ColonelEcho Posted December 7, 2011 Share Posted December 7, 2011 (note that this is a breif overview of this quest, and doesn't get into details)Now, in the Camp McCarran terminal, there is a man named Major Carter. Now he says that he has picked up a strange, low frequency, coded message, and that he wants to investigate, but the NCR's is conserned on more important matters than a morse code signal. He thinks it is more than that. he wants you to follow the signal and find out it's origan. You go to the source of the brodcast and find a small Enclave post with 3 Enclave soldiers in remnants armor withs some red stripes on them. The leader approches you and calls you a tresspasser and attacks you. after dispatching the 3 troops, 3 more NPCs show up, two named Unknown mercenary, the last, Jacobson Marteen.they then attack you. once the are all killed, it tells you to search th Enclave sigma team leader and Jacobson Marteen. you search them both to find out the Enclave has hired the Talon Company, and that they have set up a base near Outer Vegas. You then return to Major Carter and tell him the news. he tells you to wait a few days and return to him. A few days later, you return and he says that you are the leader of the NCR Anti-Enclave task force and give you two items, an artillery strike marker and a Vertibird assault marker. He tells you how to use them and and gives you the location of the anti-enclave outpost. You head there and speek with the head officer, Colonel Nathan, and tells you to go and scout out the defenses. you go and do that to a certain two points and return. he then wants you to tell Major Janson the chosen weapon loadouts for this mission. You talk to Janson and tell him the loadouts and he can repair your yhings and sells stuff too. You then recruit troops in the Barracks for your mission and you can open their inventory and everything. When you are about to comense the assault, Colonel Nathan stops you and says you need to disable a minefield surrounding the target. So you go and disable the minefield with a switch in a tower on one of the sides of the minefield. Once you pust the switch, The assault on the Enclave Research Outpost begins. You join the NCR and assault the Outpost as Enclave soldiers start to pour out and attack. At one point, Janson tells you you need to call in an airstrike on the main door to get it open. the vertibird flys in and blows it up, allowing entrance. Nathan than tells you to go room to room and kill every Enclave member you can find. You kill all the Enclave you find and come up on a door labled: Command Center. You walk in to find a fortified position with heavy enclave soldiers and Mark 7 turrets. An Enclave officer named: General Hareford speaks with you and says why you are doing this. in the end, he opens fire and you troops start to come in. The general flees and you give chace. you run through the armory where some really heavy enclave troops ambush you. You see the general run into the next room, the containment room. when you wak in, he pushes a switch and releases the contained specimains. He the runs into the storage area and you give chase as NCR and Enclave clash around you. he runs into the vertical take off area, and heads up the winding catwalk. when you make it to the top, he jumps down onto an inaccessable catwalk. You the open the hanger's doors and target him withe the artillery strike maker. The high ordanance rains down, destroying vertibirds below, sending general Hareford to hell. You make it out and back to the Anti-Enclave outpost and speak to Colonel Nathan. He says that you, him, and Janson are going to assault the Found Talon company HQ. They can wait until your ready outside the North Strip gate and Janson can repair a few items for free. When you say you are ready, the three of you go out to the HQ. you bust a hole in the wall and head in, with your objective to kill all and take no prisoners. When you are done killing the talon company, Colonel Nathan says he's relieved that it is all over, and gives you his .44 magnum+mods. Your final objective is to speak with Janson, and he gives you his Anti-Material Rifle+mods. The quest is the completed and Nathan and Janson walk out and dissapear. This concludes the overview of the mod. if you wish to actually get the specific details on the mod, please send me a message that you can make this. I want this to be among some of the best quest mods out there. Link to comment Share on other sites More sharing options...
ModelV Posted December 8, 2011 Share Posted December 8, 2011 (edited) Significant improvement required in some fields. First off its not the Lore friendly. Having Enclave and Talon company does not make it Lore friendly. Talon Company are all on the east coast. The Enclave have been blown up so many times its impossible for them to have such a sizeable force. Your just gonna get a bunch of guys like me complaining about how lore-unfriendly the mod is. Also making the mod exclusive to people siding with the NCR is a no no. This will cut down on popularity of the mod quite a bit. Here are some suggestions: Choose a different faction to side with the Enclave. Such as a faction already in the game, a faction that was in the first 2 Fallouts that would survive or a new faction. Mercenaries wouldnt really fit either since the Enclave wouldnt have a lot of money nor a lot of other supplies to pay. Shrink the Enclave. A lot of people hated Fallout 3 because it inflated lore friendly factions and made them not lore friendly. The Enclave should be the small master minds controlling the secondary faction which makes up most of the man power. Much more lore friendly. Have the quest be open to people who dont like the NCR: You really dont wanna pigeon hole yourself with this its going to drastically reduce the popularity of the mod. Mr. House and Caesar's Legion both have reasons to destroy the Enclave. Obviously Caesar's Legion shouldnt be able to give you the same amount of back up as the NCR since the operation happens within NCR lines and Mr. House's route should be the less fighting more infiltrating and sabotaging or possibly persuading to ally though your gonna have to be careful about how you do that so its in line with House's MO. Securitron Army backup shouldnt be an option. Another option to skip the work of having all the factions be able to have a hand is do what New Vegas Bounties II did. "I dont care what you think about the NCR as long as you get results and will accept the payment." Use it, leave it, get mad and rant at me about it being "your mod", its just my 2 cents. Edited December 8, 2011 by ModelV Link to comment Share on other sites More sharing options...
DarkGoth Posted December 8, 2011 Share Posted December 8, 2011 (edited) The mod's idea if very good, but i totally agree with ModelIV regarding the lore. The real Fallout 3 is NewVegas indeed. Aniway, i hope that someone can help you with this idea ;) Edited December 8, 2011 by DarkGoth Link to comment Share on other sites More sharing options...
ColonelEcho Posted December 8, 2011 Author Share Posted December 8, 2011 I totally agree with you. I don't exactly remember New Vegas Bounties II, but a guy named AlCheastbreach on youtube did this mod. I guess I'll check it out and modify it to fit for any character of any faction. But there are still are a few other things I need to figure out if it can be acomplished. My real concern is the Spec Ops Combat armor+Combat Helmet. It is suposed to be a fully customizable suit of combat armor, one which when you click a misc item, it opens a menu that allows you to change the color, attachments, ect. The other items and things like the quest will be probably the simpler part, and thigs like artillery stikes are already in-game, and there is the Enclave Commander mod that allows you to call in Vertibird strikes, but a suit of armor, fully player customizable, with new textures for attatchments, this is the part that i'm not to sure about. Link to comment Share on other sites More sharing options...
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