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Primm Law Enforcement


djmaniac

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I just have a request, to create a few law enforcement guys, that cant be spoken to and stuff, over in Primm since there aint enough guys there to hold the town safe.. I think there should be at least 3-4 more including a Deputy...

 

Oh and i would also like a lot more super mutants in the wasteland... i dont think there's that many, and i love fighting them :-)

Edited by djmaniac
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Quite frankly, given the huge-ass buildings there, what Primm primarily needs are more people in general. I swear, you've got enough real estate there to house a thousand families, and all you've got are five-ish people and a robot. The game could at least give it a try at immersion once in a while.
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Yeah, primm needs more people in general. With that, i'd think extra law enforcement. With vanilla, having 1 law enforcer for a group of 5/6 people (admittedly a few more once V&V opens up again) is probably about right. But considering the size of primm and it's supposed importance and potential for NCR in regards to its supply lines its surprising that it just seems to have been forgotten.

 

 

 

 

 

As for super mutants i agree there isn't enough, hostiles or otherwise. Maybe a ghoul town like in the other FO games, in camp searchlight after the quest is done.

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Yeah, primm needs more people in general. With that, i'd think extra law enforcement. With vanilla, having 1 law enforcer for a group of 5/6 people (admittedly a few more once V&V opens up again) is probably about right. But considering the size of primm and it's supposed importance and potential for NCR in regards to its supply lines its surprising that it just seems to have been forgotten.

 

 

 

 

 

As for super mutants i agree there isn't enough, hostiles or otherwise. Maybe a ghoul town like in the other FO games, in camp searchlight after the quest is done.

 

Exactly mate! thats about the thing that i was thinking.. Primm seems forgotten even though its apparent importance to the NCR is quite big...

And the mutants were my favorite enemy, alongside being some of the coolest neutral guys... But there just aint enough of them as for my opinion

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I was just thinking of making a mod to add more people in Primm.

 

It should not be that hard depending on how big you want the town population to be. Only problem is if you want more people outside, unless you script it so they don't change their time patterns untill after you get rid of the convicts. Unless you do want them to have a few battle but I guess this would be ok if you had an adaquette amount of guards patrolling. But yes it would be a good idea to make Primm more "lively"by expanding the towns people instead of having only like 6 people and a robot.

 

Also adding more livable houses would be a good idea, I mean just adding a bunch of people into a casino will just go wrong.

 

But yes it would be a great idea to expand Primm for more immersion and a place to go to have fun besides New Vegas (gambling wise).

You could also have convicts on one side of town ad muties on the other, or both on 1 side depending on how you want it to go down. You could have town guard putting up a defensive wall to stop them. A junk fence, a couple of towers and service rifles could do the trick.

 

But these are just my ideas. :biggrin:

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I was just thinking of making a mod to add more people in Primm.

 

It should not be that hard depending on how big you want the town population to be. Only problem is if you want more people outside, unless you script it so they don't change their time patterns untill after you get rid of the convicts. Unless you do want them to have a few battle but I guess this would be ok if you had an adaquette amount of guards patrolling. But yes it would be a good idea to make Primm more "lively"by expanding the towns people instead of having only like 6 people and a robot.

 

Also adding more livable houses would be a good idea, I mean just adding a bunch of people into a casino will just go wrong.

 

But yes it would be a great idea to expand Primm for more immersion and a place to go to have fun besides New Vegas (gambling wise).

You could also have convicts on one side of town ad muties on the other, or both on 1 side depending on how you want it to go down. You could have town guard putting up a defensive wall to stop them. A junk fence, a couple of towers and service rifles could do the trick.

 

But these are just my ideas. :biggrin:

 

Well they are great ideas mate :D but i just want the muties to be wandering about the wasteland, have a few "strongholds" so to speak where they respawn and stuff... other than that, i'd say you got some hell'a great ideas there :D

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I think I'll try my hand at cleaning up/expanding Primm and its population. I'll keep you guys posted.

 

Edit: Okay, I've dabbled around a bit during the past hours, having only changed the placement of some stuff so far.

 

Changes so far:

- gathered car wrecks to build a bareer to the southwest and a gate towards the NCR-occupied part of Primm on the other side of the interstate; doing so also helps me clean up the place a bit

 

- deleted two of the three ruins in the "suburban" part of Primm; replaced one with a cornfield, the other with an elevated windmill, a water tank, three planters with crops in varying states, pipes leading to the planters from the tank, a wire chain along the main road

 

- in the process of turning the third ruin in the "suburban" part of Primm into a makeshift house, using loose planks and wooden pieces found all over Primm; planted a large tree in front of it

 

- southern defensive perimeter; the area along the water tower is a nightmare from a security POV in vanilla: it's higher than the town and limits the defenders' moves

---> to rectify this, I have placed a sandbagged watch tower opposite the water tower, added more sandbags around its base, dug a trench from the water tower eastwards and added a sandbagged bunker watching SW

Edited by Stratomunchkin
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Not sure if its possible and would likely make it incompatible with any mod that alters that area. But i was thinking that to enable more to be done with Primm, that it be made into its own cell. By that i mean like westside. My thoughts-

 

After PG's/outlaws get kicked out of Primm, the inhabitants/ncr/traders/someone decides to restore the walls around it and put some gates up, maybe a few stalls or shops for traders etc.

By making it like that rather than just the world map it should hopefully/theoretically make the game a bit more stable as well as increase the number of things that can be added to the area. Let alone actually make the place look protected.

 

 

 

Fact is if wasteland defense was still regularly updated and didn't take so much time, primm was always my preferred site for making a settlement.

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Not sure if its possible and would likely make it incompatible with any mod that alters that area. But i was thinking that to enable more to be done with Primm, that it be made into its own cell. By that i mean like westside. My thoughts-

 

After PG's/outlaws get kicked out of Primm, the inhabitants/ncr/traders/someone decides to restore the walls around it and put some gates up, maybe a few stalls or shops for traders etc.

By making it like that rather than just the world map it should hopefully/theoretically make the game a bit more stable as well as increase the number of things that can be added to the area. Let alone actually make the place look protected.

 

 

 

Fact is if wasteland defense was still regularly updated and didn't take so much time, primm was always my preferred site for making a settlement.

 

It would effect other mods and perhaps the actual game quests if Primm was put in its own cell. You would be better off scripting it so that after the convicts get kicked out of town a week later walls appear as well as defences and guards.

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Thought as much. My concern is, that as most if not all of us know, the more npc's and creatures in an area the more unstable the game becomes especially with scripts as well and even more so when it is part of the world map/cell (whatever its called). The issue is generally reduced by separating it ala Westside et al.
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