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Nuka-World, are there any post Open Season mods in development?


thenightgaunt

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I enjoyed Nuka-World, but was severely dissapointed by the ending if you decided to go the "good guy" route and complete the Open Season quest, killing off all the raiders (I don't think that counts as a spoiler).

 

While claiming sections of the park allows gang members to spawn in them, clearing out the gangs turns the park in to a ghost town. There's not even an option to just randomly spawn in traders in those park sections. If you look at the areas in the Creation Kit, there are only actor spawns for raiders.

 

So it looks like there's a lot of opportunity for post "open season" content in the Nuka-World DLC. The most minor being a mod that adds random traders to the park zone spawn lists. But while I've seen a few posts under the Mod Requests forum, I haven't seen any sign of actual mods in progress.

 

Does anyone know of any mod projects currently being worked on to bring content to the post "open season" Nuka-World?

 

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No idea, haven't even done Nuka World yet.

 

Though I am really wondering why no one has incorporated the new Raiders into the games main world space cause really why not?

No seriously Raiders are just better with Automatron in the game plus Raider Overhaul....So how come Nuka World Raiders didn't get incorporated with all their snazzy new armor that I find only as Legendary items.

 

Rust Devils were literally given Spawn Points and routes to take in the Commonwealth....They also look sweet too.

Could you just imagine how colorful the game would be with 3 more distinct Raider groups running around with their own kit to boot.

 

Ah well I get it though Nuka World was about Raider Fan servicing. Specifically to make ppl happy that finally you can join the Raiders and not only that they come in 3 flavors....Cept Rust Devils or regular mangy.

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first nuka works difrent then commonw/fh

adding new npc's/traders is kind of time consuming it is posible to add xxxx new npc's tat will spam true all zones when you turn on the power(and or quest related)

but most don't know how it works and or don't wana spend time on it, because nuka = kill all raiders, and or join them and never go back there, besides those 2 things there is almost nothing else to do in nuka

 

as for adding them to commonw well tats pretty simple just add xxxxxxx spam points true the world

but peeps like more the xxxxxxxxxx weapon/face preset/clothing ect mods and or other stuff tat not really add anything to the game

maybe in time some of the settlement makers(and there are not many of those) will add some stuff to nuka but it will take time(most are still working on commonw)

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H

 

first nuka works difrent then commonw/fh

adding new npc's/traders is kind of time consuming it is posible to add xxxx new npc's tat will spam true all zones when you turn on the power(and or quest related)

but most don't know how it works and or don't wana spend time on it, because nuka = kill all raiders, and or join them and never go back there, besides those 2 things there is almost nothing else to do in nuka

 

as for adding them to commonw well tats pretty simple just add xxxxxxx spam points true the world

but peeps like more the xxxxxxxxxx weapon/face preset/clothing ect mods and or other stuff tat not really add anything to the game

maybe in time some of the settlement makers(and there are not many of those) will add some stuff to nuka but it will take time(most are still working on commonw)

 

Good point, scripting that would be a pain in the butt.
However...what about settlements?
What if we could setup each individual park as a settlement? Or even just a large chunk of the front area of each park? You could tie the activation of the workbenches to the completion of the Open Season quest, and then leave it to the Player to populate the park.

Hmmmm. I've got zero experience with this but it's an interesting concept.

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H

 

first nuka works difrent then commonw/fh

adding new npc's/traders is kind of time consuming it is posible to add xxxx new npc's tat will spam true all zones when you turn on the power(and or quest related)

but most don't know how it works and or don't wana spend time on it, because nuka = kill all raiders, and or join them and never go back there, besides those 2 things there is almost nothing else to do in nuka

 

as for adding them to commonw well tats pretty simple just add xxxxxxx spam points true the world

but peeps like more the xxxxxxxxxx weapon/face preset/clothing ect mods and or other stuff tat not really add anything to the game

maybe in time some of the settlement makers(and there are not many of those) will add some stuff to nuka but it will take time(most are still working on commonw)

 

Good point, scripting that would be a pain in the butt.
However...what about settlements?
What if we could setup each individual park as a settlement? Or even just a large chunk of the front area of each park? You could tie the activation of the workbenches to the completion of the Open Season quest, and then leave it to the Player to populate the park.

Hmmmm. I've got zero experience with this but it's an interesting concept.

 

 

it not tat hard to turn every zone into a settlement, but its only usefull if you kill all raiders, otherwise you have xx raiders running around wo do nothing

 

if you use the same workbench and parent quest tat the rr there use, the workbench will only works after turning on the power

but like i say before there are not many wo make settlements, and it will take some time to get there

 

a lil side note

i know how to do all those things but i don't make mods for others, tats work for those wo are able to handle all the shitty comments and or demands most have

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it not tat hard to turn every zone into a settlement, but its only usefull if you kill all raiders, otherwise you have xx raiders running around wo do nothing

 

if you use the same workbench and parent quest tat the rr there use, the workbench will only works after turning on the power

but like i say before there are not many wo make settlements, and it will take some time to get there

 

a lil side note

i know how to do all those things but i don't make mods for others, tats work for those wo are able to handle all the shitty comments and or demands most have

 

Good point. You'd have to eliminate the raiders anyway, but if you went with the "open season" option that would be happening anyway.

I think you have the right idea about linking the activation of the workbench to turning the power on.

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When I first played Nukaworld and that guy who is using the blowtorch in the market told you there was a resistance group in [spolier] park, I was excited to think there was an actual quest line in dealing with the raiders. Unfortunalty that turned out to be what it turned out to be (being vague cause spoilers) and you ended up getting the open season instead. Seems like that was a miss opportunity to repopulate the park with traders

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When I first played Nukaworld and that guy who is using the blowtorch in the market told you there was a resistance group in [spolier] park, I was excited to think there was an actual quest line in dealing with the raiders. Unfortunalty that turned out to be what it turned out to be (being vague cause spoilers) and you ended up getting the open season instead. Seems like that was a miss opportunity to repopulate the park with traders

 

Aye, that was a disappointing revelation as well.

I might have a chance to try to do simply add the settlement option in sometime next year as there's a great tutorial on creating settlement areas, but I wouldn't even be able to start trying until late January. Anything beyond that though would be beyond my abilities.

 

It would be great if someone with more skill wanted to expand that area of the DLC, but it doesn't sound like there were a lot of modders who want to play with the Nuka-World DLC.

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