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Doing a psyker related quest and i wanna have a chat about


KataPUMB

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Ok what i'm doing atm is a new quest in wich a psyker talks you in your head and gives you some quests to find a rare chem called FEV source of a lot of plots in past fallout games and now i'm starting to having doubts...

The topic is overused by previous games? i mean i've played F3 and FNV, but never ran into Calvert, ant or harold (i made the poplar mission because the oasis was awesome but yea...).

The main idea is to obtain psychic powers at the end and some "really good but very limited" chems like the mysterious serum (not that one but others similar). All of those works perfectly and already tested a lot of things but the quest is driving me with a lot of questions about the main topic.

Is "lore friendly" to give the player psychic powers?

Avellone says:

For Fallout fan-fiction purposes, you are welcome to make use of the psykers and their potential from Fallout, but I'd be careful - the psykers in Fallout show some pretty over-the-top mutations that could take the world to Childhood's End faster than you can say "uh, his eyes are glowing?"



I just wanna read some immersivescientist opinions, and it's not a reason to stop modding it (because it's already done and i'm going to keep working) but more a concern about how to approach the topic in the quest, because i would like to do some references to past games but if is not really lore friendly i would rather cut the bulls***... yup that's it

Edited by KataPUMB
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Yes FEV related psychic stuff is lore friendly, also psychic powers can be granted by radiation induced evolution, and/or alien artifacts.

 

As for the quest, the Cabot quest would be a good starting off point, maybe have your PC hunting down another Lorenzo artifact to access these powers.

A ring or something similar would likely be the most aesthetically pleasing way to accomplish this.

 

Source for information:

http://fallout.wikia.com/wiki/Psyker

http://fallout.wikia.com/wiki/Lorenzo%27s_Crown

 

This mod sounds like a great idea :smile:

Edited by Userper
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So we can take as good to mutate the player, with an artifact/Rad exposure/fev to turn him into a psyker but not reward him with powers everytime he achieves something like the dragonborn in skyrim. hmmm, or maybe just mutate him at the begining of the quest and through some tasks reward him with the knowledge to use the powers...

 

Well my major concern was more about of that being completely out of context or riped off from another game like Biotics from ME so... nice :laugh:.

 

Now the first question, FEV or maybe something different? a kind of FEV chem? like a special FEV mixture made by the institute wich mutates exacly to a psyker instead to a super mutant or a ghoul, maybe something related with the Virgil investigation?

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So we can take as good to mutate the player, with an artifact/Rad exposure/fev to turn him into a psyker but not reward him with powers everytime he achieves something like the dragonborn in skyrim. hmmm, or maybe just mutate him at the begining of the quest and through some tasks reward him with the knowledge to use the powers...

 

Well my major concern was more about of that being completely out of context or riped off from another game like Biotics from ME so... nice :laugh:.

 

Now the first question, FEV or maybe something different? a kind of FEV chem? like a special FEV mixture made by the institute wich mutates exacly to a psyker instead to a super mutant or a ghoul, maybe something related with the Virgil investigation?

 

Maybe you find the FEV strain in the abandoned lab where you find Virgils Cure, you could have the PC get attacked and bitten by a mutant that roams the lab and get knocked out(fade to black when you activate the FEV strain vial). Upon waking up the PC will hear the aforementioned voice in their head, and has an empty FEV vial in their inventory.

 

You could then have super mutants and ghouls appear with unique powers, and force the pc to hunt these creatures down and loot them in order to gain the powers. Similar to the way Automatron works, where the robots only spawn after the quest starts, and you have to loot em for parts.

Edited by Userper
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