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Post Your Ideas For Quest Mods


simplywayne90

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--------------------Desert Chruch/Mission Quests--------------------

 

 

By VaultPi

 

"Cantacle for Liebowitz" inspired quests centered around a desert mission.

 

It would add an adobe type Mission/Chruch like the Alamo,

 

With a Padre needing help with various things to keep the faith alive.

Heres some problems you could help fix for him

- Help defend the mission from bandits and raiders.

- Help Collect Special plants and Herbs For medicines, as well as paper and ink for new bibles and manuscripts.

- Find and bring him various books to preserve lost knowlege, perhaps scrolls and various religious texts like the Bible, Torah, and Islamic texts

- Located some lost plant seed stock, intact (pre-war) animal zygotes (probably in a vaulted door), and other stuff (like another Vault like the jungle vault)

- Defending the mssion against Caesar's Legion of Pagans (Like The Alamo with hopefully a different outcome)

- Secret missions for the New Church to help convert wasters and townsfolk.

- Ghoul and supermutant "Monks"

- Provide Assistance in Rebuilding or adding on to the Mission, like providing caps, finding watersources, trading negotiations.

 

 

 

--------------------The Guns of Navarro By TheFireWarriors--------------------

 

 

I'd like a military themed quest, similar to Fallout 3's Operation Anchorage.

It should either be a simulation, like OA, or maybe even a flashback gleaned from talking to an Old Veteran who fought in some nasty wars.

 

In short, it is to "teleport" the courier into the shoes of either a grunt or a specwar operator for the NCR and showcase some incredible firefights and scripting and such.

There were many stories of NCR military campaigns throughout the game, the First Battle for Hoover Dam for example,

Or even the conquest of Navarro.

 

The Guns of Navarro

 

Player finds an old shack hidden behind a mountain. Upon stepping in, a hidden (scripted) frag mine (plot device) detonates, knocking the courier out. Before he passes out, he sees an old man emerging from the hut. (Like The Enclave in Vault 87 From Fallout 3)

 

[Fade to black.]

 

When he comes to, he is greeted by the old man.

The man appears to have patched him up as best he could, explaining that the mines were for critters. (Like The Fallout NV Beginning)

 

The player asks (to the effect) why the old man lives way out here surrounded by a mine field. The man then explains he used to be a soldier for the NCR and he is now retired.

 

Sooner or later, he will mention that it might be too dangerous for the Courier to head out immediately, and invites him to hear some stories about his time in the service. The player may refuse and and head on out, but the old man can still be talked to in order to activate the quest. As he accepts, the man then says a little background about Navarro and why the NCR moved in.

 

[Cue in "teleport/flashback"]

 

The first objective would probably be to infilitrate Navarro's first line of defense and disable the howitzers (similar to the one's at Nellis) along with an elite Ranger squad.

This takes place as the NCR is mounting their massive assault, so the howitzers would be constantly firing shells off map.

 

After that's taken care of, the NCR will then arrive at the compound and a massive firefight between them and the Enclave ensues. Anyway, the rest of the quest will involve taking the base while fighting against an army of Enclave soldiers in Enclave Combat Armor and Remnant Power Armor.

 

House-to-house fighting will above ground, and then storming the underground complex. Friends will die, Buildings assplode, but in the end, the NCR will have the day!

 

[End of flashback]

 

The Courier recovers, thanks (or doesn't thank) the old man, and sets off once more into the sunset.

 

Also, there could be some easter eggs regarding Arcade Gannon and the Remnants escaping; maybe scattered notes from several characters or even possibly a scene showing hundreds of Vertibirds escaping into the air as the NCR plant their flag on the rubble of Navarro. (like The holotapes in OA)

 

Just something I cooked up. xD

 

 

--------------------Reply To Guns Of Navarro Idea--------------------

 

 

Thats well thought out,

In a thread a long time ago me and some others were discussing how mods could do flashbacks like that.

 

Possible Method

 

-- By picking up items that were activators with scripts to force the player to wear face covering armor and helmets (so you can say its someone else)

-- Force their inventory to match the flashback character.

-- A Script to identify the Players gender and switch it (if needed) to the character having the flashback and one at the end to switch them back.

 

We were discussing ODST, (Where you find certain objects and are flashbacked, and then play through events that lead to the object being there.) And thats how similar ideas to yours popped up. Great quest mod idea. I really hope yours gets made.

Edited by simplywayne90
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--------------------A Tormented Vault By DarkWolf--------------------

 

 

I was thinking that a particularly entertaining idea for a Vault Experiment quest mod would be one where,

 

Every five years (starting from the fifth year after the vault was closed), the full details of one of the experiments are disclosed to the residents.

 

This would include the nature of the experiment, how they'd plan on executing it, and so on. Every so often there would be periodical updates to these as well, to let the populace know how each vault experiment was going.

 

So after a period of 50 years, they'd have an idea of how ten vaults worked, but they'd be trapped in their own vault, unable to help. Would they go completely mad? Would they form some kind of heroism complex?

 

It would be fun to get a psychology student on board for this as well, to write detailed analysis of certain vault residents and their degradation over a period of time.

It would require quite a bit of story-telling as well.

 

The end result would be basically a nice way to bring previous Fallout games and Van Buren into New Vegas. Just a thought, anyway. I figured I'd toss that out there.

Edited by simplywayne90
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--------------------Small Wax Museum Exploration Quest Mod--------------------

 

 

A smaller quest mod with lots of custom content was the idea of making a wax museum full of costumes and outfits and possibly even weapons that were old before the war.

 

Such as Steampunk clothes, pirate outfits, flintlock pistols, barbarian clothing, etc.

 

It'd actually be more of a way to introduce several mods at once into the game besides the old fashioned

"Drop it in a dumpster" technique that breaks immersion.

Edited by simplywayne90
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I really like the Enclave & BoS propaganda posters

 

 

Brotherhood of Steel Air Ship Mod

 

Story

 

As you make your way through the Mojave wasteland you stumble across a faint radio signal saying "This is Senior Paladin Rychek of the Brotherhood of Steel, we are here for a reason but are Air Ship is damaged and it needs repairs. If you are willing to help please meet at the coordinates (insert) . Please respond".

 

On your Pip boy map under the BoS safe house but North of Vault 34 will be your Brotherhood Escorts with a pilot-able Vetribird. If you dare to Enter once inside you will be greeted by a torn Senior Paladin Rychek telling you that there damages is the least of their problems. Rychek will inform you of all the their problems if you choose to engage. Their will be Side Quests, and multiple unmarked quests concerning the ammo and medial supply shortages.

 

He tells you to meet Elder/General Simon Barnaky about the main quest. If you want to explore the ship until you talk to the elder you will not be able to buy or sell anything from the quartermaster and doctor.

 

Side Quests

 

Force to be Wreckand With

 

- As you explore the ship you might come across an all knowing Paladin Emerald Solo in need of new experienced warriors for her damaged Talon Squad (not to be confused with Talon Company), To Complete the side quest you have to go to vault 3 and request four fiends from the combat trainer Raven (because they are familiar with energy weapons and in Tactics the Brotherhood recruited tribes men). In order to get the four fiends from vault 3 you have too do another quest for Raven requiring you to get energy weapons in order to trade for the warriors then you have to go to the van graffs open up a crate located out side to the left of the enterence filled with Laser and Plasma rifles. Bring those too Raven, trade, and tell the warriors to go to the vertibird to go to the Air Ship and meet Emerald. Once you talk to her she says Paladin Rychek has your reward. Talk to Rychek and he complements you on your work and gives your Midwestern BoS Advanced Power Armor and it completes.

 

Quartermaster Unmarked Quest

 

- The quartermaster has a problem. He needs to find more ammo and weapons for the Brotherhood. This is one of those things were like Protector Casdin the unmarked quest never ends. This other quest to get the unique Gauss Minigun. Talk to the Quartermaster and he tells you to get 10 Fission Batteries, 10 conductors, and one minigun accelerator. This is for repairing the minigun. Once you get all of the parts you have too go to him and give them to him and and it will take a day to fix and he gives you the Minigun and 500 Micro fusion charge packs (MCP custom ammo) and each time you give him ammo for the other quest there will be an option to get MCP (or whatever there called).

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Cantacle for Liebowitz inspired quests centered around a desert mission. Add an adobe Mission, a padre, needing:

 

help with bandits/raiders

special herbs/plants for medicine, as well as for ink for manuscripts

books to preserve lost knowlege, some lost plant seed stock, intact (pre-war) animal zygotes (probably in a vaulted door), and other stuff.

defending the mssion against Caesar's legion (alamo with hopefully a different outcome)

secret missions for the New Church

Ghoul and supermutant "Monks"

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As a Texan I like the Alamo with a different ending idea, and I believe there are clothing mods of religous persons. Perhaps you should look into that, and a vault containing seed and animal stock is indeed realistic (as in real life there are several large vaults just in case of fallout or bioweapons).

 

Would it be a completely crazy cult (Children of the cathedral/hubogists?)

Edited by simplywayne90
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It could be stealing from Cantacle I was just thinking Catholic/Children of The Apocalypse with hints of something not quite right going on in the back ground. Also figured an adobe mission/fortress would be a perfect complement for the south western enviournment.
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I'd like a military themed quest, similar to FO3's Operation Anchorage. It should either be a simulation, like OA, or maybe even a flashback gleaned from talking to an Old Veteran who fought in some nasty wars.

 

In short, it is to "teleport" the courier into the shoes of either a grunt or a specwar operator for the NCR and showcase some incredible firefights and scripting and such. There were many stories of NCR military campaigns throughout the game, the First Battle for Hoover Dam for example, or even the conquest of Navarro.

 

The Guns of Navarro

 

Player finds an old shack hidden behind a mountain. Upon stepping in, a hidden (scripted) frag mine (plot device) detonates, knocking the courier out. Before he passes out, he sees an old man emerging from the hut. Fade to black.

When he comes to, he is greeted by the old man. The man appears to have patched him up as best he could, explaining that the mines were for critters. The player asks (to the effect) why the old man lives way out here surrounded by a mine field. The man then explains he used to be a soldier for the NCR and he is now retired. Sooner or later, he will mention that it might be too dangerous for the Courier to head out immediately, and invites him to hear some stories about his time in the service. The player may refuse and and head on out, but the old man can still be talked to in order to activate the quest. As he accepts, the man then says a little background about Navarro and why the NCR moved in. Cue in "teleport"

 

The first objective would probably be to infilitrate Navarro's first line of defense and disable the howitzers (similar to the one's at Nellis) along with an elite Ranger squad. This takes place as the NCR is mounting their massive assault, so the howitzers would be constantly firing shells off map. After that's taken care of, the NCR will then arrive at the compound and a massive firefight between them and the Enclave ensues. Anyway, the rest of the quest will involve taking the base while fighting against an army of Enclave soldiers in combat Armor and AdvPower Armor. House-to-house fighting will above ground, and then storming the underground complex. Friends will die, Buildings assplode, but in the end, the NCR will have the day.

 

End of flashback. The Courier recovers, thanks (or doesn't) the old man, and sets off once more into the sunset.

 

Also, there could be some easter eggs regarding Arcade Gannon and the Remnants escaping; maybe scattered notes from several characters or even possibly a scene showing hundreds of Vertibirds escaping into the air as the NCR plant their flag on the rubble of Navarro.

 

Just something I cooked up. xD

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--------------------As The World Has Ended By Minngarm--------------------

 

 

Great to see all the different ideas guys,

However I would suggest doing a bit of the fluffing out on them to make it easier for any prospective script/modder who has the skills just not the imagination to do it.

 

For example, I've been working out a virtual/flashback story myself;

 

You start out in the entrance to a prestine condition vault,

Crowds of pre-war dressed people moving in a somewhat orderly line into it.

 

[When a series of explosions begin coming from outside, the ground is shaking, debris is flying and all that. ]

 

People to start to panic and try to push in, if you dont push your way into the vault as the doors start to close, a massive explosion kills you (forcing you to be on your guard from the begining.) If you manage to get into the vault before it closes the blast of the explosion seeps through just as the door seals shut, searing you, and pushing you to the ground. Several other bodies lay about burning, some people running near the door on fire just before you black out. (SW here, I'd suggest that the Vault 87 knockout animation again.)

 

You then come to on a operating table, with a selection of Doctors and nurses working on you and several other patients on surrounding tables, the doctor over you talks about closing up the last stitch on you (hands near your chest cavity.) and that you should be out of the woods now, he/she then directs a near by pristine Mr Handy to finish up.

 

The robot comes close, holding a display in place of its flamer attachment, which of course zooms in to allow you to select your gender and features (possible limitations added for custom scaring, but thats a bit beyond me at this point so not worried enough to go about adding it. Just a thought basicly.). After your selections added a few bits of humor from the Mr handy as he revs up his saw and brings it down on your face, resulting in another black out (yeah I know i over used it already.)

 

This time a few months later Doc is ready to see if you can walk again, thus introducing you to the movement commands, which after a time, results in heart palpatations sending you into critical condition on the spot, Doc and his/her staff work hard to save you, but just dont have the materials left to fix you properly, so they cart you over to a capsule seat, placing you in it, and hooking you up to several hoses and plugs, The capsule closes and begins to frost up along the glass edges until the window is so coated you can no longer see out.

 

At this point I figure to let about 10 seconds elapse without being able to move or even look around, then the glass begins to clear as the ice thaws. the operation room you were in a moment ago is dark, with sporadic light flashing from a overhead light that has fallen to hang by its cording. The room is cluttered with debris, overturned tables, broken monitors and medical equipment, no signs of anyone, a Mr Handy lays in one corner torn to pieces and half buried in the rubble.

 

When you prompt to exit the capsule a overhead monitor comes down to display emergency information such as having lost contact with the primary server, offering a occupant override to release the capsule, and when selected moving to the trait/skill menus to allow selection as the monitor prompts to confirm occupant information. At this point you have nothing but a tattered vault jumpsuit and poorly lit rooms and hallways in the vault medical laboratory. A few half buried skeletons in ribboned jumpsuits and laboratory coats throughout the area (not many just enough to add some flavor.) coupled with the scavanged clean lockers, boxs, and desks as you try to figure out what happened, where everyone is, and how the hell to get out.

 

Ive got a overall concept of having a need for med-x or psycho or even a custom made drug just to offset the heart complications the PC would have needed every game day or so. The overall idea is to provide the complete fallout atmosphere experience with out being overly combat oriented.

 

Of course as the campaign/quest progress' you will get into more and more combat heavy areas. I want to keep it in such a way that the majority of your combat is "optional" basicly as you have very little resources, no shops to resupply or more accurately over supply. Hopefully making a true scavanger type gameplay. The first part will of course take place in a vault, however I do plan on letting it expand beyond just that.

 

 

Anyways thats a example of what I'm reffering to when I say to fluff out your ideas a bit. That way you can really help increase the chances of seeing your own ideas come to life!

 

-M.D. Wolfe

Edited by simplywayne90
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Also to people who've read this before, I went back and added a ton of modders resources to previous posts. So those my be of interest to readers checking for updates.

 

Also I've made a new thread over at mod talk called How Special Encounters Could Be Made which is not a quest exactly but provides possible methods to recreating the Classic Fallout encounters, (Cafe Of Broken Dreams, Bridge Of Death, Tardis, Godzilla Footprint, etc.)

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