SpermCellGiganticus Posted January 27, 2017 Share Posted January 27, 2017 Upon completing Oh My Papa/For The Republic pt 2 all the Great Khan NPCs should be gone from the game a week or two later. Link to comment Share on other sites More sharing options...
devinpatterson Posted January 31, 2017 Share Posted January 31, 2017 Upon completing Oh My Papa/For The Republic pt 2 all the Great Khan NPCs should be gone from the game a week or two later. Yeah, it's a good idea and something I have to work on anyway for another mod. There is a script command (nvse I think) to add packages (like a travel package, then a disable I'd assume). Have to hook into the quest and check the stages, but it should be do-able. I'll see what I can put together. Link to comment Share on other sites More sharing options...
GuymanBot Posted February 6, 2017 Share Posted February 6, 2017 It would be neat if it was in a post-game mod. The epilogue plain right says that they evacuate during the battle of Hoover Dam. I always saw they did this because both factions were keeping a close eye on them. If they tried to leave anytime sooner, they would probably be stopped pretty quickly. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 7, 2017 Share Posted February 7, 2017 It would be neat if it was in a post-game mod. The epilogue plain right says that they evacuate during the battle of Hoover Dam. I always saw they did this because both factions were keeping a close eye on them. If they tried to leave anytime sooner, they would probably be stopped pretty quickly. Hmmm, I don't know (not really up to speed on teh Khans). I kinda always got the impression that they were a constant reminder of a shameful bloody past to the NCR (not to mention their dealings with Legion ambassadors) and the Republic (at least it's troops and possibly the more informed civilians) wouldn't mind if they left the picture for good. I started noting ID's to remove (via script) adn was thinking about adding a bit of graffiti (like good riddance raider scum, etc) to the Khan artwork in the valley. I was curious if anyone else had any ideas to add some atmosphere to the now abandoned stronghold (and what might happen to it after the area is available). Link to comment Share on other sites More sharing options...
SpermCellGiganticus Posted February 8, 2017 Author Share Posted February 8, 2017 I'm gonna hate myself for this, but It would probably just get taken over by cazadores, maybe fiends try to take over the drug lab. The Great Khan longhouse would make a sweet player home, nothing fancy just some crafting stations and a safe container in Papa Khan's old room. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 9, 2017 Share Posted February 9, 2017 The Great Khan longhouse would make a sweet player home, nothing fancy just some crafting stations and a safe container in Papa Khan's old room. yeah that'd be good, maybe some minor resistance (raiders/fiends) so the player feels like s/he earns it. As I was typing ref numbers I was thinking that the great khan tents would be kinda cool if they were "deployable". Choose a level open area, select the tent in inventory, exit the pipboy menu and your standing in a khan tent. Might make a nice variant on the deployable pup tent and army tent mods we have on nexus (assumign someone hasn't already done it). Link to comment Share on other sites More sharing options...
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