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Your Own Faction


apixaez

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  • 3 months later...

Well i think that for this mod to work you shouldn t be able to build your faction in the mojave map, but do it more like a sort of add on, with it s own space, you start by hearing rumors of a leaderless tribe up north for example, you go there and through some quests you become it s leader, and now you re able to take decisions, and this through quests at first, like getting specialists npc, traveling to places to get some objects or settle some of your men in abandoned place to get some resources, then start to build, like get a quarry or farms, but this on predetermined areas ( it ll look way nicer) but with of course some variable like where to build the farm near my village or in the valley over there, so you ll be able to customize.

 

Then the DLC should all add something, like old world blues gives you access to more research facilities being produces , new quests and projects, sierra madre gives you some ressources, and maybe you d be able to use it as secondary base of operation, zion would be great to gather food and make your first diplomatic relations if you let the tribes stay for example.

 

And then only once your "faction" has reached a certain power may you be able to get it to the mojave, and again at a predetermined outpost first, and then diplomatic relations menu could open.

 

 

Just careful with the conquering idea, it s have to be implemented in a way to not kill any vanilla npc or quest lines will be pretty much messed up. So like any battle could at first transport you to a replica of the town you want to conquer , but with just soldiers of the faction to which it belongs ), and also implement some non reputation kills, because most of those places would be under NCR control so :s.

 

But then in the end you could also take over the forts and replace them with your owns, so once you finished all the quests you could take over everything.

 

 

Eventually securitrons or legions or any factions could join you depending on how you interact with them naturally ( like if you took over the securitrons or are idolized by the Bos ).

 

 

And finally is anyone able to override the endings ? Because obviously if you conquer all mojave, and kill all of ncr soldiers, why get a message about the missfists, or something saying that the followers left or something. ( yeah because i always felt like the follower are not happy with the actual government so when we take over New vegas why can t we tell them, oh well now you can go in the lucky 38 and help me rebuild this place . )

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  • 3 weeks later...

I was planning something like this myself... I thought of it a slightly smaller scale though... Rather than starting your own Mojave-spanning uber-faction, you start up your own Merc company (ala Rilies rangers, but with a *few* more members).

 

The "trigger" would be the player finding a vault that was finished but never 'activated' (let alone occupied - you could find info suggesting a completion date after the bombs dropped). The place would be running on 'emergency power' only, and time has caused a few glitches that you would have to fix in order to bring the place on-line. In the process you would find hints/info on the vault original intended purpose, which in turn would allow you to access special areas ((I had the idea of having a 'standard looking' vault with a semi-military layout, but via the overseers secret tunnel you could access an Enclave style sub-vault, complete with a hidden landing pad for a verti-bird. It would become a 'private quarters' player-home component to the final mod)).

 

But anyway, you get the primary systems up and running only to find that many of the secondary ones (A robotic small-arms factory, a Hydroponic farm, a non-functional, rusted out, verti-bird in the hanger perhaps?), weren't actually finished, and needed extra items to function... This is where the 'Merc company' comes into play - As an option for an independent set-up. Handing the vault over to a 'major' faction (NCR or Legion?), or a tech-savy secondary faction (BoS, Remnants, Followers, etc), would restoring the vault to full operation far quicker/easier, but you'd loose out on personal control (and flavour). Starting a merc outfit however, would not only give you income from hiring out your 'troops', but would alow you to pick and choose who you want to work with. As an example, to fix the 'dead' vertibird, you could try to get the boomers to help instead or the BoS, NCR, or Remnants (who would all have experience with vertibirds already). It would still be more difficult, but it would provide another option which wouldn't automatically require you to give up any control...

 

As to the Merc company itself... Well you'd have to add a bunch of hire-able NPCs about the place... To make it easier, I was thinking of making it that you hire 'Sergents', and then scripting takes care of their 'squads'. It would also make equipping them easier. You simply ask the Sergent to specialize his team along the lines of a number of pre-sets, and he tells you what gear he'll need, at which point you go to your armoury (item set availabity depending on unlocks, some of which could be made DLC dependent), get a 'token' which you give to the Sergent and then scripts take care of the rest.

 

...

 

I'm making a bit of a text-wall here aren't I? Well, I'll leave it at that for now. I'll only add that while I can create interior/exterior settings and things of that nature, Indeed, I am going to be staring on the 'lost vault' pretty soon, so that side of it is pretty much handled (aside from customized content for inside). I am, however, completely incapable of anything beyond the most basic of copy/paste/edit scripting, and even less able to create any meshes/textures that would/might be needed...

 

Nice to see other people have had similar thoughts/plans to me on all this :P

 

~ Jonarus "JD" Drakus

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  • 1 year later...

Sorry to bump but I wouldn't feel ri ght ab out making a new thread since this one already exists. Does anybody know of a mod like this that already exists I think devinperterson is working on something simmilar to this but i'm a little unsure. communications have been abit... sparse but yes if anyone would be so kind as to point me to a mod like this for New Vegas that is in a pretty much complete state/is still being worked on and supportedthat would be very much appriciated. hopefully somethingw i tht he same grand feel as Mothership Zeta Crew.

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Sorry to bump but I wouldn't feel ri ght ab out making a new thread since this one already exists. Does anybody know of a mod like this that already exists I think devinperterson is working on something simmilar to this but i'm a little unsure. communications have been abit... sparse but yes if anyone would be so kind as to point me to a mod like this for New Vegas that is in a pretty much complete state/is still being worked on and supportedthat would be very much appriciated. hopefully somethingw i tht he same grand feel as Mothership Zeta Crew.

Nothing like it is up yet.

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  • 1 month later...

now i am bumping x)
If anyone knew how to make this and was willing i would strongly* suggest
only addressing the NPC's aspect and reputations -meaning making a new faction in which you are permanently idolized, which only adds npc's and alters that faction reputation (and your personal reputation) with other factions

if anyone knew how to make that i'd just be awesome

 


here's the topic i was about to post about this :smile: it contains my take on a light-weight mod that does alot in game

 

Maximum compatibility player faction

creativity - simplicity - efficiency

 

To anybody reading this and knowing about a mod that does this or something similar to this, please direct me to that mod
(i have failed to find such a mod)

For any godlike character who beat the main quests, this must be an inevitable suggestion
So (in hopes this has not been suggested, or even worse rejected before) im asking if
making a global player faction could be created (idealy a new faction that idolizes you),

the point of this being a completely customizable new faction (band,group) of guys under your control maximum compatibility with new vegas surroundings/mods

where only your imagination would be the limit, with stuff like portable headquarters - the headquarters not being an actual building,

but something much more open-minded > like being able to say to your second-in-command "this is our new home" in any exterior/interior cell just as you would to your companion

 

What I mean by "your own faction" includes but is not limited to:

-naming it as you please, or at least choosing between several pre-made names if no better solution exists
also if possible naming your faction soldiers to whatever you like
-having a very simple, very effective and very direct measure of prosperity
example below

for example your faction could have 3 simple and blunt resources: SUPLLIES (food and medical stuff), EQUIPMENT (weapons armor and ammo) and FINANCES (money)
these 3 could be gained by trading with other factions, sending your guys on a salvage mission or bying them yourself - more precisely having items that are "currency" for these 3 resources > just like in casinos the currencies for chips are caps, legion and ncr money, currency for EQUIPMENT can be raised if you trade items that fall into the weapon, apparel and ammo category to your faction supply (without getting money for it ofc). Same goes for SUPPLIES (everything from aid) and FINANCES (caps, ncr and legion money, chips)
Having enough of EQUIPMENT points lets you select better armor/weapons for your factions npc's, supplies determines your max npc's and finances is needed for you to perform certain actions (trading and sending gifts to other factions, bribing, paying wages ect)


-inserting npc's which belong to that faction
-recruiting npc's from 0 to a massive faction, one by one, having a detailed list of how many members faction has, a selectable armors that the faction members can have (and paying for them yourself) and idealy getting faction member recruitement bonus when having good reputation with other factions/locations
-having several AI commands for those same npc's via dialogue or terminal (and keeping it as simple as possible)
A faction that does nothing but sit around at a specific location is nothing but a waste of caps. If you dont want to loose all your money on maintaining a faction (montley tax perhaps) you better talk to your next-in-rank and instruct him on a list of actions they should do, examples would be

1 Go on a salvage mission in "X" location (should result in % chance of some of your guys dying, %chance of them finding valuable stuff)
2 Routine hunting parties > to gather food (resulting in high % chance of getting food supplies, very low % chance of dying)
3 Go on a trading run (should you have friendly factions to your own, trading turns equalizes your 3 primary needs: supplies, equipement, finances. It takes time and there is a low %chance of the caravan being raded and you loosing % of your 3 main needs)
4 Prepare for a war campaign > creates a little battle like in WARZONES mod between your faction and the hostile faction you chose to attack via this dialogue
(this can also occur by the will of the hostile faction, and the only thing left for you is to choose weather or not you will be there in the battle)
5 Diplomatic actions > meaning getting a faction to like you by giving them resources, starting a war campaign with their enemy, through your speech skill and by doing custom quests for them OR taunting a faction by sending threats, demanding tribute from them, or attacking their caravans
bear in mind these are all just ideas



-having "diplomacy" options (mentioned above) though dialogues (your faction's high ranking diplomat npc) that INFLUENCES
your faction's relation with other factions (AND your own personal relation with those factions)
-complete compatibility with everything and anything (apart from the obvious fact that your faction's npc's could be killed by other mod's npc's)
-making it easy to match your faction's strength with the difficulty of any heavily modded game with 1 simple measure = your faction is stronger the more money you shovel down it's throat (meaning very expensive upgrades for your faction's npc's)
-perhaps being able to use this mod only after specific level

Why this mod?
I think it can be fairly simple, yet effective, and can easily be played along some fortress building mods
like RTS or Wasteland defence

 

Edited by Executor64
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YES. Finally someone who can read my thoughts.
First it should start off with having followers, and then making your influences through towns and recruit more followers(This mod better start with a bunch of followers lol) include custom followers also. You can send your followers to take guys to town and recruit people or help them so they accept you or you can terrorize them and make them obey you(kinda similar to the legion I guess). Only followers can be your right hand man, general, officers and stuff, the soldiers are just normal NPC(no specific name or anything).

(If possible) I'd like to have options to choose where I would want to build a town for my factions(I'd like a huge ass base like the Enclave's in Fallout 3 but look more like a building than a "ship" as a base, or maybe a sub marine like in Terminator Salvation? Damn, but anyway I am still prefer a building than any mobile objects lol) and you can declare wars with other factions and force them to give up to add up your numbers, or make them slaves, or annex them, or maybe just kill and hunt them all because you hate them.

Add additional houses and buildings and services to your town to please your people, too. Hell ideas just keep running out of my mind but... dang lol.

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I get what you're saying, but putting simplicity and compatibility first as i mentioned, you'd really be better off without a huge location dropped on top of all your mods.

That's why if you can have a "mobile faction council" that acts like a companion, so you can tell them where "home" is, you can do much more things like below

 

 

 

 

-you can make your own fortress with ""wasteland defense" or "real time settler" (havent tried the 2nd) anywhere on the map

and then just put your base of operations in that structure

 

-you can move in some exsisting empty structure and call it your base (example REPCONN test site after the ghouls leave in their rockets, or some crazy stuff like move in the toxic caves...hell you can have your base in a location that is part of some mod, for example cigarette HQ from "a world of pain" or even Nipton)

 

- if you are an evil character, you can terrorize a city and practicaly take it over

(either just put your mobile faction in it after causing mayhem, or better yet if it is an open town reinforce it with walls from wasteland defencs mod)

 

-and yes if you want to download a mod that adds a base of some kind, like bella's bunker or any other new location, you can move your headquarters there

 

-if everything else fails, you can make a simple campfire out in the open your base of operations (which would be fine for a small faction, but if you tried it after you crossed other ppl you would be open for an attack)

 

 

 

(yes i like using spoilers) the possibilities would be endless

Edited by Executor64
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Personally I think it'd be better to sacrifice aittle customization for a lot of depth in the Mothership Zeta Crew fashion. It's easier to give the feel of being a major power on par with the NCR when you go this rout instead of %100 customiization and it establishes a bit more of an identity.

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  • 2 months later...
What I was think was that you can ally up the (for example) boys and boomers then be there leader and with the boomers bomber "capture" it and hold it till they joined your team or something like that love the ideas I've Lready seen just wish I knew how to create mods and meshes and everything so I could do something like this!
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