Jump to content

fallout junction mod project worklog


FNVmoder2024

Recommended Posts

Decided to create this thread for advice and insight as well to see if there are any people willing to test but that is still a good few months off here is a summary of the story would like a lot of advice for this as think it needs work. I have most of the world space done just need to add detail in some places. majority of the rebels quests done script wise just need to get all the dialog done. I had most of the start before questline split done decided to rewrite

Spoiler

As planned, you arrive in the new world space, enticed by rumors of great treasures from before the bombs. You begin investigating the area by speaking with locals in a refugee camp, who direct you to a figure known as the Marshal.

The Marshal tasks you with investigating a nearby settlement. Upon arrival, you discover the village has been raided, though unknown to the player at this point, the attack was orchestrated by the Marshal due to internal disagreements. Returning to the Marshal, he informs you of a way to access a restricted installation, but first, you must speak with a mechanic. The mechanic requires a specific part, which can only be retrieved by venturing through a city overrun with hostiles.

Upon returning with the part, you meet with the Marshal again, but mid-conversation, you learn that rebels have taken control of a nearby farm. The Marshal orders you to eliminate them.

  • If you refuse, you are knocked out and sent to a prison, where you must escape, triggering the rebel storyline.
  • If you agree and attack the rebels, you gain the Marshal’s trust.
  • You can also choose to betray the Marshal by agreeing to attack but instead siding with the rebels when confronted at the farm.

If you eliminate the rebels and return, the Marshal informs you that access to the installation must be delayed until the remaining rebel threat is eliminated. He then tasks you with convincing a local tribe to ally with him, with multiple possible approaches. After securing their support, you lead a large-scale assault on the rebel headquarters, securing access to the treasure.

I am considering adding an option to stage a coup against the Marshal and take control of the area yourself.

Rebel Path

If you take the rebel path—either by refusing the Marshal’s orders or siding with the rebels at the farm—you hold off the Marshal’s forces before escaping through the sewers and reaching the rebel headquarters. There, you are given four open-ended quests that can be completed in any order:

  1. Investigate a missing rebel spy and eliminate a group of raiders hired by the Marshal.
  2. Infiltrate the prison and lead a mass escape. (This quest is done first if you were imprisoned.)
  3. Either stop the Marshal’s forces from gaining an alliance or broker a deal between the rebels and the tribe.
  4. Destroy one of the Marshal’s key outposts by blowing it up.

Once all four objectives are completed, the rebels discover that the Marshal has gained access to the military installation. His plan is to detonate the nuclear reactor, killing everyone in the valley. You and the rebels launch a final assault to stop him, leading to a climactic showdown where you can either kill the Marshal or convince him to stand down.

links to images so far https://ibb.co/album/2nwr3X?sort=name_asc https://ibb.co/album/jhsbLR planning to move from google tasks to this https://sharing.clickup.com/9015890560/b/h/6-901508701569-2/ec75d7684fad4f0

Edited by FNVmoder2024
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...