Nikova Posted December 4, 2010 Share Posted December 4, 2010 (edited) Hello, modifiers and readers alike, The reason I am here, as the title suggests, is so I can request for a modification that has to do with buildings. It will be a player home that will possibly be like no other, and maybe require a lot of work (I personally have very little experience in actually working with creations, so I have no real idea how hard it will be to make this modification specifically as suggested). Unlike most housing modifications, I'm looking for something that is normally not attempted, and often times not preferred, but I'm hoping it will do well for what I have in mind. “All right, you have my interest; what do expect from me (the modifier)?” There is a home I've been wanting for a while that I just could not find. Most housing modifications have been renovations to existing buildings, which I personally feel isn't that great. I wish this to be a completely new building, in an area that isn't hard to reach. I'd imagine having it on the opposite end of the road, across from Goodsprings between the dirt road leading up to the Goodsprings cemetery, and the road that goes down to Primm. The Home I want to use Doc Mitchell's house as the base, but arranged a little better, and contain more décor. I will not be specific on prop placement, as I want the modifier to have fun with this and not be bummed down with a total outline of everything that has to be right. The room where Doc performs all of his surgery would be turned into a living quarters for the companions, mostly equipped with beds and weapons and armor lockers, and a simple work desk with a chair. The master bedroom (the room next to the bathroom) would contain a master bed, with a wardrobe and armor and weapon lockers. A desk would be in another corner with a chair, and a small little resting spot with a couch and coffee table. The bathroom would remain to be the bathroom. There is not much I want changed in that area, but feel free to modify it anyway if you have an idea with it.. The kitchen will continue to remain the kitchen, and if there is any modifications to be had, feel free to do so. The large living room in the first place is welcome to be refurnished, although I wish it to look similar to Doc Mitchell's style. Overall, I wish it to be a little refreshed, with windows that aren't broken and boarded up, and if at all possible, I'd like the back door to be functional that leads into a backyard. The Backyard The backyard itself would contain a considerably small garden, and that's about it. Fencing would be optional, but it'd give a sense of ownership to the small surrounding that this place may occupy. Next to the door leading out to the backyard could be a basement door that leads to the basement (why there will be a basement will be elaborated shortly). This will be makeshift fallout shelter that wasn't very successful, with the bony remnants of the family spread on bunks and the floor, trash scattered everywhere (with cabinets and chests and stuff full of old food and what-not, as well – these wouldn't reset so they aren't abused). There would be a small shack (if possible, or one of those medium-sized shack buildings found along the road if there's no proper shack that fits the style of the main building) that contains a reloading and workbench, and a counter covered in tools and parts. There will be storage shelves as well, with ammunition crates and toolboxes. (This shack would be locked and requires a key.) The Story (OPTIONAL) This story can be optional, or separated from a quest to a non-quest version in files. The story behind this house and its family will be revealed, just to add some immersion. I plan there to be journals and notes to where the house keys are located (for the quest version), and if the modifier would prefer me to write down what should go into those notes, I will gladly do so. The basement, as mentioned, would contain the family. First of all, the basement door can be lock picked to start the story. The player enters and sees a mess of a family that tried to survive in their own basement, rather than going to a vault. You will find the first page of a journal, and a key to the shack right next to the journal page. This journal explains the first week in the basement. With the shack key, you will find the second journal page, and reading it over, it will tell you that the husband of the family expects the family to die eventually, so he feels this house will go to any survivors looking for a sanctuary in the life after this living hell. He leaves and goes into radiated skies, where he feels himself growing sick very quickly. He brings the second journal page, explaining that he will attempt to make it to the Yangtze Memorial to bury his key; however, he only makes it half-way there, and you can find his collapsed bones with an arm stretched out, his key barely out of reach and right next to some rocks between the home and the Memorial. Your Own Ideas (The Modifier) Do you think something I've already explained needs to be better, or you want to share your own two cents? Please, don't feel like you'll offend me. I'm only giving a base layout of the home I wish to have in New Vegas, and since I don't really have any ability to do this myself, I leave it up to the modifier to do it. P.S. Please, I don't wish there to be any high-end guns, chems, or anything else lying around the house. Low-end food, pistols (9mm or .22), a Varmint or Hunting Rifle, or even a Single Shotgun tucked somewhere is fine. (I'm personally not fond of houses containing lots of high-end items when you're going to encounter the house or be able to teleport to it at the very beginning of the game.) For anyone who does this, this is not meant to be work. It's a fun little project that I thought would make a great home. The modifier is welcome to publish this, but I would like credit all the same for devising this whole thing. :P NEED ELABORATION?Contact me here, or send me a message, and I will explain anything that is confusing you, or if you have a question.. Thanks again! Edited December 4, 2010 by Nikova Link to comment Share on other sites More sharing options...
crossfirex Posted December 4, 2010 Share Posted December 4, 2010 I've always liked the idea of a giant mansion that leads to other places (kind of like the way Resident Evil: Code Veronica did it) And have always wanted a zombified mansion mod like it. Including the puzzles to solve, and clues/keys to find. Plus making it harder to find weapons. Link to comment Share on other sites More sharing options...
Nikova Posted December 5, 2010 Author Share Posted December 5, 2010 (edited) I've always liked the idea of a giant mansion that leads to other places (kind of like the way Resident Evil: Code Veronica did it) And have always wanted a zombified mansion mod like it. Including the puzzles to solve, and clues/keys to find. Plus making it harder to find weapons.I don't believe it will be that complicated. It will be a short three-part chain of notes that will lead you to one key after the other. You start off by lock picking your way into the basement, where you will find a mess of bent tin cans, rust, grime, and other filth. A family of three skeletons will be sprawled out, obviously killed by radiation. You'll find the first note underneath some junk, maybe, and the key next to that (or the note explains where the key will be). Then you go to a shack that's possibly relatively sized and unlock it, where there's another note and no key. This note will tell you of the husband's will to give this house away to anyone who will make use of it if there are survivors, and is going to bury the key at the Yangtze Memorial. Between there and the home, his collapsed skeleton will be somewhere slightly hidden underneath some brush, and against some rocks. The key will be next to the rocks, just underneath the skeleton's hand. After that, the house is yours. (He may also have been carrying a duffel bag, which might just contain some food, aids, and chemicals to add a little incentive.) I can take anything better than that. I don't want this to be a home where you really have to try and gain it, but I don't want it to be (just) a give-away. A mod that includes a non-quest is fine by me. If there is a different building a modifier wishes to use, I'd recommend asking me about it, first. Edited December 5, 2010 by Nikova Link to comment Share on other sites More sharing options...
crossfirex Posted December 5, 2010 Share Posted December 5, 2010 I've always liked the idea of a giant mansion that leads to other places (kind of like the way Resident Evil: Code Veronica did it) And have always wanted a zombified mansion mod like it. Including the puzzles to solve, and clues/keys to find. Plus making it harder to find weapons.I don't believe it will be that complicated. It will be a short three-part chain of notes that will lead you to one key after the other. You start off by lock picking your way into the basement, where you will find a mess of bent tin cans, rust, grime, and other filth. A family of three skeletons will be sprawled out, obviously killed by radiation. You'll find the first note underneath some junk, maybe, and the key next to that (or the note explains where the key will be). Then you go to a shack that's possibly relatively sized and unlock it, where there's another note and no key. This note will tell you of the husband's will to give this house away to anyone who will make use of it if there are survivors, and is going to bury the key at the Yangtze Memorial. Between there and the home, his collapsed skeleton will be somewhere slightly hidden underneath some brush, and against some rocks. The key will be next to the rocks, just underneath the skeleton's hand. After that, the house is yours. (He may also have been carrying a duffel bag, which might just contain some food, aids, and chemicals to add a little incentive.) I can take anything better than that. I don't want this to be a home where you really have to try and gain it, but I don't want it to be (just) a give-away. A mod that includes a non-quest is fine by me. If there is a different building a modifier wishes to use, I'd recommend asking me about it, first. Taking the Calvert mansion from Fo3 could have been a good one. However, since you cannot do that.. The mansion at camp golf, is a good one to start with. (Interior wise anyhow) Link to comment Share on other sites More sharing options...
Nikova Posted December 5, 2010 Author Share Posted December 5, 2010 Taking the Calvert mansion from Fo3 could have been a good one. However, since you cannot do that.. The mansion at camp golf, is a good one to start with. (Interior wise anyhow)I'm not familiar with this place (yet). Are there any screen shots of it? Link to comment Share on other sites More sharing options...
crossfirex Posted December 9, 2010 Share Posted December 9, 2010 Taking the Calvert mansion from Fo3 could have been a good one. However, since you cannot do that.. The mansion at camp golf, is a good one to start with. (Interior wise anyhow)I'm not familiar with this place (yet). Are there any screen shots of it?Calvert mansion was from an Fo3 DLC called Point Lookout. The one at camp golf, pretty much IS the Calvert mansion, without being as big. Except it's in Fallout New Vegas. If you know where to find boone, you can talk to him, and he can give you the location of camp golf. Link to comment Share on other sites More sharing options...
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