simplywayne90 Posted February 6, 2011 Share Posted February 6, 2011 (edited) http://i54.tinypic.com/2n65jlv.png --------------------Suggested Guidelines For This Thread-------------------- I've been upset with the calibur of the quests in New Vegas, so I'd like to see what everyone else had in mind, post your own ideas for quest mods large or small, doesn't matter. But please post with precsion, by which I mean organized and to the point. So try to split up different ideas like putting a space in between Like this: Blah and Vault Blah (Idea 1) Blah And Blah Enclave. etc. (Idea 2) So that way people who may be interested in your idea don't have to look so hard, after all the more convieniant your post is the higher chance of it being made or recognized and easier to discuss. --------------------Join A Rogue Brotherhood, Rise In The Ranks-------------------- I'll start with my own. My idea was a counter idea to the large Enlcave joining mod being discussed on another forum. I thought why not Join the Brotherhood of Steel, only not the one found in game, perhaps a Rogue brotherhood, or the one from Fallout Tactics. As a recruit you do various quests involving tech, muties, enclave, and vaults, and work your way up through the ranks, eventually you can become a scribe, knight, etc. And depending on your choice you can get more quests, maybe different rewards, different companions, etc. So that people would replay it. And as with all quest mods, I believe you should have options on how to finish every quest likeEvil option (Murder everything in sight)Good option (Hug everyone nearby)Neutral Option (Just do as your ordered)Lazy option (Doing the bare minimum, like you SHOULD protect someone, but you don't have to)Insane option (Set off the nuke that your not supposed to...and then laugh at the pretty explosion) Obviously I've exagerated those options but I hope the point was clear. Eventually in the mod you maybe can become head scribe or elder and thats about the end of my idea, It's only a thought at the moment. Edit Heres a link to the thread for this:Join The Brotherhood, Rise to ElderBonds Animated Flag - Modders ResourceMount Vernon - Modders ResourceOil Rig -- Modders ResourceChuck's Military Vehicles - Modders ResourceSTvehiclesResource - Modders ResourceCity Of Los - Modders ResourcePackless Gatling Laser - Modders ResourcePackless Minigun - Modders ResourceNew Gas Mask - Modders ResourceTyrandid - Modders Resource (Could be New genetic experiment from Enclave Researchers..)DPR - Dynamic Poster Replacer (Replace In-game posters) -- Modders Resource http://fc03.deviantart.net/fs44/f/2009/115/d/5/BoS_Propaganda_Poster_1_by_RadiationZombie.jpg --------------------Gangster/Mob Quests And Promotion Systems-------------------- Yeah i've said it before but;Gangster quests like in Fallout 2 with New RenoSimilar to your brotherhood one, where you progress slowly, until eventually you take out the boss and run the place (get cash every week or so or something) But really this could be the skeleton to a dozen different types, Courier, Caravaneer, Enclave, Tribals (In fact any faction really.) Sad to see that they didn't add more stuff like this, or even just the option to not be the courier, but a gangster, or a brotherhood of steel member who was "locked out" or something. I was also thinking, that new vegas needs more "base" areas, with patrolling guards, and tactful ways of getting in and out, Whether you're going in to blow the whole place up, or just steal something of importance. I remember thinking about all the times in Fallout Tactics, where I would sneak in, plant bombs on alcohol distilleries, or fuel tanks, then sneak out and watch the fireworks, before sneaking in the other side and assassinating the rest of the chumps. Is it just me or are there not enough bases around the place. Just think, if more faction "bases" were added, there is more opportunity to add faction based quests Like, "Brotherhood Initiate!, you must take back the stolen tech from the raider encampment by any means necessary!"... or on the other end of the scale "You're new to the gang, so you gotta deal with the squatters that are holed up in the building over there, its gonna be our new hangout!" I mean there is a lot you can do with fetch and retrieve.. It's highly underrated IMO --------------------Reply And Resource To Adman85-------------------- Good ideas Adman85,Along those lines I'd link this thread to that daily jobs thread, you posted there recently I see. But yeah its a shame that you really cannot join any of the factions in the wasteland, you can help them or destroy them, but no one ever says, Congrats your a true (not honorary or anything) member of the faction! Welcome brother/citizen/recruit/slave etc. Your always seen as an outsider who just happens to be the biggest help ever in advancing their goals =P Edit: Oh also heres a link to a thread where you can dicuss what you like most in a good quest mod. Whats your Favorite Part Of A Quest Mod? LoL the whole Pariah/Messiah thing. Yep it's weird, they're willing to put their lives in your hands but they won't call you a friend really.Yeah that post is awesome.. I'm able to place people and mess with items and stuff,But i've never got a full grasp of how dialogue works in this (i remember in the NWN editors, it was so simple.. "add node, node has x conditions and does x actions etc") and I haven't really tried "building" anything (like encampments) in the editor. --------------------Firefly/Serenity Qust Mod And Ideas-------------------- As a part of the Firefly/Serenity Mod idea thread I've thought up some explanations for a quest or questline The crew of Serenity crashes (not surprising if you've seen the show/movie) on what they call "Earth That Was" somehow, which is of course convenitly the Mojave. You (The Courier) are the local they shanghai into helping them, each crew member may have a quest or two for you involving their particular niche. And each may give the player unique rewards. (Based of whatever people want most from certain members, like Malcoms gun and coat, Zoe's Rifle, etc.) Perks could be involved as well. Such as Kaylee may be interested in you collecting parts and scrap for the ship. maybe a unique item or two for her. Simon may be interested in medical tech on the planetRiver, well thats a bit of a wild card.Jayne, well a unique gun or power armor for him (one thats common enough to not want, but not so common its too easy to find)And the others you can guess for yourselves. The idea also popped up about perhaps having a small skirmish with reavers (easily made by retexturing raiders, and making them use feral ghouls animations, or melee weapons, perferably custom ones, and custom attacking sounds.) The ship is also an idea that people would like to see, perhaps as a player home, (not in name but set no ownership of the inside) or simply as a static object for "shiny" ness. Heres a link to the thread if you'd like to offer up any more suggestions or want to attempt at making a similar mod.Firefly/Serenity Anyone? http://www.youtube.com/watch?v=IbAaMbxdKG8 --------------------Unseal and Influence A Vault And It's Dwellers-------------------- Another Idea I had was, You come across a vault (unoriginal so far I know) however, heres the original part, you come across a still sealed vault. And I leave it up to the maker on what sick social experiement that they are a part of although I have some examples to propose A vault locked in with only religious texts and persons. (may have fantantical dwellers) A control vault of normal people Vault full of scientists, (perhaps start a new brotherhood/enclave faction depending on player's choices?) Vault with a unusual goverment system, (Theological, Authoritarian, Aristocracy?, etc.) And of course theres a million more possiblitys you can think of, lack of neccesary equipment (water chips? =P) or too much of unnecessary equipment (guns = boomers) Anyways as the first outsider in well ever, you become the vaults guiding light into the new world, and depending on the players choices the vault and its dwellers change. If the player acts as a good person on the various quests for the vault, the vault maybe gets more tech, looks nicer, etc.And the dwellers dress certain ways to mirror the courier. The dwellers can become a guiding light for the mojave as a new faction of good folks. If the player is evil (and doesn't just kill everything in the vault. "Enclave style") then the vault becomes in disrepair and damaged, dirt and filthand the dwellers become more evil and sadistic like fiends or raiders. Eventually becoming homicidal and evil. (Possibly betraying the courier, in which case the courier kills everything in sight =P) It's a big idea so I'd suggest compartmentalizing the work if people were to attempt it, such as a good vault designer modder makes the vault, npc maker, dialog writers, etc. and of course volunteers for anything and everything. Heres a resource potential makers could use: To make the vault:Meos Vault-Tec - Modders ResourceClassic Style Vault 13 - Modders ResourceVault 13 And 15 -- Modders ResourceMake Your Own Vault Doors - Modders ResourceBlank Vault Suit Normals - Modders ResourceVault Suit Numbers - Modders ResourceVault 88 -- Modders ResourceVault 77 Puppet -- Modders ResourceAnimated Light Switch - Modders ResourceVault Atrium - Modders ResourceGrand Piano Model Resource -- Modders Resource (Another Musician Vault Maybe?)Holy Bible -- Modders Resource (If they were locked in with lots of bibles)National Cathedral -- Modders Resource (If you choose good choices they build into a big chruch)Pip Boy Icons - Modders ResourceDPR - Dynamic Poster Replacer (Replace In-game posters) -- Modders Resource (These could be used to change the vault if you make evil choices)Bone Furniture Pieces -- Modders Resource Ruined Vault Tileset - Modders ResourceRuined Vault Electronics - Modders ResourceVoodoo Doll - Modders ResourceGold Coins and Bars -- Modders Resource http://fc01.deviantart.net/fs70/f/2010/193/9/a/Enjoy_Vault_Life_by_MarkuzR.jpg --------------------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. --------------------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. --------------------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. --------------------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 --------------------Yeah, Me and My Big Iron Quest Idea-------------------- Heres a small quest idea I based on the song "Big Iron" from in-game I thought that since most of the other songs in-game had tie-ins, Why not have an NCR related quest to kill a Texas Bandit terrorizing one of the small settlements. The way we'd say ranger, and of course Texas Red, who would be immue to energy weapons, so you have to use a regular gun or weapon. (So its iron related) I'll leave it at that, It's just a simply mod that'd tie big iron into the game. Maybe we'd call it, "Yeah, Me and My Big Iron" Not actually quest ideas but I've been looking around Nevada historys and areas near enough to the area in game to be reasonable to mention, I thought a couple of these could be great places or ideas to base new ideas from in the wasteland, exxagerate them, etc. ------------------Lovelock------------------ Lovelock where you can “Lock Your Love.” Ancient Chinese culture believed that if a lock was secured to a chain, love would endure forever. Lovelock has adopted this ancient custom and is the only place in the nation where you can lock your love. Locks can be obtained from participating businesses and then fastened to the chains at Lover’s Lock Plaza. Nevada is the largest gold-producing state in the nation. It is second in the world behind South AfricaEnclave Gold Coins and Bars -- Modders Resource Camels were used as pack animals in Nevada as late as 1870Singer Bing Crosby owned a large ranch at North Fork, about 40 miles north of Elko, and was named honorary Mayor of Elko.Nevada has played host to several nuclear bomb tests, yet we see no craters of any significant size anywhere in-game. Also in Las Vegas is the Neveda Atomic Testing Museum, that may be fun to explore in-game. ------------------Goldfield Ghost Town------------------ Once this was Nevada's largest city after gold was discovered in 1902 and boosted over 20,000 residents at its peak. ------------------Rhyolite Ghost Town------------------ One of Nevada's most prominent ghost towns, once a bustling metropolis. In 1904 gold was discovered in the area and the town was born. Rhyolite was named after one of the main minerals found locally. At it's peak, this town housed almost 10,000 people. It boasted over 50 saloons, 18 grocery stores, 8 physicians and a half dozen barbers. There were over 15 hotels in town to accommodate visitors. But due to a loss of financial backing it became a ghost town by 1911. Rhyolite was a city built to last; which is evident in the ruins you can see today. Austin, Nevada Has quite a history but was a bit far for me to really mention, but of course you don't HAVE to be really geographically correct. I'll post more later if I think of more areas near the in game wasteland -----------------------------Effect The History Of The Vaults----------------------------- I came up with this idea a while back, now the basic idea is that somehow the player is able to either go back in time and accidentally (or purposely) cause the various disasters in the vaults... This idea was visited by the Fallout creators back in Fallout 2 where the player causes the events leading to the start of Fallout 1 as a joke. See Guardian Of Forever. -----------------------------The Basic Design Idea----------------------------- So the idea is that somehow, You get to see the different vaults from the games, as they were being destroyed or significant events or you can even cause them and become the reason for their ruin. Ways that we could introduce this could be... - Since each vault that failed was a social experiment, we can assume that they may have been monitored by a central Vault-Tec system. Therefore the player can simply be in a VR or similar enviroment, and simply view the events, or could take the role of an important dweller of the vault. - Player stumbles onto a secret and abandoned Vault-Tec hub of technology, one that is devoted to "Semi-peremenant bridges of time." Where you can only go back to the vaults. Which is actually a stable of real life time travel. As in you can only go back to a time where there is a time travel compatible "door" or device to accept you. This method would make it where the player can effect the vault and bring upon its ruin. Suddenly there could be a lot of possibilites for interesting mods, people could make muliple endings, new areas, factions, etc if the vault survives because of you. Explore the various vaults as an observer, where the npcs cannot see you or interact with you, and watch the dwellers as they doom themselves.Explore the empty vaults and cause the downfall.Possibly if modders want, you could have it where you can save some dwellers from the vaults fate, or damn them anew. Vault 11 perhaps? - Perhaps explore and be a witness to the work in Vault 22, until you accidentally bump a strange breaker onto a normal spore plant.- View the politics and stories of Vault 11.- Travel through Vault 87 before most of the FEV, perhaps you can find Fawkes and be the reason he keeps his sanity after mutating- Be the villian in Vault 77 and kill the puppet, Sending the single dweller futher into violent madness, - Watch James' first arrival and admission into Vault 101,- Watch in horror as the Fiends first claim Vault 3. I've set up this idea in a way where there are so many ways people could expand on it. http://img195.imageshack.us/img195/8917/vaulttecquickmake.png Edited March 4, 2011 by simplywayne90 Link to comment Share on other sites More sharing options...
simplywayne90 Posted February 7, 2011 Author Share Posted February 7, 2011 (edited) http://img195.imageshack.us/img195/8917/vaulttecquickmake.png While discussing all the Vault scenarios people thought up....I decided to repost them here since they could make the basis of future quest mods possibly! --------------------Fallout Players New Vault Experiments-------------------- I went back and added on to peoples ideas and thought I'd let you see them ----- The water purifier leads directly to the vault walkways submerging the vault waist deep in water at all times, perhaps pre-war scientists assume the occurance of shallow seas with the new climate of the planet? ----- Every 12-15 hours various non-essential vault systems are turned off for hours, such systems could include plumbing, food dispensers, lights, etc. forcing dwellers to become highly adaptive to a rapid change enviroment setting ----- The food extruders are all at the end of a fitness course, thus dwellers are forced to become physically optimized over time. ----- A Vault where half of the population is secretly given the ability to spy on the other half at all times through secret cameras and montiors installed in thier pip-boys, this could be as a study of social interactions and honesty as well as temptation of those doing the spying. This is a fun question. How about a vault full of androids with emotion chip A.I.? Of course they have all gone insane and the place is trashed. Could be some fun quests with the survivors or audio logs. Or speaking of insane. The courier enters a mental health vault where drugs were being tested. Everything looks normal until it is revealed that the Doctors are actually the patients and they took charge. The doctors are being experimented on and tortured. Now the courier has some interesting choices to make. Does it serve the doctors right? Should they be rescued? I really like the second idea, The Vault's expermint was to see if those with mental disorders could survive if forced with no alternative then to care for themselves, as well as see if those too unstable for pre-war society could adapt better to a post-war enviroment. A Vault-Tec experiment where the only people allowed to enter were those found to be mentally ill. Ranging from those with simple diseases like delusions and advanced phobias like OCD, to those of more violent mental states like paranoid schizo's and split personalities of violent natures.The people would enter before the bombs dropped, and the Vault would've acted as a sanitarium until the bombs were dropped and the door automatically sealed. Trapping the limited sane staff with the horde of the mentally diseased.Eventually those with sanity are weeded out, either by the violence of patients, or simple aging. Then the sanist of the insane are conditioned by the vault's computer system to then take over as the new doctors, the cycle repeats for 2 generations.But as we all know, "The Vaults were never really intended to save anyone" --------------------Khats Amazing Vault Experiments-------------------- I like the idea of social experiments, and find them potentially valid when dealing with concerns about rebuilding a new society post-apocalypse. I've been considering Vaults like the following for Fallout. 1) A vault dedicated to the study of unfettered capitalism. The original inhabitants would be picked according to economic beliefs, all educational material would be oriented towards capitalist indoctrination and Objectivist-style philosophy, and everything provided by Vault-Tec would require purchase (down to the coin-operated water fountains and the ammo vending machines). What Is Found: The vault is still sealed. All occupants are dead, the result of revolution and the ultimate inability of the those who prosper on the backs of the working class to survive the loss of them. 2) A vault dedicated to the study of gender inequality. All medicine is regulated through highly secure Vault-Tec dispensers. Original inhabitants are teenagers and are chosen with a 4-1 ratio of females over males, with only females assigned to positions of authority or security. All educational materials are designed to lack any mention of males except in a subservient context, including a doctoring of historical texts to rewrite all notable historical figures as women. Likewise, entertainment media paint a strict matriarchal image of society with males relegated to a second-class and largely sexual role. Medicine for pregnant women is subtly altered to cause the first generations to be born predominantly female. However, medicine dispensed afterword is doctored to cause a progressively higher number of male births until the gender gap eventually reaches a 4-1 dominance of males over females. What Is Found: The Vault ran smoothly and successfully for several generations until the democratic matriarchy voted (in violation of Vault-Tec directives) to open the Vault early for trade with other Vaults and outside settlements. Severe culture-shock, compounded by overwhelming evidence contradicting their indoctrination, trigger a hyper-conservative withdrawal. Some, including nearly the entire male population, escape and join the communities the Wasteland. For those who remain, deliberate ignorance and dogmatic xenophobia guide their society towards an all-female "amazonian" raider culture. I wish all ideas could be this awesome, I actually want to email these two to Big B, these are incredible! Edited March 4, 2011 by simplywayne90 Link to comment Share on other sites More sharing options...
simplywayne90 Posted February 18, 2011 Author Share Posted February 18, 2011 (edited) --------------------Afterworld Mod Inspiration-------------------- This is not actually a new mod idea but I think it could be a good place to come up with ideas, I'm recommending a unique series that was released some time ago called "Afterworld" The show had a very unique twist on a post-apocolyptic America, the show is about 130 episodes long with each episode being 3-4 minutes long, and takes visuals into something between 2D animation (Cartoon/Anime) and 3D (Real Life/CGI) in what was nicknamed 2.5D. I felt that the show has a lot of promise for ideas and so I wanted to share it with my readers. Here is a small intro into the plot. "Afterworld follows the exploits of Russell Shoemaker: an ad executive from Seattle who was on a business trip to New York City at the time of The Fall – the disappearance of almost everyone on the planet, as well as the sudden loss of technology. As the series unfolds, we follow Russell’s lonely, and often dangerous, trek across the country in the hopes of finding that his wife and daughter survived." And here is the first episode I believe. Edited March 4, 2011 by simplywayne90 Link to comment Share on other sites More sharing options...
simplywayne90 Posted March 4, 2011 Author Share Posted March 4, 2011 For Vault based Quest Ideas Try looking on the "What would your Vaults Experiment Be?" thread. Thats where the New Fallout Vault Quest ideas post came from, I've also gone back and updated some of the previous entries and will soon update this thread again. Note try not to post on this thread, instead post on its counterpart in Mod Requests, this thread is for organization and as a back-up for the original in case of any issues like going off topic too long or it simply gets too cluttered or messy. http://img195.imageshack.us/img195/8917/vaulttecquickmake.png Link to comment Share on other sites More sharing options...
vermillion73 Posted March 6, 2011 Share Posted March 6, 2011 Regarding faction wars.. http://www.moddb.com/mods/fallout-faction-wars think that about covers it ;) Link to comment Share on other sites More sharing options...
lilwayne1982 Posted March 17, 2011 Share Posted March 17, 2011 is this where we post ideas or look for help with modding quests? cuz i got a quest storyline down, i just have yet to learn how to make quests in geck Link to comment Share on other sites More sharing options...
simplywayne90 Posted March 17, 2011 Author Share Posted March 17, 2011 is this where we post ideas or look for help with modding quests? cuz i got a quest storyline down, i just have yet to learn how to make quests in geck This is where you post the storylines, usually only non-modders post here, but if you need help with the geck then try the "how to become a modder" thread in my signature and ask for help if you can find it there. Link to comment Share on other sites More sharing options...
AveTruetoCaesar Posted March 17, 2011 Share Posted March 17, 2011 Quest Title: Rock around the Clock Mission: A member of the kings, Danny, to bring Rock 'N' Roll paraphernalia and Holotapes to. For each peice of paraphernalia you get 1000 caps, and 3000 for each Holotape. What you need to find are: -"The King" bobblehead at Cottonwood cove-The King's Eagle suit in Gomorrah -The King's comb in the Lucky 38-The King's Christmas Album on Holotape in Vault 22-A Beatles Mop-Top wig in mint condition at Black Mountain-Chuck Berry's guitar in Nelson-Blue Hawaii on Holotape located in No-Barks shack.-The Ed Sullivan performance on Holotape Upon completing the quest, you gain fame with the kings. Link to comment Share on other sites More sharing options...
simplywayne90 Posted March 17, 2011 Author Share Posted March 17, 2011 (edited) ---------------------------New Vegas Cut Content--------------------------- Cut QuestsThe names are basically all thats left of these quests, so modders would have to recreate them according to their own opinions. Chip Provenance: Called 'VChipHistory' internally.Jailhouse Rock: An NCR sidequest involving the unused NPCs Trooper Willis (Cut NPC), MP Fretwell (Cut NPC), and two unnamed NCR Troopers. There are also two blank sidequests immediately following it, Meat of Champions: There is a perk with the same name, achieved by cannibalizing some major NPCs. The quest is unused. There are other perks which function through hidden quests, so it's possible they simply changed the internal mechanisms of the perk. Less likely is that at one point in development, the player character would be assigned the task of cannibalism by another NPC. Viva Las Vegas!: Unused stage of the main quest. There's not enough information to know anything about it. It shares a name with The King's unique clothing, which makes me think it's a vestige of a cut Kings main quest path, but that's just wishful thinking.World Changes Post-Endgame: There is no post-endgame, the game just ends. Also, "Freeside Post-Endgame Content Quest". The Infected Brahmin Meat the player can find in the kitchens of the Ultra-Luxe had an implied use which never made it into the game. Unused pop-up messages exist for poisoning the Legion's stew, but the scripts attached to the message are nonfunctional. Cut DialogAppartently from reading over at the Vault, there are audio files and dialogues for the 3 deadly fiends Violet, Cook-Cook, and Driver Nelphi, but they are unused since the fiends are always hostile. And obviously any cut NPCs and Dialogue involving other cut content may be floating around as well. Edited March 17, 2011 by simplywayne90 Link to comment Share on other sites More sharing options...
simplywayne90 Posted March 17, 2011 Author Share Posted March 17, 2011 (edited) ---------------------------"Daddy, Where Do Cigarettes Come From?"--------------------------- A possible quest idea by Simplywayne90 based on this thread We are talking about the 1950's here, a time in America where people who didn't smoke were complete freaks. Likely there is no explanation for the many cigarettes found in Fallout in the lore. They're simply there because smoking is a large part of the culture that Fallout has parodied since Fallout 1. So perhaps someone should write about or make a place where perhaps some robots are still making cigarettes, or perhaps a caved-in hidden factory could be made into one of the many generic destroyed buildings of the Mojave. If it does become a mod then all sorts of new things might make it more interesting. Here are just some basic ideas that could be expanded on. New lighter look when using dynamite sticks.Cigars, Cigarettes, etc. with special properties (like with nuka-cola, and then you had nuka quantum.)Maybe collectable lighters like Snowglobes/Bobbleheads but from improtant people in the wastes (Benny, Papa Khan, Caesar, Pres., Remnants, Marcus, etc.)New Crafting recipes for tabacco based drugs/poisons.Funny Companion possibly (Robot Smokes a lot? or maybe a Tribal named He Who Smokes Everything.)Cigarette based weapons somehow? (Maybe just a gun with the brand name on it, could be a reward for collecting the lighters)New enemies (Possibly a mutant spore plant from tabacco, or Nicotine addicted Super mutants)New Cigarette Based Perks (Black Lungs, Fog Breather, etc.)etc. Those were just of the top of my head, I'm sure if someone really worked at it, that it could be a cool little mod. Edit: Here is a quick poster I made for this quest idea.http://i55.tinypic.com/35jxeuo.jpg Edited March 25, 2011 by simplywayne90 Link to comment Share on other sites More sharing options...
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