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horror quest mod


saw12

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yeahhhh!!!!

 

hmmm, oooh, nice little girl, who offers the curur TEA, (it smells like almonds if you have a perception of 8+)

 

if you don't get that refrence (The Little Girl Who Lives Down the Lane), the tea has cyanide in it.

 

got to love a little kid with survival and science waaay above what her age should be....

Adding creepy kids is a way to enhance horror every time! I wonder how many people realized that Little Lamplight in FO3 was chock full of Children of the Corn references?

 

A really creepy area would be a small town full of children that is very well maintained and clean, especially if nearby was a very Raider/Slaver besieged settlement with adults that were terrified of that town as are the raiders...and finding out why could be a heck of an investigation quest with some very nasty consequences, some ideas for that:

 

1) A group of intelligent Deathclaws in caves below the town and don't like adults but won't harm children, eventually finding this out could lead to a confrontation with them, either getting you into a fight that kills them and leaves the children unprotected or (with a successful speech check or agreeing to do some nasty job for them, i.e. wipe out the slaver/raiders nearby) get's them to spare you and perhaps even protect the adults of the nearby settlement as well, in secret of course as they only want to deal with children (they'd most likely want some form of payment to expand their protection, like so meat left as tribute like the Family of FO3 with bloodpacks).

 

2) Somewhere in the town is an object brought by a traveler that causes all adults that stay more than a couple of days within the town to turn into a docile (same faction as the children so they will attack only if the kids are hostile to you) feral ghoul, those that don't stay too long at a time are safe as long as they don't try to harm the kids in any way.

 

3) The "children" are really creatures produced by a mysterious lab under the town that was built to create child looking genetic construct super soldiers for the purposes of covert destruction of the fighting forces of enemy countries but the mainframe malfunctioned and now produces these children to populate the town, they butcher and consume any adults that give them even a slight excuse to be hostile (explains where all that meat for the meat pies and sausages they eat comes from).

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stealing from horseclans fantasy/sci fi/p9rn series an enclave scientist figured out how to transfer and format his memmories onto others but it works best on children because they are still learning. the colony of tykes are also going the lord of the fkies route...
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any more ideas for quests?

 

Sure! Depends on the horror angle you are looking for of course but as an example:

 

1) Being knocked out and finding yourself and others trapped (sans equipment) scattered throughout a building that is full of boobytraps and horrible scenes of death ranging from fresh dead bodies to skeletons lost to the traps and what appears to be creature attacks. Scrawled on the walls of different rooms in blood or sign letters or notes nailed to the wall with knives are instructions for different tasks you are to perform before you are set free, from gathering certain objects and placing them in a certain container to more disturbing tasks like moving corpses into a certain room or choosing amongst the others (the lights drop and the person dissappears immediately after the choice is made by you and the others).

 

Alternately this same kind of task quest can be stretched across several different locations scattered across the wastes with some threat hung over the players head (poison that they need cured by stages the cure stage received with a note detailing the next task when you complete each task, kidnapped children/ innocents released as you complete each task or killed if you refuse).

 

2) Something is turning people into feral beasts! Some mysterious force is driving people insane and causing them to act like feral ghouls, following the path of this the Courier discovers that all those that have had this happen had possessed for a time a mysterious idol tracking it's path through the wastes and it's trail of death and destruction you find it has become part of the collection of an eccentric man living in a friendly settlement in an old hotel (for extra impact add a couple of quests of finding and delivering things to him first and some minor "help out" quests for the friendly folks living in the hotel with him before springing this, adds a whole new layer of horror as you are forced to go in and possibly kill these folks you feel kindly towards).

 

3) Horribly bloody deaths in the night threaten the good folk of Freeside (or similar feel down on their luck settlement) you must discover who or what is committing these killings and stop it! (Is it some invisible monster? The kindly old doctor? The creepy stranger newly arrived in town?)

 

4) A plague has arrived causing horribly death or disfigurement, the only cure buried deep underground in an almost forgotten bio-warfare facility in the Mojave. At least everyone thought it was forgotten and abandoned. A new and sinister occupant has arrived and has been spiriting people into the depths of the facility to perform horrible experiments upon them. Will the Courier become a victim of their twisted science? Will the cure really be there amoungst the horrors? Will you be able to stop this madness and keep the horrible twisted and insane victims and creations of this mad Doctor from spreading into the Mojave?

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you find a carnival, full of freaks, and broken rides, they want entry/negotiation with the chrimson caravan. BTW if introduced to a settlement, shortly after the carnivale leaves, the place becomes a ghost town, with funny looking pillers of sand/salt where some promenant NPCs were.

 

now try and figure out how to stop what you've done.

 

oh and thanks Ray Bradbury.

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One idea for environment I've always wanted to do is an interior cell that has triggers that keep changing the layout of the cell. It would be perfect for a maze style haunted house / cavern / facility etc....

 

I think it would be awesome if you walked through a door turn the corner to find a dead end, and go back to the door to find another dead end, then turn around and there is a door there that wasn't there before. You could also use the same idea for the clutter and items in the cell, books and things on desks being switched around or re-arranged constantly, creepy noises, lights all going out and coming back on seemingly randomly, bodies you passed in the hallways aren't there when you come back through.

 

As far as the quest, you have the player run into an NPC, that needs help with something. He is clearly terrified and telling you that enemies are coming or something to that effect, and he tells you to hurry up and follow him if you want to stay alive. When you do he leads you through this maze and turns a corner ahead of you. When you turn the corner he is gone but his skeleton is lying there on the ground. You search him and find his journal that details his last moments alive, and mentions how he was trying to escape this place that you're in. You now see that you're in the same predicament he was in, and along your way you find out you're not the only one this ghost has lead into this trap. Not only that but he's the one that's keeping you from leaving by constantly changing the layout of the place. It's then your job to find out how to kill this ghost so that you can escape.

 

Just some ideas.

Edited by joshua121
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@ jousha121 the changing cell would be difficult you would need to make multiple cells with copies that have the minor changes and using portals to connect them like in silent hill orgins
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@ jousha121 the changing cell would be difficult you would need to make multiple cells with copies that have the minor changes and using portals to connect them like in silent hill orgins

 

You could do it that way, but if you weren't worried about nav-mesh you could use triggers for Xmarkers, to parent certain parts of the cell to turn on and off when you pass through the triggers. Plus you could mix the two.

 

It would certainly be a pain it the.... but it's totally do-able.

 

I've been thinking about it for a long time now, and I have a quite a few ideas of how to do it, I just can't get past how it would mess up the Nav-Mesh.

 

I've tried it before too, and it works, but you can't have enemies or followers in the areas where things turn on and off or they fall through floors and walk through walls and such.

Edited by joshua121
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