thejim223 Posted March 26, 2017 Share Posted March 26, 2017 Okay, I know it sounds silly or quaint. But dad at Somerville is lonely, and a bad dad. Twice I have caught the boy up on the roof and that's just not right. I'd like to see a mod that creates settler companions, not just Somerville of course. But if you could assign a (chose your gender) parent/companion for essential settlers, I think it would be cool. These people should be makin' babies and repopulating the commonwealth. Not just farming and complaining about dirty fingernails all the time. Thanks for all the great mods, you authors are awesome. Link to comment Share on other sites More sharing options...
Kodiak412 Posted March 26, 2017 Share Posted March 26, 2017 This is a good idea. Even a quest or encounter like the Phyllis one, only with a younger woman. Help her come to grips with something and relocate to Somerville. Pity Beth didn't include something like this then the children could have spoken dialog about the new lady. I often wished that Beth had an encounter where you find a little ghoul girl and bring her to the toy maker at the slog. She would not replace his real daughter, but he could help out another child in need. Maybe make amends for the time he feels he wasted being a workaholic. He always struck me as a good man and he could help a poor orphaned ghoul. Link to comment Share on other sites More sharing options...
thejim223 Posted March 26, 2017 Author Share Posted March 26, 2017 Beth, as you say, could have done this. They were half way there with the Billy Peabody mini-quest. Here's how I am envisioning things: After some time fixing up Somerville, the kids old man could relate a sad tale to you. He'd bemoan losing his love and mother of his children in the Quincy massacre. He would say that in his heart he knows she is still out there, captive to the gunners. Track her down, kill all the gunners and bring her back alive, unlocking the ability to create settler companions. Other means of unlocking to be available of course. At first I thought this was a silly idea. Now I'm more sure about it. Link to comment Share on other sites More sharing options...
caleb68 Posted March 27, 2017 Share Posted March 27, 2017 You could set it up like the kidnapping quests, then you'd have dialog for both her and him (using the generic npc dialogs) that would make sense with that story you typed out jim. just a thought there if one can't / doesn't want to go through the hassle of making new dialog. I created a area where it needed some explanation to everything that's going on inside the place, its one of the residents journal recordings of everything over the course of a year that took place, and explains why things are the way they are inside the area. I have a mini quest thats not really hard, its mainly a search and locate quest, you get to certain spots and it tells you to locate certain things before telling you to explore a different area, about 3/4th through that you find that settlers terminal and can read about everything. Terminals can come in handy for doing journal entries where conversations aren't possible, and can give back history as well to how things became they way they are where the people currently are living. you could place a terminal in there that has a log telling the back story of how he lost her at quincy, explaining the horrifying events that happened and why he was unable to save her. Then throw in some extra ones in there as time as passed saying he just knows she's still alive and that he needs to find someone to help rescue her, a day counter could be added in for triggering the quest script, thats triggered by the player entering the house through a trigger. After X days have passed it fires off the kidnapping like script where he begs the player to help rescue her, and sends them off to the gunner spot where she is held. Just some thoughts on how one could do it with limited dialog abilities. Link to comment Share on other sites More sharing options...
thejim223 Posted March 27, 2017 Author Share Posted March 27, 2017 You could set it up like the kidnapping quests, then you'd have dialog for both her and him (using the generic npc dialogs) that would make sense with that story you typed out jim. just a thought there if one can't / doesn't want to go through the hassle of making new dialog. I created a area where it needed some explanation to everything that's going on inside the place, its one of the residents journal recordings of everything over the course of a year that took place, and explains why things are the way they are inside the area. I have a mini quest thats not really hard, its mainly a search and locate quest, you get to certain spots and it tells you to locate certain things before telling you to explore a different area, about 3/4th through that you find that settlers terminal and can read about everything. Terminals can come in handy for doing journal entries where conversations aren't possible, and can give back history as well to how things became they way they are where the people currently are living. you could place a terminal in there that has a log telling the back story of how he lost her at quincy, explaining the horrifying events that happened and why he was unable to save her. Then throw in some extra ones in there as time as passed saying he just knows she's still alive and that he needs to find someone to help rescue her, a day counter could be added in for triggering the quest script, thats triggered by the player entering the house through a trigger. After X days have passed it fires off the kidnapping like script where he begs the player to help rescue her, and sends them off to the gunner spot where she is held. Just some thoughts on how one could do it with limited dialog abilities. Sounds good. Now I wish I had a clue about making mods. I have the attention span of a gnat and when things get technical I lose the plot. Thanks :) Link to comment Share on other sites More sharing options...
dark47 Posted March 27, 2017 Share Posted March 27, 2017 These are some very good ideas here. I wish I had the ability to act on them. Perhaps adding my voice as a "Yes, please" vote will get the attention of someone not only WITH the ability to act on this, but the time and inclination. Sounds like it might entail a lot of work. Link to comment Share on other sites More sharing options...
caleb68 Posted March 28, 2017 Share Posted March 28, 2017 it wouldn't be too hard for a modder to make, the trickest part of it all would be getting the quest to fire off propery, and setting up the dialogs so that they use the existing dialogs for the quest (haven't messed with the dialog system much myself). I'm sure there is someone out there that could make this happen relatively easy if you ask them. If I had more experience with the dialog system I'd give it a go and im also working on another mod right now thats a rather big project. hope ya find someone to make it happen, it sounds like a good little mini quest addition to fallout. Need more mini quests for the civilians in the wasteland. Link to comment Share on other sites More sharing options...
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