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Wasteland Salvation - A Death Alternative


Athanasa

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I just may not have noticed I tend to have the markers turned off while cluttering. It could just show the possible sleeping positions for NPC's. I am just guessing and am going to see if I can figure out a reason in the .nif's or ckit. Mostly because I'm curious about it.

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I'll let you know if I figure it out. ÃÃÃÃÂ ÃÃÃÃÂ

... I can turn the markers off?
I think it's the "m" key...?

Hmm, on second thought, I'm not sure that works for animation markers. But, I do remember it can be done.

 

If you don't already know (which I didn't either for a while), there is a list of *some* of the hotkeys in the help menu.

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The quick key list is good but there are key commands that are not listed in it. The Alt Scroll for example, I learned those from watching a youtube video with the Beth level designers talking about working on FO4.



Edit: The Ckit splash screens that show while your mod is loading also has a lot of good tips and tricks. I try to read them most of the time.



right thread this time. :tongue:


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Edit: The Ckit splash screens that show while your mod is loading also has a lot of good tips and tricks. I try to read them most of the time.

 

Huh. Never really MET splash screens, just the usual slow-as-treacle loading.

 

Finally getting around to adding WIP design documents to the main post.

 

Question:

 

The Brotherhood, Institute and Minutemen have the resources and potential to actually save the Player Character (vertibirds, relaying and good old patrols respectively). They are large, powerful organisations with many members. My question is this: What does the Railroad have to offer?

 

The Railroad seems to lack the manpower and influence to be able to really help the character. They don't have the teleportation tech of the Institute, the air transport of the Brotherhood, or the sheer numbers of the rebuilt Minutemen. There's only so much that can be explained with, "Deacon was stalking you again."

 

Maybe Tinker Tom rigs up some sort of auto-injector for Stimpaks?

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but they are a covert organization so maybe you can explain it with "Sleeper Cells" who whisked the player away under the cover of darkness.Â

But that would only really make sense within Boston. Then again, that should balance the lack of Minutemen presence in Boston quite nicely. Also safe houses etc.

I imagine it would involve stealth boys and/or smoke grenades for cover.

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I need some help with Companion event ideas - input appreciated!

I haven't played the game that much with the various companions, and I'm struggling to think of what special events some of the other companions would have to help the Sole Survivor. In fact, for some companions I can't actually see them having any extra special events.

Cait - Help Needed

Now, according to my research Cait warms up to the Brotherhood if you go the Brotherhood route (something about the command structure and security it gives? Also massive guns and airships). However, I am struggling to see her reactions under other circumstances or not going the Brotherhood route. Some research seems to flag her as very anti-Synth, so that lowers the chance of friendly Synth based rescues (except perhaps Institute relays, companions don't get much choice in that). Said research also suggests she dislikes the Minutemen, but that seems to be to do with just seeing them as useless?

Special Event: Pumps herself and the Sole Survivor full of drugs and drags them out of there? However, this falls apart after her loyalty quest. Then again, she seems to mellow after that quest too, potentially aligning her with the Minutemen and Brotherhood?

 

Codsworth

The good old Butler seems to merge with whatever factions the player is alligned to. Theoretically he'd also have a bonus towards any robot based events (I haven't played Automatron yet). However, this all gets a bit... complicated when you upgrade Codsworth via Automatron. Theoretically any upgrade other than the floating Mr. Handy form would be capable of the heavy lifting needed to carry the Sole Survivor back to safety, wherever that is. He also seems to be bright enough to summon Brotherhood or Minutemen support (perhaps a dialogue option to ask him to do one rather than the other?)

 

Curie

Curie is less of an issue than other 'neutral-ish' companions. She's a medic in her own right, and therefore would have a higher potential of saving you there and then. However, apart from that she seems to be neutral-ish like Codsworth. I imagine that, as she was originally a robot (and hasn't had the chance to form her own strong opinions yet outside of the Player actions) her alliance will mirror the Sole Survivor.

Special Event: Better chance of effectively and quickly getting the character back on their feet.

 

Paladin Danse

100% Brotherhood, even after his quest. Potentially after his quest he'll give more weight to Minutemen help, but still anti-Railroad and anti-Institute. Possibly has a better understanding of field medicine than other characters due to his military training?

Special Events: Increases the chance of a Brotherhood rescue. Will leave to a nearby settlement if post-Betrayal.

 

Deacon - Help Needed

Pretty much sorted. Anti-Brotherhood and Anti-Institute. An increased chance of Railroad rescues (once those are figured out). He should maybe have something more to offer, although his voice lines for Wasteland Salvation are goddamn hillarious. Maybe his bonus is being a snarky smart-arse?

Special Event 1: Cloaks himself and the unconscious Survivor with Stealth Boys and drags you out of there.

Special Event 2: Cloaks himself but is unable to get the Survivor, goes to get help. Preference to Railroad and Minutemen, potentially might accept Brotherhood help if forced into it through lack of choice. The Boss wouldn't turn to the Brotherhood just for a few Stimpaks, right?

 

Dogmeat - Help Needed

What's that, boy? Soul Survivor's stuck down a well?! You take us there right now! Honestly, I can't see how useful Dogmeat would be. He'd likely go and get help, but he can't really do much himself due to lacking thumbs. I feel like he needs something more than just being Wasteland Lassie, but I can't think of anything that makes sense.

Event Modifier: Better chance of other faction patrol rescues.

 

Hancock - Help Needed

Drugs, lots of drugs. ALL the drugs. Anti-Brotherhood and Anti-Institute. I also imagine (for some reason I have NO proof for) that he's probably fairly strong. Probably something to do with being made of Beef Jerky. He's gotta have something more he can do than being a drug dealer.

Special Event: Boosts both himself and the survivor with lots of drugs, enough to get them out of their current situation. (Unsure of the medical legitimacy of this - anything increasing heart-rate or dropping blood pressure seems to be a terrible idea.)

 

MacCready - Help Needed

I haven't played with MacCreedy at all, or really interacted with him (no quests push you that way). I therefore have NO idea of his allegiances. Or what special skill / event he might trigger to save the character.

 

Nick Valentine - Help Needed

Wiki states anti-BoS and anti-Institute, so that leaves Railroad and Minutemen factions. He might well be a lot stronger than he looks (he's not exactly flesh and blood), and he's also immune to radiation damage. That and pretty techy minded... I have no idea.

 

Piper - Help Needed

Wiki says anti-BoS and anti-Institute (I'm sensing a pattern here). However, like MacCreedy and Valentine, I can't see any special events she might be able to trigger.

 

Preston

Minutemen, through and through. He probably carries an extra-dimensional stash of Minutemen distress flares he can poop out like fireworks if needed.

Special Event: Increased chance of Minutemen rescue.

 

Strong - Help Needed

Apart from REALLY hoping he doesn't eat you, the best thing I can think of Strong doing is just picking up the Survivor and carrying them out of there.

Special Event: Strong STRONG! Carries the character to a nearby settlement / hub area.

 

X6-88

X6-88 can relay at will, and take others with him at the time (see Kellog's memories). As such, his special event would be to simply teleport the player back to the Institute.

Special Event: Relays back to the safety of the Institute with the player.

 

 

 

 

On a side note, my manager hasn't contacted me yet saying I'm needed in over the weekend. Rejoice, for I may work on this thing!

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Hey Athanasa I replied to you in another thread and was just wondering if you've made mods prior to this or if this is the first mod you're making? In my other post I stated I'd be very interested in using this mod however it seems like a large undertaking if it is indeed your first project. If so have you thought about trying to talk to other popular mod authors and get their input at all? If this isn't your first mod or you've already answered this in the thread I apologize I just read your main post and skimmed your updates.

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Hey Athanasa I replied to you in another thread and was just wondering if you've made mods prior to this or if this is the first mod you're making? In my other post I stated I'd be very interested in using this mod however it seems like a large undertaking if it is indeed your first project. If so have you thought about trying to talk to other popular mod authors and get their input at all? If this isn't your first mod or you've already answered this in the thread I apologize I just read your main post and skimmed your updates.

 

Oh, this is entirely my first mod. Although I guess it isn't obvious in the first post that I'm looking for help.

 

Honestly, I have no idea who to contact at all. But I've come to the vague conclusion that as long as I do the crappy time consuming work I'll probably find someone willing to put it together in the end. Sort of like flatpack furniture.

 

Continuing to add to the google docs on the first page.

Edited by Athanasa
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