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Zion mod request


Rattlerx5150

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As for the spore aspects, honestly not a fan of it because the spores are very unpredictable due to their fungal/virulent nature. So being able to control it seems a bit far-fetched to me. Nor does it seem possible to find a cure for infection. Otherwise, that would have lessen the importance of you igniting the gas that killed the spores in Vault 22.

Though being immune to the fungus itself does seem plausible as there are two known human survivors (the Courier and Silvie) that weren't infected. From what little I know of genetics and DNA, there's a few families in England that are actually immune to the Bunbonic plague and AIDs IIRC due to their DNA.

How about this: Over the past several decades, the Vault 22 tribals have been on a quest to eradicate spore carriers as a result of the horror stories their tribal elders have told of the nature of spore carriers. Through years of natural selection, they are virtualy immune to the spores. Feeling a sort of collective responsibility to eliminate the spore carriers as they were brethren to their ancestors, they have been retracing the routes of their ancestors to find these spore carriers. Zion is their latest stop.

During the White Legs destruction, several White Legs ran into the original Vault 22 spore carriers and became infected themselves. As a result, the spore carriers have increased in number since the Courier last saw them.

Maybe a small raiding/scouting party of the 80s tribe that was mentioned a few times in Honest Hearts could show up. As a result of more caravans making contact with the Vault 22 tribals (presumably via the route that Courier and the Happy Caravans paved through), the 80s got attracted to the potential of loot. Or maybe they were following the remnants of the White Legs to wipe them out. The 80s could be dressed up Merc Outfits with more armor attached and "80" highway signs strapped to their back. They also should be few in numbers but extremely high level since the lore says that "They are rightly feared for their ability to cover large areas of land with very few men."

To account for their small numbers but their need to travel far, they should be armed with rifles (maybe AK47s) and light machine guns (maybe the in-game LMG already). Gives them a better attack range than raiders armed with SMGs while having the same or greater firepower. Maybe one or two could be armed with a sniper rifle.

AS for the Vault 22 Tribals themselves, I'm thinking that their outfits should also include degraded or mismatched vault items. For example, the pants could be from the vault suits but the top is straight-up tribal looking (little to no covering and all that) or vice versa: tribal skirts with vault jackets. Maybe even a poncho or two. And their signature item could be gas masks or any kind of face masks that would inhibit the fungus from getting into their lungs.

In terms of armament, the Vault 22 Tribals are most equipped with flame based and explosive weapons since they've found that those are the most effective weapons against the spore carriers. Not to mention the whole religious aspect of the "purification through flames" they may have. So think hand-held flame throwers, incendiary grenades fire from grenade launchers, shishkebab, fire bombs, etc. Due to the great use of flame weapons and therefore a huge need for fuel, the Vault 22 tribals have extremely friendly to trade caravans since that's the main method of them acquiring the fuel and ammo needed.

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AS for the Vault 22 Tribals themselves, I'm thinking that their outfits should also include degraded or mismatched vault items.

 

Let me touch on your story/plot lines on another post. As to their outfits/armor I'm of a like mind. I see it as mostly vault related equipment with a scattering of other items. Some non faction scrounged items (common wasteland junk armor), some faction items from the NCR (like the deadhorse tribes), legion & raider parts and pieces. Then a fair amount of tribal related junk (necklaces, feathers etc) *if* they have reverted to a more primitive nature. I can use all the jumpsuits, and alter the armored ones to be heavier varieties and lighter. Vault tec underwear/shirts etc.

 

I put this together for two other requests but it's a duster (standard vet and courier duster) on a armored vault suit;

 

 

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/ArmoredVaultSuitDuster_zps017bfefe.jpg

 

 

 

I'm thinking it will mostly be stuff like that. 80 or 90 percent vault equipment with sprinkling of "other"

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  • 2 weeks later...

The possibilities are limited only by imagination and the geck

 

You could run across some parent in the mojave, saying their child was abducted/lured/ran away to Zion please bring my baby back, ect.

or

a caravan wants to trade there

or

new creatures found there

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You could run across some parent in the mojave, saying their child was abducted/lured/ran away to Zion please bring my baby back, ect.

or

a caravan wants to trade there

or

new creatures found there

I know your trying to help, but vague, generic ideas are exactly what I'm trying to avoid. Fresh ideas, or a new twiston on old story lines, along with themes/character that ties into the uniqueness of Zion is what I'm after. For example it's why Dangman4ever and I are working on developing vault tec tribals, that extend the vault 22 survivors. It ties into the uniqueness of Zion and it's lore while also putting a new twist on techo tribals.

 

I have some assets I made for a different mod, dealing with tribals near Zion's location, that I think would fit in well here. Here is a early example of (what they think is) a Wendigo, able to use primitive weapons (spears, bumper swords etc) and cook (fire) their human prey (think close to pre-historic human level intelligence);

 

 

 

http://img818.imageshack.us/img818/7295/wendigo.jpg

[\spoiler]

Edited by devinpatterson
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I had an idea once that involved being contacted to go back to Zion due to a mass disappearance of the local populace. Something along the lines of the natives going missing due to the lack pollutants/radiation in their bodies and a new food product...."Soylent Green". Not sure if I will implement this idea in my mod, but it would make for an interesting quest.

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I had an idea once that involved being contacted to go back to Zion due to a mass disappearance of the local populace. Something along the lines of the natives going missing due to the lack pollutants/radiation in their bodies and a new food product...."Soylent Green". Not sure if I will implement this idea in my mod, but it would make for an interesting quest.

Yeah Soylent Green is a fun twist, but I think it might work better in a more civilized society. There just isn't as much a shock in a primitive area as there would be say in a city like megaton, or the enclave. There it would have real shock value.

 

@Rattlerx5150 well I found the scripts dealing with encounters. I was hoping I could reverse the process and have a fix real quick for your lack of encounters. But like the tidy little coders they are, they marked them all for delete, so they are effectively gone :( You can check the following scripts to see what I mean;

NVDLC02EncCodeHolderScript

NVDLC02EncListScript

NVDLC02EncMasterScript

NVDLC02MQ04ZionWLEncSCRIPT

NVDLC02MQ05ZionWLEncSCRIPT

 

Plus zion has a strange sort of encounters system setup. You can read about it in teh comments on one of those scripts. Codeboxes juggling everything, above my head. So no easy, 5 minute solution.

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  • 11 months later...

I really enjoyed Honest hearts, I liked seeing native americans in a positive way. the Environment is the best looking of the entire franchise. and there is actually rain,, honest ,clean rain.

I would like to see a mod where some people come back. anything. Zion seems so empty after you finish the questlines

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