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[WIP] Nuka World Reborn


EnvyDeveloper

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Just got one of these "kill the courser" quests in Nuka World.

Will this mod require that you have never been there, or can I at least do the gauntlet and kill that stupid courser?

You can do the mod's content at any time and you can even complete the main quest and all side content before the release of the mod.

 

Just don't do Open Season as a lot of the mod's main quest line will be closed.

 

Regarding existing side content, I decided that I won't touch any of them except the Hubologists quest (only because the Traders and the Raiders would need you to deal with them how you see fit, you can still do it and report back that you've already done it).

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The Traders questline is now fully complete and just needs to be tested. You can now do a version of The Grand Tour but for the Traders.

 

I'm now implementing the raider trash removal which happens after you do Open Season in this mod. Then, I'll look into why the Traders are in the buff after Open Season and see if I can clothe them.

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Since you are already on the project, I'm going to repost some suggestions I've made before and let you keep/ignore whatever you prefer (awesome to see someone on this, btw! :smile:). I'm hopeful that this may lend some inspiration/ideas, though I'm sure those are not in short supply. Good luck with the project, and again, glad to see someone on it. Thanks! :D

Nuka World Expanded: The ending for this DLC kinda sucks. We should be able to get something for completing Open Season. For starters, I would suggest a Free Trade perk; something that simply gives a global 25% price reduction on all bartering with Traders/Caravans. Also, I don't think freeing the Traders should mean you don't get to complete those evil radiant quests the NW Raiders gave you. Frankly, killing someone for money, kidnapping people for ransom (or other profit), and capturing slaves are all (immoral) means of making some caps. Why shouldn't the Traders want in on that action, too? Just because they were victims does not make them nice people. Throw a radiant quest giver in for the Traders after completing Open Season that keeps those radiant quests flowing.

 

Also, if you choose to complete Open Season, you should have the option to throw down with the raiders using stealth to kill the leaders - this SHOULD result in the group whose leader(s) you have killed becoming hostile not only to you, but to the other groups, as well (reasoning being that they blame the Overboss for the letting their leader die - but all three groups are not going to work together without their leaders, either). So, if you kill Mags, the Operators become hostile to you and the other raider groups, but the other raider groups do not become hostile to you (yet) unless you also kill Nisha or Mason. Failing to kill any one of them stealthily should, of course, turn all groups hostile to you and have all three groups working together (and they just kill each other later) against you.

 

And, no, Gage should NOT side with you if you decide to take out his pals.

 

As for NOT completing Open Season, this was left out, too. So you go through the DLC, you complete Power Play, and now you're leading a bunch of parasites in and out of the Commonwealth. But your main factions? Totally oblivious, except for Preston. If you want to let me play a Raider, let me play a Raider. I want to kill EVERYONE (unless they pay my "protection fee"). After taking Nuka World, what better score for a bunch of Raiders than a literally endless supply of slaves? Let's conquer the Institute, everyone. And once you do that? Time to eliminate all possible threats: The Brotherhood, The Rail Road, and the Minutemen.

Edited by Flowerguy360
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Since you are already on the project, I'm going to repost some suggestions I've made before and let you keep/ignore whatever you prefer (awesome to see someone on this, btw! :smile:). I'm hopeful that this may lend some inspiration/ideas, though I'm sure those are not in short supply. Good luck with the project, and again, glad to see someone on it. Thanks! :D

 

Nuka World Expanded: The ending for this DLC kinda sucks. We should be able to get something for completing Open Season. For starters, I would suggest a Free Trade perk; something that simply gives a global 25% price reduction on all bartering with Traders/Caravans. Also, I don't think freeing the Traders should mean you don't get to complete those evil radiant quests the NW Raiders gave you. Frankly, killing someone for money, kidnapping people for ransom (or other profit), and capturing slaves are all (immoral) means of making some caps. Why shouldn't the Traders want in on that action, too? Just because they were victims does not make them nice people. Throw a radiant quest giver in for the Traders after completing Open Season that keeps those radiant quests flowing.

 

Also, if you choose to complete Open Season, you should have the option to throw down with the raiders using stealth to kill the leaders - this SHOULD result in the group whose leader(s) you have killed becoming hostile not only to you, but to the other groups, as well (reasoning being that they blame the Overboss for the letting their leader die - but all three groups are not going to work together without their leaders, either). So, if you kill Mags, the Operators become hostile to you and the other raider groups, but the other raider groups do not become hostile to you (yet) unless you also kill Nisha or Mason. Failing to kill any one of them stealthily should, of course, turn all groups hostile to you and have all three groups working together (and they just kill each other later) against you.

 

And, no, Gage should NOT side with you if you decide to take out his pals.

 

As for NOT completing Open Season, this was left out, too. So you go through the DLC, you complete Power Play, and now you're leading a bunch of parasites in and out of the Commonwealth. But your main factions? Totally oblivious, except for Preston. If you want to let me play a Raider, let me play a Raider. I want to kill EVERYONE (unless they pay my "protection fee"). After taking Nuka World, what better score for a bunch of Raiders than a literally endless supply of slaves? Let's conquer the Institute, everyone. And once you do that? Time to eliminate all possible threats: The Brotherhood, The Rail Road, and the Minutemen.

 

Thank you for the ideas. :smile:

 

The main questgiver for the Traders wants every trace of the raiders gone and would likely not accept anyone offering the Raider radiant quests. Likewise, the Institute Exiles want to stop things like kidnapping because their synths are at stake too. So, unless you side with the new Raider questgiver, you will need to forgo the Raider radiant quests in the aftermath.

 

A variant of taking over the Institute is already in the works, but it's the exiled chapter in Nuka-World. A new Raider questgiver wants to take it over, much to the disgust of Gage. Keeping in mind that since Gage hates the Institute, he will hate his pals trying to use it too. So, judging from his backstory, he will most probably leave the raiders in this case and move on, allowing you to keep him if you will be enemies with the Nuka-World raiders.

Edited by EnvyDeveloper
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The Traders questline is fully done.

 

Next will be the Raiders quest and some loose ends to tie up, before the playtesting and release. I am going to only make one Raiders quest because I want both sides to have 6 quests each, and putting out more raider content is not the main focus of this mod.

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