Flowerguy360 Posted September 10, 2016 Author Share Posted September 10, 2016 Posted a slightly altered version of the idea on the Beth forums: https://community.bethesda.net/thread/80100 I think adding an if_else check on Shank for allied settlements is the most workable solution. I'm just not sure if it's something that can be done in Papyrus or not. I'm quite sure that everything else can be done in the CK, possibly with a few supporting scripts. Link to comment Share on other sites More sharing options...
DrabRab Posted September 10, 2016 Share Posted September 10, 2016 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."STEP TWO - Replacing the Minutemen quest line." Starting off as a disillusioned sole survivor, killing the Minutemen and taking their quest line, then raiding Settlements from the get go, would be a good start to an evil play through indeed. Link to comment Share on other sites More sharing options...
Gruntin Posted September 10, 2016 Share Posted September 10, 2016 (edited) Been trying to learn my way around the new Creation Kit. It's been awhile since I've played around with Skyrim's or the GECKs. I'm hoping to at the least, add an option to kill the settlers in "When Freedom Calls", and have the game complete the quest, and fail all the subsequent Minutemen quests. Edited September 10, 2016 by Gruntin Link to comment Share on other sites More sharing options...
Gruntin Posted September 10, 2016 Share Posted September 10, 2016 I think I've got a basic version made. Gonna test it abit and see if it works. Link to comment Share on other sites More sharing options...
Gruntin Posted September 10, 2016 Share Posted September 10, 2016 Everything should be working, but I can't get Preston Garvey to die while the quest is active. Gonna mess around with it some more. Link to comment Share on other sites More sharing options...
Ginto Posted February 14, 2017 Share Posted February 14, 2017 This sounds fantastic. Any new updates on this? Link to comment Share on other sites More sharing options...
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