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Nuke World story conclusion for good karma characters


roldoi1911

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So I've been thinking about how the nuke world DLC kinda gives the shaft to "good karma" playthoughs. Don't get me wrong, I know the vanilla game is lacking in the bad karma department, but I think that's more the issue of how Bethesda wrote the player character. But I digress, I don't really feel paying thirty bucks is worth just to genocide a sandbox, and I don't care to start another character just to enjoy one doctor and screw myself over for the base game content.

 

There are mods that circumvent this, but they're only "change the background game mechanics" and don't do anything for the story. So I thought of posting a request here to share some ideas in hopes it might catch someone's interest.

 

What if, as the Overboss, after you finish the quest line, gauge tells you to start raiding the commonwealth. Like in vanilla he directs you to Shank, and you tell him reading settlements is dumb and helping them in exchange for food, chems and equipment is far more lucrative. He disagrees, but you remind him, you're his overboss, and he gives you a quest to convince the two gangs that sided with you.

 

You then convince each by...

For the Pack

-Charisma check (Mason lives)

-Use cannibal perk to Script kill and eat Mason on the spot, convincing them you're the alpha

-Challenge Mason to a fist fight for his position (once you win, you can choose for him to live or die)

-Use animal friend perk to convince him that his pets would benefit more.

 

For the operators...

-again Charisma check

-flash them ten thousand caps (cause we seriously need something to spend on) in your inventory, and tell them that's how wealthy you get form helping the settlements. You can get them to go along with it or dispose them.

-use one of their Own persuasion grenades in a dialogue option. Again you can convince them or let them stay leaders.

-duel Mags and choose to kill or spare her when it is over.

 

For the Disiples

- say it with me Charisma

- challenge Nisha to a shank match (She dies unless you choose to spare her and possess a stimpack)

- Use the sandman perk to convince them, you'd slit all of their throats in their sleep if they don't obey. You are not to be disobeyed.

-Pickpocket and steal Nisha's mask (which would have to be make its own unique. And return it to her, as a message how easily she could've died if you'd stick knife in her. You can convince her to make you leader or just to go with your idea.

 

After you convinced both factions, you'd either go to gage or shank and tell them the gangs are on board.

 

When you return to the commonwealth, you can now place in settlements something to call Nuka world raiders to protect the settlement. It spawns a number of leveled raider of whatever particular gang you choose and adds defense, in exchange for a hefty food penalty. So essentially you have a small army guard each settlement, in the event it gets attacked.

 

Also maybe some named or unnamed raider members can join you as followers if you choose to become the leader of their respective gang. Of course there might be some benefits to become the boss of each gang but I don't know beyond what I typed here.

 

So what do you think? Any modders interested?

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