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The Great Nuka-World Cleanup! <spoilers>


EazyCheeze

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A mod which adds cleanup, population control and economy to Nuka-World, but only after all the raiders/Gunners are totally removed from the park.

 

I'm no modder, but I'm a great idea person, and this is what I've come up with. I got the inspiration for this from Run the Lucky 38/The Lucky 38 Empire for New Vegas by PaladinRider/Omega549:

 

The Great Nuka-World Cleanup
Condition: Must have completed Open Season
Synopsis: With the fall of the major Raider gangs in Nuka-World, the traders and other civilians occupying Nuka-Town now wish to expand their reach to the other zones. To that end, they hire you as their new Supervisor (the opposite number to the Raider's Overboss) and put you in charge of leading their cleanup and expansion effort.
Preparations: You'll be given a percentage of how many Raiders/Gunners remain in Nuka-World and tasked to kill them all. This will require thorough exploration, especially if you completed The Grand Tour!
Application: An existing terminal in each zone will be repurposed to control cleanup and population control for that zone. Star Control's mainframe will be expanded to include a master control terminal to activate these functions in those zone-localized terminals, accessible only with the full repair of the mainframe with 35 Star Cores. (A bonus to go along with the Quantum Power Armor!) Using this additional terminal for the first time without the requisite Star Cores will start a quest to find the remaining Cores with a marker on each, to speed the acquisition of the new content.
Cleanup: You select the stages of cleanup in each zone and pay a nominal amount for each, say 500 caps. Debris and hanging moss; wood planks; blocked buildings (unblock them). When each of those are done, the option to repaint and re-shine the surfaces in the zone to a pristine state will be available, for 1000 caps per zone. Total for each zone: 2500 caps for a total of... 15000 caps? Also, cleanup outside the zones is available for a flat 2500 caps to clean up all of the above and put in walkways, speakers, landscaping etc. Each stage of cleanup or improvement would take ten game days to implement with the minimum population of civilians; the continuing work can be seen upon leaving the cell and re-entering.
Interiors for each zone (such as the Parlor, Cappy's Cafe, the Market, Nuka-Cade and all the rides everywhere) can also be refurbished for 100 caps each.
Population: Each zone must have at least two civilians before cleanup can start. They can be drawn from Nuka-Town, and you will initially have all the unnamed civilians (Traders) you see on the streets and in the Market, available to assign to each zone.
When all these NPCs are assigned to a zone, you'll be prompted to set up a radio beacon in a small workshop area near the Nuka-World main entrance. Eventually, up to six NPCs can be assigned as workers to each zone, cutting the cleanup for each stage in the zone by two days for every two workers; six days is the least amount of time a cleanup stage can be done.
When cleanup (but not polishing, to avoid too much frustration) is complete in each zone (to avoid being too complicated, a zone may only be cleaned once and will stay clean), NPCs who arrive in Nuka-Town will start going to that zone to patronize it as normal. You get 500 caps for each game hour that each NPC stays in that zone (250 if a zone is not polished), deposited in your trunk at Fizztop Grille. (A remote access terminal can be bought for the Grille for 300 caps.) A maximum of 10 customers per zone can be making you caps; so yes, potentially 5000 caps per hour can be made before expenses.
Major ride cleanups:
The debris in the dark rides (including the absolutely debilitated effect of Mad Mulligan's Minecart Adventure, the World of Refreshment, Angry Anaconda, and the more unsightly but not obstructive debris in Nuka-Galaxy) can be cleared and the "broken" rides restored to functionality for 10,000 caps each. Restoring a major ride in a zone will bump the cap income in that zone by another 500 caps per hour. This will probably take longer in development to implement entirely.
Expenses (this will be off by default but can be switched on for more hardcore players): Each NPC assigned to a zone will cost 1500 caps for every six hours to keep fully employed at that zone (up from 500; you'll have to make a lot of caps to get all those improvements and keep your workers happy); deposit caps for salaries in a special trunk at Fizztop Grille, or it will be taken from the payout trunk. NPCs who are not paid adequately will refuse to work, and their zones will get a little dirtier over time (though nowhere near the state they were before cleanup). If NPCs are not paid for two days under this system, they will leave Nuka-World and will spread bad tidings about the Supervisor throughout the Commonwealth; this bad word-of-mouth will result in fewer hires for a week per bad report, but this time can be cut or eliminated by keeping up on salaries from then on.
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Well, it's a rough draft, and people may have better ideas than I. I'm looking forward to seeing great things done to this wonderful space with so much potential!
Thank you all for your time. :smile:
Edited by EazyCheeze
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I like this idea, maybe pitch it to PaladinRider as he did a good job with Run the Lucky 38. However adding a seperate function to this, similar to Far Harbor where you can send a BoS/Minuteman/Railroad assault team in to help capture it and leave a detachment of soldiers there to help guard it and run patrols would add some more depth to it too.

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That'd also be good!

 

I'll PM this to PaladinRider and see if he's interested in continuing his amazing mod work with Fallout 4. :smile: It may be a bit iffy as he hasn't been active since December, but no harm in trying. :)

Edited by EazyCheeze
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The hardest part of this mod will be the scripting... well... even that could probably be simplified. Based upon my knowledge from past projects I know how I would go about most of this project. Assuming you want Nuka World to become more fortified and developed via purchased upgrades, you can probably design "most" of what you want around traders who are scripted to appear once all of the raider bosses are deceased.

 

For added defenses, or structures, or additional shops, etc; you could either add a settlement, or should you feel fancy "actual build your town" via an elaborate questline. If you choose to develop your fortress through a questline, you can develop your community through purchasable upgrades in-game. Namely, you create a SCOL of say... an elaborate battlement. This SCOL is exported as a mesh in the final mod, and that SCOL is set as initially disabled in-game. You then link that SCOL to activate via script once the player buys it's corresponding upgrade from a merchant. This way building your fortress in-game feels more authentic, like you're actually growing a town instead of merely playing minecraft. Most of your mod could be created using this method of purchasable upgrades through traders.

 

That having been said, some players will have a hefty caps horde and might be able to buy everything outright, so creating some side-quests where they actually have to work might be a good idea. "Go fetch quests" are the simplest solution to this problem.

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Sounds really wonderful! Again, I don't have any modding skills myself, but someone like you, JC, or PaladinRider if he's still into modding, might be interested.

 

I don't know what a SCOL is :) I can guess that it would be a technical term for a prefab, though. In the design of such a prefab, it would seem to me that the NPCs would 'know' that the building and design of the park should be 'polished,' a cut above the Commonwealth. I think the boast of these people should be "better-looking than Diamond City," and they'd be able to accomplish that. If we have to go out into the Commonwealth or maybe explore the town of Bradberton or wherever (last time I was there I got MIni-Nuked so I need to think about how to approach :) ), to find a master architect or two to bring the park to a standard of beautification, that would be a great complication (in a good way) for me or others who'll play the mod. Then we can, maybe, acquire a large number of sheet metal pieces (that we can craft with 20 or 25 steel each, maybe), find the materials for paint and drywall and give all that to the architect(s), and let them get to work.

 

This does sound wonderful! Hope it can take off. :)

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