legion in the next Fallout, as for the BOS I like them, I wouldn't mind keeping them around. So I do agree the story against the Enclave was quite s***, considering how they just came back all of a sudden and had so much power. I do find Caesars Legion a much bigger foe, that's if you're fighting against them. What I really loved about the fight between the Legion and the NCR, it's almost as if humanity from a thousand years ago vs's humanity to this very day, now it can be about corrupt polliticans and fighting over petty things. Whereas then it was more about loyalty and swearing oathes, as now it's oppertunity. But yeah the rivalry is a lot better in New Vegas, just what really pissed me off what not having any background, it would've been nice to find out something about yourself, and that's something what I didn't like about the game. The lack of background for you was a deliberate design choice on the part of the game developers, it's so that you can essentially role-play whatever back story you want for your character, with no real constraints. In Fallout 3 (and 1, and 2) you are kind of restricted in what sort of back story you can put to your character, which might channel you down a particular path. It doesn't mean you have to like it, but it is a deliberate choice, not a mistake, oversight, or laziness.
  20. Hi guys, I'm starting to look for voice actors to lend their talents to Mojave Heavyweight. At the moment, I need: Mickey Dunne: A streetwise, 40-something former boxer who has set up a club in Goodsprings, and is the one to give the player their first break. Billy Allen: A 20-something caravaneer from the NCR, setting up fights in the Mojave outpost to relieve the boredom. Oghul: A male Khan in his 50s or 60s, but still aggressive, and still convinced of the superiority of the Khan way of life. Indius Rex: An older legionary, still serving with distinction training younger troops. Passionate about the legion, passionate about boxing. Jessie Blanchard: A female NCR trooper in her 20s, stationed at Camp McCarran. Passionately believes in the NCR and what they are fighting for in the Mojave. Katherine Tracy: A 19-year old NCR worker, who has followed her father to Sloan after he found work there in the quarry. Frank Moreno: A small-time Brahmin farmer in his late 30s. Worn down by a hard life. "Poison" Ivy Sewards: A cunning, successful, and very savvy businesswoman in her late 40s. Very talented promoter, but is mainly in it for the money. Alfredo Trentini: A senior Omerta, in charge of illicit gambling and match-fixing activities. Charming, but dangerous. George Cole: A friendly, larger-than-life Chairman, in charge of sporting activities at the Tops. James Cash: Entertainment manager at the Atomic Wrangler. Could have a high-profile job on the strip, but is a Freeside boy at heart. Drop me a message if you like the sound of playing any of these characters. They only have a few lines each; some talk about the fight, and whether you want to do it or not, and then a bit of chat about their opinions, or some background to the conflict in the Mojave.
  21. Yep that's definitely something. Looks like I have to come up with something that's going to be tricky. I can't zombies being much of a threat to BoS paladins fully suited up. Maybe they're the kind of zombies that throw up on people, and that can infect them if any manages to get through the chinks in the armour? I don't know if you're planning on making a mod out of this story, but an NPC with the toughness and appearance of a BoS Paladin, but the animations, sounds, and speed of a feral ghoul would scare the living crap out of me!
  22. Even thick metal or composite materials are vulnerable to armour-piercing rounds from close range. Other than that, I'd say if you got a lucky ricochet off the inside of one of the joints, say around the neck, or under the shoulders, you might get some shrapnel bouncing around inside the suit, which could cause a bit of damage. Otherwise, energy weapons would cause the suit to heat up, which could melt through sections, or create hot ionised gas, which wouldn't be great for your health. And if you got hit with a ball of plasma and any of it managed to get in through the joints, I think it could give you some pretty nasty burns.
  23. I found Arwen's mod had too many features, and made things a bit too complicated. Getting infections from water, having to stand still when using a super stimpak, etc. PN Rebalance is perfect.
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