ThePwNinator Posted January 8, 2011 Share Posted January 8, 2011 (edited) i thought i might do this as a way to get started:The IdeaSo, I was thinking about this. There are a few factors that have been screwing around with my mind for a bit now, and I just can't keep this to myself. The thing is, a lot of the key factors of this are already in the Mojave.For example:On the eastern edge of the map, we have a Deathclaw promontory of sorts, a hive, a lair, with so many of the little buggers running around. We have our old friends from Novarro, we have Doctor Henry, an Enclave Scientist, we have an old Enclave bunker. We have a great deal of the ingredients we'd need to do something completely crazy!! To hell with intentions, it'd be a wonderfully rebellious thing to do.The ExecutionStep 1: The Discovery.The player learns of the history of the Deathclaws and what happened in Vault City, and through Doctor Henry and a five-fingered deal they further learn of the means as to how these creatures came about. The Deathclaws are a huge problem for the Mojave, what with the clutch at Quarry Junction and all, stopping easy travel between New Vegas and Goodsprings, essentially cutting off a valuable avenue of tourist trade for those poor 'springers!Step 2: The Conception.The player has a choice, being an ethical person, instead of simply wiping out the Deathclaws, they could try and create a new strain of intelligent Deathclaws. This wouldn't be easy, but it would be fun. Wouldn't it be fun? Playing fast and loose with the laws of nature, pretending to be certain named deities and so forth? Who wouldn't want that. You can't lie to me, we all want that. Well, the player could have the option of simply wiping them out... or doing something amazing, something brilliant.The seed is planted.Step 3: The Plan.The player needs to devise a way to deliver the FEV virus to all of the deathclaw in the area; there could be a number of ways to do this, either outright stealth to setup a number of devices in the area to distribute the virus, or going in with a weapon that would render the Deathclaws unconscious but otherwise unharmed before setting up those handy dandy FEV dispensers.Step 4: Not Quite Yet.The FEV dispensers would activate a number of times over a period of a number of in-game weeks, the player might have to refill them occasionally as the process follows along, until the virus is at such a point of saturation that it can alter the genetic build of the Deathclaws, essentially rendering them (and their future generations) notably more intelligent and capable of language.Step 5: Building the Future.You now have a lot of Deathclaws on hand with the impressionable minds of youngsters. You'll need a whole stash of pre-war books, caps, and hired help to make this work. You can influence the Deathclaws in different ways, to like or dislike certain factions. Basically to tie in with the ending. These people will require facilities, so you'll have to supply a great deal of caps to have places built; you'll need installations to teach them about culture, society, science, military, and all of that.Step 6: A New Face in the Mojave.The Deathclaws learn fast, and quickly learn to make use of these facilities themselves, they become self-sufficient and carve out their own little niche of the wasteland, becoming less a threat, and more a peoples. As a faction, you'll have a lot to do to help them out, there will be missions you can run for them to earn their trust. You can teach the wasteland to fear them, or you can use your suave ways to talk the peoples of the wastes into accepting them as a diplomatic power unto themselves, something that the Mojave would need to survive.One of the quests could be to setup a secondary Deathclaw outpost in Quarry Junction, bringing the feral Deathclaws there around to the new way of life that your first experiment now enjoys.Step 7: Your Reward.One of these intelligent buggers becomes fairly attached to you and your ideals, they grow over time and gain different perks based upon how you educate the Deathclaw peoples. This Deathclaw will be a fully voiced companion, with his own quest tied into his faction. And depending on which way you went with educating his peoples, he'll have a choice of a few unique weapons to choose from, sort of akin to how Lily's Vertibird Blade works. And being a Deathclaw, he's going to pack quite the punch, and I'm not talking about alcoholic beverages here, neither.Step 8: The End.The Deathclaws will accompany you to the final battle at Hoover Dam. And they'll have their own spot in the ending based upon the decisions you made when helping their race to grow and learn. Also, your companion will have his own slot there, too. Thus tying up their story, and making them a part of the Mojave. Either as their own peoples, proud and so far detached from the shame of Vault City, as residents of the NCR, or as slaves and warriors in Caesar's Legion.So That's the PitchI'm not really a modder myself. I can do a little coding/fixing, but I don't really have much in the way of talents beyond being an idea man. Ideas are what I do, and I tend to have some fairly interesting ones. And seeing how all the elements of Fallout 2 came together in New Vegas, it was driving me crazy that the game itself didn't do this. It certainly could have... but it's all there, and waiting, for a group of talented community modders to unlock its potential.And besides, Deathclaws kicking [censored] at Hoover Dam, wouldn't that be amazing?i saw this mod request here: http://forums.bethsoft.com/index.php?/topic/1142475-reqidea-talking-deathclaws-the-new-strain/ ,I will just start of with a companion who will trigger this quest.I will then move on to a new lab where FEV may of been studied by the enclave.This will then move onto the eventual release of an airbourne strain of this new FEV.I will be sticking as close to the above guidelines as i can,but will change certain things.i am also looking for volunteers,etc for scripting advice and voicework. Edited January 9, 2011 by ThePwNinator Link to comment Share on other sites More sharing options...
DrakenGuard Posted January 8, 2011 Share Posted January 8, 2011 Well i understand that there is a mod already like this here: http://www.newvegasnexus.com/downloads/file.php?id=38265 - luther the Deathclaw Companion. Interesting story too and lore friendly. Link to comment Share on other sites More sharing options...
simplywayne90 Posted January 8, 2011 Share Posted January 8, 2011 Well I remember carrying that idea over from his posts at besthuda, for my "Post your Mod Ideas" Thread, I thought it was very well thought out and could be very fun and will give you what little support I can while working on my large mod project with my team. Do you plan to just give him a silent dialog and banter of the vanilla quests? (Banter is a very good part of a relatable companion, you know, its when they comment on your quests, like randomly stopping you and asking "So what do you plan to do when you meet this checkered suit man?" or "That Vic-tor thing is everywhere, how do you think he beats us their?" Or are you willing to do voice work and/or editing and give him an actual "Deathclaw-y" voice as well?, if so I'd suggest watching some lizard man scences from scifi movies or old D&D games. lots of emphasis on "S" and all that.There are tons of players and modders willing to do voices for mods here on this threadVolunteer Voice Actors For Mods Also, any new deathclaws, if you can, try a good retexture or something like that, to make them unique (Silvery gray like Goris? maybe like the geckos color?), since the nexus is trashed with far too many super killing deathclaw companions that are just boring or stupid to play with. A.I for deathclaw companions if possible, since they were originally meant to be just enemies that "run up and kill everything in sight" they tend to get in the way of player and gun using companions. If possible, try and make the deathclaws if they fight more well intelligent. Tactics and all that. Also there are some resources and models here that may help in some small way. Modders Resources And Models Link to comment Share on other sites More sharing options...
Talon Company Posted January 9, 2011 Share Posted January 9, 2011 I'm in. Check out what I've already managed to do: http://newvegasnexus.com/downloads/file.php?id=39274 Peace. Talon Company Link to comment Share on other sites More sharing options...
ThePwNinator Posted January 9, 2011 Author Share Posted January 9, 2011 Well i understand that there is a mod already like this here: http://www.newvegasnexus.com/downloads/file.php?id=38265 - luther the Deathclaw Companion. Interesting story too and lore friendly.Thanks,will check that out.I was thinking more Fallout 2 type deathclaws,the ones affected by the FEV. Well I remember carrying that idea over from his posts at besthuda, for my "Post your Mod Ideas" Thread, I thought it was very well thought out and could be very fun and will give you what little support I can while working on my large mod project with my team. Do you plan to just give him a silent dialog and banter of the vanilla quests? (Banter is a very good part of a relatable companion, you know, its when they comment on your quests, like randomly stopping you and asking "So what do you plan to do when you meet this checkered suit man?" or "That Vic-tor thing is everywhere, how do you think he beats us there?" Or are you willing to do voice work and/or editing and give him an actual "Deathclaw-y" voice as well?, if so I'd suggest watching some lizard man scences from scifi movies or old D&D games. lots of emphasis on "S" and all that.There are tons of players and modders willing to do voices for mods here on this threadVolunteer Voice Actors For Mods Also, any new deathclaws, if you can, try a good retexture or something like that, to make them unique (Silvery gray like Goris? maybe like the geckos color?), since the nexus is trashed with far too many super killing deathclaw companions that are just boring or stupid to play with. A.I for deathclaw companions if possible, since they were originally meant to be just enemies that "run up and kill everything in sight" they tend to get in the way of player and gun using companions. If possible, try and make the deathclaws if they fight more well intelligent. Tactics and all that. Also there are some resources and models here that may help in some small way. Modders Resources And ModelsThanks,i was going to give a few of them customs,like battle scars and stuff.And as there is a school of sorts for these deathdudes,you do teach them these things.I'm thinking a points system,where you can invest in different areas for you deathclaws,choosing things like weapons(unlocks more weapons for them to play with as well as increasing their profficiency with said weapons.still brainstorming though.)and yes,he will comment on the current state of things with a voice.oh,and it'll hate junk food.give him junk food and he'll be replaced by an alter ego,like dog and god from dead money.this alter ego will be all HULK SMASH and stuff, whearas the normal version will be like a philospher and stuff. I'm in. Check out what I've already managed to do: http://newvegasnexus.com/downloads/file.php?id=39274 Peace. Talon Companyahaha,lulz.What do you reckon you could do? Thanks for the feedback everyone. Link to comment Share on other sites More sharing options...
Talon Company Posted January 10, 2011 Share Posted January 10, 2011 Well, I've already managed to take a deathclaw, make him tame, put him in a shack and make him sell you drugs with a backstory and dialog. I'll be adding his voice soon. I'm learning new stuff every day. What do you need? Link to comment Share on other sites More sharing options...
Recommended Posts