PsyckoSama Posted October 24, 2009 Share Posted October 24, 2009 Also, I've just noticed this mod: http://thenexusforums.com/index.php?showtopic=159224 It could be useful too. Not a mod yet as I'm lost as to how to pull it off. The technical aspects are still beyond me. Link to comment Share on other sites More sharing options...
AxlDave Posted October 24, 2009 Share Posted October 24, 2009 Isn't it Tenpenny who's put the hit out on you? Or Mr. Burke? If you want someone else, you could have it be Eulogy Jones, or Col Autumn or perhaps create a Raider Commander who's sick of you shooting up his men (and women). You could call him Oswald J Simpson perhaps. There's plenty of space in the wasteland to create a building, might be an idea to make a map marker for it if you can. You should also have it so that you can threaten the Talon Company guy to get the name, dependant on Strength stat, or stop the hitmen by wiping out the entire Talon Company base, and pehaps also their base at Fort Bannister. You could set the deaths of Jabsco and the guy you created to trigger the cessation of hit squads. Maybe include an option where you can pay the Talon Company twice as much as the other guy to wipe HIM out instead. For evil characters, you could include a mini quest to get the name where you have to do the Talon Company a favour, like kill all the Regulators or something. Link to comment Share on other sites More sharing options...
spammster Posted October 24, 2009 Author Share Posted October 24, 2009 placing a mapmarker isn't a problem and putting a place somewhere isn't either, but it should be a somewhat small place, cause I don't wanna build another huge place and have to navmesh/clutter it as well. yeah right now i added the option to pay 5000 caps to the talon merc boss, so they stop attacking you and give you the name (which atm is XYZ) and a location (which is XYZ as well). though finding a place for them isn't a problem, theres room enough to put a couple shacks init. i like the idea of a speech challenge and thats included extremely fast. however, killing them all to stop attacking is a b*tch to script (cause i haven't figured out how to get a deadcount for an entire faction, so I would have to do it like it was done in TenpennyTower, which basically is a list of every NPC and the check if they are dead or not) and somewhat unlikely, wouldn't you assume killing all Talons would result in them showing up more often, for revenge ? cause that would kinda make it personal. I haven't really had time yet to check out that other mod but I'm not really sure if thats a mod that already exists or if its in planning, so if theres a link to Fallout3nexus with a DL link, I'd appreciate that. Link to comment Share on other sites More sharing options...
Branimirzg Posted October 24, 2009 Share Posted October 24, 2009 well you could add hidden token to players inventory each time player kills talon. That way you can count kills , and then disable talons after player gets needed item count. Link to comment Share on other sites More sharing options...
AxlDave Posted October 24, 2009 Share Posted October 24, 2009 I was thinking more along the lines of just the deaths of the two commanders being the trigger, as you have to plough through all the hostile mercs at Bannister to get to Jabsco, and I assume killing the new commander will turn the other mercs hostile so if those two are dead, it's pretty much guaranteed that the bases are gonna be wiped out too. Without both commanders, I imagine the talon company would be pretty disorganised, so you wouldn't get hitmen tracking you down, but would still encounter hostile mercs in set locations eg Capitol building, and naturally they would be a bit miffed that you offed both their bases. Oh and if you go with the Raider Commander as the guy responsible, you could always put him at Evergreen Mills in the bazaar somewhere. Link to comment Share on other sites More sharing options...
spammster Posted October 24, 2009 Author Share Posted October 24, 2009 yeah i like the one about token, should be doable to script it somehow that each time a member of a faction gets killed you get one of em added. the problem with only killing the 2 commanders is, that they both aren't really all that far away from entry points. i added the new in the room to the lower southwest (see the closeup pic for the room, its the one to the far west in it)and jacobs is located like 2 rooms from the door (in banister). but a Raider Commander sounds good, and i like Evergreen Mills, its a good place for a quest (and i don't think it has one) xcept for 1 item :D Link to comment Share on other sites More sharing options...
AxlDave Posted October 25, 2009 Share Posted October 25, 2009 and i like Evergreen Mills, its a good place for a quest (and i don't think it has one) xcept for 1 item :D And a behemoth, :D Plus you wouldn't have to make a large area as it's already done. Just a small addition with him and a few personal guards. Had another thought, perhaps you could work Littlehorn Associates into it somehow, as they seem to deal primarily with hits on good people. Like, Raider guy contacted Littlehorn and they hired Talon Company? Maybe THEY could want the Regulators dead in exchange for a name, makes sense as Regulators probably kill off some of their best clients... but would still probably need to put in a non-evil way, like threatening again or something... Could include a mini-war between Regs and TCs and you gotta choose a side... Winning against Regs could stop them coming after evil characters maybe... jus a few ideas to throw around. Link to comment Share on other sites More sharing options...
agm114p Posted January 3, 2010 Share Posted January 3, 2010 just throwing this out, but what if for an evil character they had different contracts to complete (like the dark brotherhood) and you got your objectives from littlehorn so the perk is required for the quest. Link to comment Share on other sites More sharing options...
MarkoDash Posted January 3, 2010 Share Posted January 3, 2010 i kind of like the person who put the hit on you remaining Burke. maybe have it so he is essential in the megaton bar, so he goes unconscious when you shoot him. then have him remain unconscious for a few minutes and teleport away when he wakes up. when you find it's him that hired TC you would have to find him. make it so that he uses a few random safe houses around the wasteland, and moves between them every few days. to find the safe-houses you could do it in several ways. the easiest would be that the TC tell you of the locations, which puts quest markers on all the houses, but as he moves they don't know which one he'll be in. so you have to check them all. the hard way would have the TC guys not knowing the locations, in which case you have to question various people about Burke (like tennpenny, various town leaders, caravans, three-dog, etc) which depending on your relationship with them would affect how easily they tell you. good npcs would be harder to convince when evil and vice versa, also would let you use stat or perk based dialog to help, like outsmarting, bribing, seducing, intimidating, etc. then you still have to check the safe houses until you find Burke. if you can, try to make Burke more of a challenge than he is in game. I've always seen him as kind of the anti-mysterious stranger, without the handgun obviously. he just has that agent smith-like feel to him. Link to comment Share on other sites More sharing options...
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