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Nuka World & Raider Settlements


Flowerguy360

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Yep. Another damned Nuka World thread.

 

Why would you build up a settlement only to take it over later? You are literally enacting a hostile takeover of your own property.

 

The whole idea of being a Nuka World Raider, as it is currently implemented, flies in the face of everything else in the main game. So we should change it.

 

It strikes me that there are Raider Encampments practically everywhere. Usually pretty close to a vanilla settlement.

 

I propose a mod (and yeah, it'd be a big project) that:

 

A) Turns certain Raider Encampments into new settlements with faction affiliations matching accordingly. To claim these encampments, you have to kill the raiders there that are already calling it home.

 

B) Allows you to choose what kind of raiders spawn in the Encampment: Pack, Disciple, or Operator.

 

C) When you raid a vanilla settlement, gives you certain options: Enslave or Raze. Enslaving allows you to assign Settlers to work at an Encampment. Razing kills everyone and gives you random loot/caps. Either way, the vanilla settlement's workshop is removed and it is no longer a settlement in your game. This should not hold true for ALL vanilla settlements, depending on the location, but for most.

 

D) Removes the Essential flag from any NPC's in the settlement you are raiding, including companions tied to the faction of that settlement.

 

E) Makes it so you can only assign slaves to Farming, and Scavenging stations can have up to four Raiders assigned to them as "Raiding Parties". Other workstations should operate pretty much the same.

 

F) All of this should actually have some impact on your faction relations within the main game. I'm sorry, but the Minutemen should oppose you if you start taking out settlements. The Railroad probably wouldn't be too fond of working with a raider, either. I'm not sure the Brotherhood would care, and the Institute probably wouldn't, either. Just sayin'.

 

I know this would be tricky, if it is even possible, and it is certainly outside the range of my own abilities. But I think this would be the most immersive way to make this work.

 

Thoughts?

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Again, if even possible...

 

G) Adds a "Raider" ending to the main questline, wherein you take a group of Raiders into the Institute to raid it and capture/kill as many people as you can, to steal the technology used for manufacturing Synths - which would make for a literally limitless supply of potential slaves.

 

This would, of course, still leave the Brotherhood, Railroad, and Minutemen endings available, as the Institute would now be an even greater threat if left in the hands of raiders. So you should probably have to take them out, as well.

 

Be a Raider. Kill everyone.

Edited by Flowerguy360
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Wrote this up as a rough draft of ideas this morning.

 

PRIMARY GOAL - Allow the player to finish the main quest line by siding with the Nuka World Raiders, and replace all Minutemen quests with raider equivalents.

 

 

 

STEP ONE - Eliminating the Minutemen.

Upon meeting Preston Garvey in "When Freedom Calls", an optional objective to kill the settlers for their belongings will appear.

Upon confronting Preston Garvey, a dialogue option will replace one of the present ones with an "Attack" choice.

After this task is completed, the quest will be completed, and all Minutemen quests will fail. Leaving the museum after this will still trigger the raider/death claw attack.

 

 

STEP TWO - Replacing the Minutemen quest line.

After finishing "Taken for a Ride", you will be approached by a new NPC when exiting the Cola-cars arena after the fight with Colter.

This new NPC will introduce himself as Colter and Gage's "tech guy", and will offer his help if needed. Ideally, he would be fully voiced. We'll call him "Fizz".

Upon finishing "Power Play", you will be given a new quest to go talk to Fizz.

He will tell you that he's heard of a decent place to set up an outpost in the Commonwealth, The Castle.

You will be tasked with assaulting the castle with Fizz and either of the surviving Nuka World gangs.

After clearing the place out of Mirelurks, a raider will man the radio station, and Raider Radio will now be audible anywhere in the Commonwealth after powering up the tower.

The Castle will now be a Raider Outpost, and the Minutemen flag will be replaced by a Raider flag a few days later.

After this, Fizz will suggest you explore the place further, leading you to the tunnels.

Upon reaching the terminal at the end of the tunnels, Fizz will hack it and lead you into the armory.

Players will now have the ability to build and utilize the artillery piece as before. The radio messages on Radio Freedom that updated you on the artillery's status will now be present on Raider Radio.

 

 

 

STEP THREE - Merging with the main quest line.

During "The Molecular Level", the player will have the option to give the signal interceptor schematics to Fizz, and will be required to build the device at a Raider Outpost in the Commonwealth.

Once inside the Institute, the player will be tasked with the same objective as "Inside Job", but for the Raiders.

After completing "Banished from the Institute", Fizz will tell the player that they will have to amass a large sum of caps (5,000) to be able to pay for putting together some raiders who are crazy enough to fight the Institute.

Once this is done, an equivalent of the quest "Defend the Castle" will occur, but at the entrance of Nuka World.

After Nuka World is defended, a Raider equivalent of "The Nuclear Option" will begin.

After the final quest is completed, and the cut scene plays, Fizz will congratulate the player on defeating the Institute, and will reward them with a unique weapon.

Nuka World Raiders will now patrol the Commonwealth, and their flags will hang in Diamond city.

The player will occasionally get a "Raid the Caravan" quest, where they'll have to attack a trader caravan somewhere on the map.

 

 

 

STEP FOUR - Merging with the Brotherhood war quest line.

After becoming enemies with the Brotherhood, a Raider equivalent of "Airship Down" will start. The player will once again have to amass a large sum of caps (5,000) to be able to pay for putting together some raiders who are crazy enough to fight the Brotherhood.

The plan will consist of assaulting Boston Airport with a large number of raiders, while defending Fizz as he reprograms Liberty Prime to shoot down the Prydwen. As it's coming down, the player will be knocked unconscious, and will wake up later surrounded by Raiders celebrating their victory over the Brotherhood.

Edited by Gruntin
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I would prefer a way to civilize the Nuka World raiders. Have a truce with the Minutemen controlled settlements. The other raider groups not affiliated with the Nuka World tribes would still be the same though.

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I would prefer a way to civilize the Nuka World raiders. Have a truce with the Minutemen controlled settlements. The other raider groups not affiliated with the Nuka World tribes would still be the same though.

 

While I agree there should be a "good guy" ending for NW that doesn't cut like 90% of the content, I would really like to see an evil fix for the main game the most. Fixing NW - in THEORY - should be much easier.

 

Add three factions of Free Traders, and create a Quest Giver NPC

Replace Raid Commonwealth Settlements with Recruit Settlement - this would give each recruited settlement a Caravan Tent (similar to how the RR has safehouses), and whatever Trader faction is assigned to it runs supply lines of traveling traders between tents. Mostly this would be about allying the settlements as normal, with an additional cost in caps to build the Caravan Tent.

And instead of enslaving Random NPC, you can instead go and recruit them to work as a Trader using a Bribe, Intimidation, Persuasion, or by completing a miscellaneous quest for them, instead.

 

I don't know what, if anything, should be done about the Raider group that turns on you.

 

 

If we were to make a fix for the main game, and NW, by God - I think we'd have a real RPG on our hands. :)

 

P.S. For Immersion value, and to make this easier to produce with the protagonist's voice, it should also:

1) Mute the main character's dialogue, but not the various grunts and sounds he/she makes.

2) Cut the lip-sync for said dialogue on main character

3) Adjust the camera close-up so we don't just see the main character awkwardly standing there during dialogue.

4) Incorporate, or require, a mod like Full Dialogue.

 

There are mods out there that silence the Main, but none of them take these steps. Of course, this is not by any means a requirement, but it would be a great addition - and, really, would probably work best as its own separate thing.

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I would prefer a way to civilize the Nuka World raiders. Have a truce with the Minutemen controlled settlements. The other raider groups not affiliated with the Nuka World tribes would still be the same though.

 

P.S. For Immersion value, and to make this easier to produce with the protagonist's voice, it should also:

1) Mute the main character's dialogue, but not the various grunts and sounds he/she makes.

2) Cut the lip-sync for said dialogue on main character

3) Adjust the camera close-up so we don't just see the main character awkwardly standing there during dialogue.

4) Incorporate, or require, a mod like Full Dialogue.

 

There are mods out there that silence the Main, but none of them take these steps. Of course, this is not by any means a requirement, but it would be a great addition - and, really, would probably work best as its own separate thing.

 

 

Why not just re-use already recorded lines? I've seen some mods do this to great effect.

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would be great, but u need a team of modding gods, which u wont get anytime soon, unless u put a bit more efford into the project than just your idea

 

Your pettiness is impressive. We both know what this comment is really about. Stop trolling - this is not even remotely the same situation.

 

Also, as for your remark, I would be happy to - and, indeed, would very much like to - take part in the collaborative effort this mod would require.

 

But first interest must be established, and then a team assembled.

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I like this idea a lot. I was going to post a thread, but here were my basic game fixing ideas:

 

You can raid any settlement you want whether or not you have companions there (meaning, yes, they might turn aggressive if they don't like your actions and be killed/run off to be a hazard as they randomly wander the wasteland perhaps?). I would like that mod to permit you to raid in several ways: 1) kill everyone, claim it, build on it, be threatened by regular vanilla raiders, mutants and even Minutemen, 2) push the settlers off the land entirely, 3) force/convince the current settlers to supply your growing network regardless of how close they are to any other settlements/camps*, 4) enslave the settlers by killing many, knocking down a few, making them work the land like they do at Nuka World while my raiders get drunk and party. In #4, new settlers would arrive as if they were kidnapped, already collared and ready to be put to work, with an option to convert them into a raider (nobody wears a collar who doesn't want one, right? Be a raider, no collar).

 

I would like the mod to make all those Nuka-cade games into interactive objects that raiders would use for increased happiness.

 

* This makes sense as Bethesda themselves will have mutants from 1//2 way across the map attack County Crossing, for example, but the mutants right across the road at the satellite station couldn't give a damn about the settlement . . .. It works for Bethesda. I want some too.

 

Bethesda's version of janky. Shank's dialogue is overmuch just to get it all under control. As of now, I have stopped playing F4 until I see something from Bethesda or a modder help us along with this. Even just fixing those quests would be nice. I've already played over 1,500 hours. Don't see the need to continue without a fix either from them or you good people.

 

Your fleshed out versions fit nicely within the game, I think. Would make more sense than you, as a good-two-shoes settlement god decided just to be evil instantly.

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