llloyd Posted August 1, 2015 Share Posted August 1, 2015 I am thinking what would be cool would be a mod along the lines of the Bison Steve one, but, more detailed and complex (as the Sierra Madre needs so much work as does the surrounding villa) fix up quest to make the Sierra Madre ready for a proper Grand Opening with you as her owner where you can hire a top rated manager who'll give you your cut of that week's winnings once it's fully fixed up and operational. :D Link to comment Share on other sites More sharing options...
devinpatterson Posted August 1, 2015 Share Posted August 1, 2015 Yeah it'd be fun. Any ideas on removing that god aweful toxic cloud? There's some info on the wiki in regard to the OWB experiment and it seems to indicate a type of machine producing the substance (at least the way I read it). But the actual physical source of toxin may determine if it's something that can be dealt with deep in the Sierria Madre subterranean levels or if the answer lies in OWB. Link to comment Share on other sites More sharing options...
llloyd Posted August 2, 2015 Author Share Posted August 2, 2015 Yeah it'd be fun. Any ideas on removing that god aweful toxic cloud? There's some info on the wiki in regard to the OWB experiment and it seems to indicate a type of machine producing the substance (at least the way I read it). But the actual physical source of toxin may determine if it's something that can be dealt with deep in the Sierria Madre subterranean levels or if the answer lies in OWB. Yeah, that would be part one of the quest, to go though some deep dangerous toxic dungeon, maybe while wearing a special environment suit (Like they did in D.I.E.M.I.O.S with the radioactive outside and the environment suit that blocked all radiation damage) to protect you from the poison, to find the source and either destroy it or dump something on it to neutralize it (sort of like how you put baking soda on battery acid to make it neutral and safe.). Once the cloud was dealt with then it would be onto finding material and man power to rebuild it and deal with the problems that tend to arise, like missing shipments, stolen shipments, men saboing the job (maybe paid to do so by the Families in New Vegas, so you got to deal with them), etc. :D Then finding sources of what you need to run the Sierra Madre, food, chems, alcohol, employees, etc, and advertising. :D Link to comment Share on other sites More sharing options...
Danny159 Posted August 2, 2015 Share Posted August 2, 2015 You should also need to get rid of all the ghost people offcourse and according to Dean there are ALOT of them... XD Link to comment Share on other sites More sharing options...
devinpatterson Posted August 3, 2015 Share Posted August 3, 2015 You should also need to get rid of all the ghost people offcourse and according to Dean there are a lot of them... XD I don't think anyone reading this topic has forgotten about the ghost people, but there is a pivotal connection in re: to the toxic dust/cloud. I was collaborating with another author on a mod featuring the Sierria Madre before the great war, a sort of Noir detective spin. I did some basic research (but it has been a while so this info may not be 100% accurate) and a few pertinent points come to mind; 1. To the best of my knowledge only those with the special hazmat suits issued by BigMT became ghost people, others would simply perish from the toxin. So unless the ghost people have discovered some way to propagate their "species" their population is limited by the number of suits shipped to the SM. In re: to Dean's statement, he claims there are hundreds of ghost people living below the SM's streets. 2. I think an argument can be made, based on the DM endings, that ghost people can only function in the clouds environment. The ending where in the courier sides with Elijah shows an alternate reality with the cloud spreading beyond the confines of the SM, and ghost people take advantage of the new environment to move beyond the SM's walls. In essence the keystone to the whole mod could rest on the central quest of destroying or neutralizing the clouds source, not just for the impact on the environment, but also the direct impact it could have on the ghost people. Link to comment Share on other sites More sharing options...
llloyd Posted August 6, 2015 Author Share Posted August 6, 2015 You should also need to get rid of all the ghost people offcourse and according to Dean there are a lot of them... XD I don't think anyone reading this topic has forgotten about the ghost people, but there is a pivotal connection in re: to the toxic dust/cloud. I was collaborating with another author on a mod featuring the Sierria Madre before the great war, a sort of Noir detective spin. I did some basic research (but it has been a while so this info may not be 100% accurate) and a few pertinent points come to mind; 1. To the best of my knowledge only those with the special hazmat suits issued by BigMT became ghost people, others would simply perish from the toxin. So unless the ghost people have discovered some way to propagate their "species" their population is limited by the number of suits shipped to the SM. In re: to Dean's statement, he claims there are hundreds of ghost people living below the SM's streets. 2. I think an argument can be made, based on the DM endings, that ghost people can only function in the clouds environment. The ending where in the courier sides with Elijah shows an alternate reality with the cloud spreading beyond the confines of the SM, and ghost people take advantage of the new environment to move beyond the SM's walls. In essence the keystone to the whole mod could rest on the central quest of destroying or neutralizing the clouds source, not just for the impact on the environment, but also the direct impact it could have on the ghost people. And the moral question of do you genocide an entire race? Sure, they're aggressive, but they're protecting what they see is their land and their homes and you as the trespasser. :D Remember, Fallout is full of moral choices, do you blow up Megaton or disarm the nuke, do you sacrifice yourself at the Purifier or do you sacrifice another, do you side with slavers (Legion), the beginnings of a new democratic government (NCR), a megalomaniac industrialist (House), or screw 'em all and take over the whole show. :D So why not have a few moral choices in this mod? :D Link to comment Share on other sites More sharing options...
devinpatterson Posted August 6, 2015 Share Posted August 6, 2015 And the moral question of do you genocide an entire race? True, although I'm not really too sure of what kind of cognitive capabilities they have. On some level they seem to have reach a primitive tribal intelligence (traps, worshiping the holograms etc) so I those moral questions are certainly pertinent. Although it would change the scope of the mod significantly. If you should decide to co-exist with and preserve the ghost people the main theme for this request is closed off and you may even take on a role that resembles Christine's as a protector of the SM. Definitely worth discussing. Although right off hand, I don't see too many immediate repercussions for exterminating the ghost people beyond a karma penalty. Perhaps conflict with Christine. Or the ghost people and the toxic cloud were preventing something equally (or more) dangerous from occupying the SM (creatures, tech raiders like Elijah, etc), and once they are gone the balance is disrupted and things get chaotic. I don't know, but I'm open to ideas and suggestions. Link to comment Share on other sites More sharing options...
Morgwynn Posted August 12, 2015 Share Posted August 12, 2015 When I think of Ghost People I imagine that their suits are some kind of modified Y-17 Trauma Override Harness that keep people alive no matter how bad the mutations caused by the cloud are and that they are in constant pain that dulls their cognitive functions and makes them act feral towards anyone who isn't one of them. Killing them could be thought of as an act of mercy in that respect. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 12, 2015 Share Posted August 12, 2015 When I think of Ghost People I imagine that their suits are some kind of modified Y-17 Trauma Override Harness that keep people alive no matter how bad the mutations caused by the cloud are and that they are in constant pain that dulls their cognitive functions and makes them act feral towards anyone who isn't one of them. Killing them could be thought of as an act of mercy in that respect. I like the idea, it certainly has a appealing, dark attraction but I don't think they actually have any of Y-17 hardware. However that doesn't mean that your concept can't still apply (they can certainly be in constant pain, that drives them into a almost mindless state even without the Y-17 hardware). Link to comment Share on other sites More sharing options...
llloyd Posted August 15, 2015 Author Share Posted August 15, 2015 When I think of Ghost People I imagine that their suits are some kind of modified Y-17 Trauma Override Harness that keep people alive no matter how bad the mutations caused by the cloud are and that they are in constant pain that dulls their cognitive functions and makes them act feral towards anyone who isn't one of them. Killing them could be thought of as an act of mercy in that respect. I like the idea, it certainly has a appealing, dark attraction but I don't think they actually have any of Y-17 hardware. However that doesn't mean that your concept can't still apply (they can certainly be in constant pain, that drives them into a almost mindless state even without the Y-17 hardware). Well, that could be one of the paths, might be one that's more difficult and less explored. Perhaps once the cloud is gone you could release them from their suits, relieving them of that pain, and allowing them to be free. Most will go in guns blazing and exterminate them but the careful thoughtful one who explores, reads, etc might find this other alternative path that is hinted at on a cursory level so those who come in guns blazing will have at least an idea some *other* path exists, it is up to them to stop and pick their way though the clues to figure out that way. :D Link to comment Share on other sites More sharing options...
Recommended Posts