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A Requiem for the Capital Wasteland - Areas of Foucs and Merger Wanted


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A few bugs I've run across while playing Requiem:

 

First is areas where the stages go into giant grey space until you step through a doorway, most notably:

Dunpoint station during the GNR quest.

Fort Independence.

 

There were others but I didn't remember them. Also, Sydney, during the Seeking Independence quest, if you take her with you she becomes marked as a companion, and stays that way even after you finish the quest with her. Has the companion wheel and everything, but will keep following her script to go to Underworld, just walking away and being useless. Disabling her fixes the issue. If I find more, I'll post them. Overall though, this is an amazing mod and I'm greatly enjoying it. Even if the spawn rate on Overlords, Ablinos, and Reavers are a little high at the higher levels lol.

 

This thread isn't for bugs, its for ideas about merging different aspects of the games into one another and improving the play of RFCW.

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Alright, sorry. Just trying to be helpful. Perhaps a minor quest/log type thing that helps explain why the Lone Wanderer and the Courier seem to be the same person in this mod? *Shrugs* I'll just go over here and be quiet >.>.
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Alright, sorry. Just trying to be helpful. Perhaps a minor quest/log type thing that helps explain why the Lone Wanderer and the Courier seem to be the same person in this mod? *Shrugs* I'll just go over here and be quiet >.>.

 

No harm no foul mate. It was bound to happen one of these days you just happen to be the first.

 

I've got an idea for the Lone Wanderer/Courier story. If you're interested (or any one else) I'll divulge it.

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No harm no foul mate. It was bound to happen one of these days you just happen to be the first.

 

I've got an idea for the Lone Wanderer/Courier story. If you're interested (or any one else) I'll divulge it.

Sure, I'd be happy to hear it, give some advice or offer alternative stories lol.

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Sure, I'd be happy to hear it, give some advice or offer alternative stories lol.

The game will start off in the Washington D.C.. The player will follow the quests as they normally would leading to the end and Broken Steel. After the finale of Broken Steel, no matter how it plays out the player will receive a message: You've done everything you can in the Capital Wasteland. Maybe it's time for you to move on? Basically wander. A new map marker will appear and a quest will start "Turn The Page." The marker leads to an underground/underwater cave complex. Here the player will find a route to an old powered down, but functional metro station that they must bring back up by restoring the power. When they do, a massive Ants nest will emerge and flood the station. The player must retreat to a metro train and activate it after they have cleared the line. It is a one way trip, the player cannot return to the Capital Wasteland until he reaches New Vegas. The metro train will take the player to The Pitt. They'll emerge in an isolated area of the city and they must find the next route west, through an abandoned vault, Vault 76. The vault's entrance is located in a park, and inside is a hell hole of raiders and psychopaths. However, through all of that the player will emerge through a back exit of the vault just outside of Pittsburgh near a train station. They can fix up the train will parts and take it to the next destination: Chicago.

 

Chicago is mostly rubble with groups of Raiders and Scavengers making a home in the fallen skyscrapers. The player's objective is to find a way out of the city, either with the help of the Raiders, Scavengers, The Enclave, or through simply hard exploration. If they choose to use one of the different factions, they will have to appease the faction through several quests that will introduce them to the other factions and landscape. In the end the way out of the city will be the same, I - 80. From here, the gameplay will be similar to Lonesome road, as the route will be linear in it's direction, leaving little opportunity to explore the area off the main route. The route leads to the I-80, I-35 interchange, then the path will lead to the next city: Kansas City.

 

Unlike Chicago, Kansas City is void of real humanity, only feral humans and a multitude of very dangerous creatures inhabit the flooded city. The Missouri river has breached its banks over the last two hundred years and flooded most of the plains south of Iowa. The gameplay here is fast paced, the player will fight his/her way through the dangerous city via buildings and bridged rooftops. The prize on the other side is a boat that will lead to the edge of the river and to I-70. Unlike before, I-70 is an open worldspace, allowing the player to explore to their hearts content.

 

The Kansas Wasteland is embroiled in a war between two different people and the poor settlements in the area have been swept up in it. The Midwest Brotherhood is fighting the Bushnell Colony, a small nation of survivalists from Nebraska. The player can broker a truce between the two factions, help the settlements to push both factions out of the area, help the brotherhood to defeat the Colony, or help the Colony exterminate the BoS. Or the player can ignore it all and follow I-70 to the next waypoint- a large barricade that will allow access to Denver.

 

If you've ever player Dog City Denver (not very good, but had a lot of potential and was really a stepping stone to a much larger mod called Boulder Dome) the layout is similar to that, sky bridges and ruined streets full of dogs, keeping to the Fallout Lore of Denver. There will be gobs of interior areas for the player to rummage in and goodies to take. Several prospector groups control bits and pieces of the city, and one of them has a group of NCR soldiers with a Vertibird to take the findings of the prospectors groups back to California. This is the way out of Denver.

 

The NCR pilots will take the player to a location near Navarro. Here the quest that started it all will end and a new one will begin, simply starting a new life. The player will find work as a courier and eventually make a name for himself/herself, and help build the survivalist colony in the Divide. After the player has made a name for themselves and help build the colony in the Divide, they can receive the fateful package to bring to the Divide. This part needs to be fleshed out more to fill in the timeline for Lonesome Road, so this bit may end up with more thorough and stricter quests and time line.

 

However the previous part ends up being, the player will travel the Long 15 to Primm and receive the Platinum Chip, then head off to Goodsprings to trip the start of New Vegas. The player can explore a limited area in the Mojave in this time, hearing distant gunfire from NCRCF and the invisible boundaries will remind the player to continue to the destination.

 

Once the player reaches the graveyard, they'll be clonked on the head and the opening to New Vegas will begin. When awake, they will have the chance to rebuild their character and continue with the New Vegas story. Once outside though, a new radio station will spring to life, a distress call made by Bad Company. Bad Company is a mercenary group from the Bushnell Colony contracted by the Colony to gather information on the resources and factions in the Mojave. They are under attack by Legion forces and require help to fight off the horde. They will be located north of Nipton, in a previously inaccessible area. After the pitch battle of waves of Legionaries, the player will be approached by the commander of the local Bad Company forces. He'll thank the player and ask for further help. The player can help Bad Company gather the information they require about the major players in the Mojave, and after gaining some reputation, they'll allow the player to have access to their transport, where the they can return to the Capital Wasteland again.

 

Here is where the fun begins.

 

Upon return the player will notice many changes depending on what actions they had taken before leaving.

 

If the Purifier was tainted with the F.E.V. and the Citadel was destroyed:

 

All of the settlements in the D.C. area are hard hit, some, like Underworld, will be lifeless. Super Mutants run wild all over the Capital Wasteland and generally replace the old roaming raider bands. Those settlements that still exist will be heavily fortified and generally reluctant to welcome outsiders. Bad Company forces in the area are light to reduce casualties to Super Mutants.

 

If the Purifier was tainted with the F.E.V. and the Mobile Crawler was destroyed:

 

Shortly after the player left the D.C. area, the BoS discovered the cause of the water pollution and shut down the Purifier. After cleaning the system of the F.E.V. and draining the basin, they reactivated the Purifier. However, shortly after Bad Company came to D.C., they decide to take the Purifier from the BoS. They currently control the Purifier and use it as a staging ground to attack the Citadel. The water caravans actually welcome the change in leadership. Bad Company has the man power and equipment to properly defend the caravans, in turn pleasing the caravaners and Rivet City. The BoS lost many soldiers at the Purifier and the several attempts to retake it, leaving them unable to contain the Super Mutants in D.C.. They have spread into the surrounding landscape sporadically, forcing the settlements to better arm themselves and build more defenses.

 

If the Purifier was activated normally and the Citadel was destroyed:

 

Without their home, the BoS was forced to use the Purifier as their home leaving them unable to properly hold back the Super Mutants and supply the caravans with support. In that void, Bad Company secretly forms a pact with Rivet City to supply them and the water caravans with weapons and soldiers to defend them. The Arlington Library is now under the control of Bad Company and they use it as a staging round to take the Purifier. Without the BoS to hold back the Super Mutants, Bad Company patrols the waste with heavily armed and heavily power-armored soldiers to help the fortified settlements to breath easier.

 

If the Purifier was activated normally and the Mobile Crawler was destroyed:

 

Bad Company attacked the Purifier after their arrival and successfully take control of it. The water caravans are given a choice weather to continue with the support of the BoS and having to buy the water from Bad Company, or accept the new management change and work for them free of charge. Those that continued to work with the BoS failed to return half the time, and those who went with Bad Company had a much better survival rate. Eventually, they all decided to abandon the BoS for the security of Bad Company. As a result, the wasteland is more vibrant and full of humanity than before, drawing people from other areas around D.C. to move on in. With better weapons and mercenary assistance, Rivet City Security is able to contain the Super Mutants within the interior areas of the D.C..

 

If the Player killed Colonel Autumn and the Citadel was destroyed:

 

The Enclave regroup, rebuilding their outposts and continuing with their Purification attempts.

 

 

If the Player killed Colonel Autumn and the Mobile Crawler was destroyed:

 

All of the Enclave in the area has been destroyed, and their equipment can be seen worn and used by average people.

 

 

If the Player allowed Colonel Autumn to live and the Citadel was destroyed and the Purifier was tainted with F.E.V.:

 

Colonel Autumn kills himself, and his remains can be found at the main entrance to Raven Rock. The Enclave in the area will regroup and continue with their Purification attempts.

 

 

If the Player allowed Colonel Autumn to live and the Mobile Crawler was destroyed and the Purifier was tainted with F.E.V.:

 

Colonel Autumn is captured and executed, along with all of the Enclave in the Capital Wasteland.

 

 

If the Player allowed Colonel Autumn to live and the Citadel was destroyed and the Purifier was activated normally:

 

Colonel Autumn convinces some of his former soldiers to help him do some good. After failing to contain the Super Mutants, Colonel Autumn is captured by the Enclave forces that didn't follow him and is executed for treason. His remains can be found in a ditch along the road to Jury Town.

 

 

If the Player allowed Colonel Autumn to live and the Mobile Crawler was destroyed and the Purifier was activated normally:

 

Colonel Autumn still lives. He convinces most of his forces to give up their purification efforts and do some good. Those that did not choose to follow him were destroyed. He orders his soldiers to help the settlements by keeping the Super Mutant contained in the interior of the D.C. and use their checkpoints to sort out the raider traffic in the area. After some time, most of his men choose to leave to have normal lives and enjoy the prosperity in the Capital Wasteland. He and his remaining men cannot continue their efforts, and soon seek out to join those who can - Bad Company. Colonel Autumn is still a Colonel. He can be found in Vault 98 as the man in charge of the Bad Company's Wasteland Patrols.

 

 

Back to the action.

 

Bad Company is in the D.C. area following a band of ruthless raiders that have run from them for the last three years. They have tracked 'The Coven' across the country from the panhandle of Nebraska to the D.C. in the Coven's desperate attempt to hide from Bad Company. The Coven had murdered the founder of the Bushnell Colony decades earlier, and several years ago slaughtered the town of Dix, leaving no one alive. After that, most of the Bad Company brass and half of it's company sized forces hunt them down. Unknown to Bad Company, the Coven has been receiving support from an overseas nation - the European Union. They have given the Coven safe haven in area south east of the D.C. in the mountains.

 

Upon return to the Capital Wasteland the player has many opportunities besides doing quests they had not done before. They can help Bad Company continue their hunt for The Coven, and destroy Elder Lyons and his BoS. They can contact the European Union and help them exact their Eugenicist goals on the Capital Wasteland and the rest of the U.S. (they have been 'cleansing' Europe and northern Africa). Or they can broker a truce (depending on the player's actions in the Kansas Wasteland) between Bad Company and the BoS. Ultimately in the end, the player will participate in the battle in Hormin's Crater in the Appalachian Mountains. Here the battle will progress depending on what the player did after returning.

 

If the Player helps the E.U.:

 

The player must disable Vault 98 by removing its G.E.C.K. that is hard wired into the Vault's functions. Doing so will cause the player to gain negative reputation with Bad Company and plunge the Vault into a black abyss. Afterward the player will be asked to exterminate The Coven as a double cross by the E.U.. Their plans was always to use the Coven and then exterminate them. At the Battle, the player will help defend the E.U. mountain complex from horde of Bad Company and Enclave forces.

 

 

If the Player helps the BoS.:

 

The player must either bring a truce between Elder Lyons and Bad Company or help the BoS retake the Purifier and kill Colonel Autumn if he is alive. There is no option to help the BoS if the player destroyed the Citadel. If the truce is hammered out, the BoS will join the Enclave and Bad Company in their fight at Hormin's Crater. If the BoS retakes the Purifier, they will enter the battle for Hormin's Crater through a series of sabotages on both factions. If successful, they will capture both the base and facility.

 

 

If the Player helps Bad Company.:

 

The player can bring a truce between Bad Company and Elder Lyons, or help Bad Company take the Citadel. If the player destroyed the Citadel, their only option is to help capture the Purifier with or without the help of Rivet City. In Hormin's Crater, the player will fight along side Bad Company and its allies in their insurmountable attempt to destroy the E.U. and Coven hiding in the Crater.

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That sounds awesome and I can't wait for it. Are you going to going to add faction reputation to FO3? Like Megaton and Rivet city and the like should be their own faction with their own reputation.

 

Yes, in fact the prototype already contains the reputations for several of the Fallout 3 factions, however they are disabled and used at the moment. 0rez is helping with the artwork for the Pipboy images. When he has that ready, we can start slowly adding the rep factions to the mod. They won't be part of the first release of the Prototype, but will be included in updates.

 

Our biggest issue is understanding the rep system and duplicating it for FO3.

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That sounds awesome and I can't wait for it. Are you going to going to add faction reputation to FO3? Like Megaton and Rivet city and the like should be their own faction with their own reputation.

 

Yes, in fact the prototype already contains the reputations for several of the Fallout 3 factions, however they are disabled and used at the moment. 0rez is helping with the artwork for the Pipboy images. When he has that ready, we can start slowly adding the rep factions to the mod. They won't be part of the first release of the Prototype, but will be included in updates.

 

Our biggest issue is understanding the rep system and duplicating it for FO3.

 

That's awsome. Can't wait for the prototype.........

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That all sounds very epic, interesting, and a lot of fun. Though you should probably add or keep a version or option to play it like it is now, in case people don't want to have to be limited to one wasteland or the other at first. A few notes:

 

First, you should likely make the Legionaries attacking the Bad Company base factionless somehow, or make them Fiends/gang members instead. Just because some people might want to join the Legion when they play through the NV story line. I know you get the Mark of Caesar and that forgives your crimes against them, but still it just feels like you're forcing people to take NCR/House/Independent Vegas, and a mod like this shouldn't take sides. Just a suggestion though.

 

Second, the modified F.E.V. was designed to kill Super Mutants too, in fact it was mostly created to kill them and Ghouls, and anyone else exposed to enough radiation to cause random mutations. And the Super Mutants have to drink water too, so yeah. Doesn't make much sense for them to have gotten STRONGER, since in the main game you invade their home, wipe out a ton of their numbers, killing their behemoths, at least some, etc. I know it's for conflict, but just pointing it out there for lore's sake.

 

Overall the whole Journey to the West story line seems great, I love it. Just make sure you get plenty of chances to restock your equipment, stop for repairs, sleep, eat, drink, etc. For the hardcore players, and for those who don't add items via console commands. Also you should throw in a few basic companions. As a suggestion, after my little Saiyuki reference, why not name them after the characters from that story? One in each area, and they offer to help early on regardless of any factions you join. Just throwing out a random idea.

 

Also you should add the option to be able to revisit some of those areas on the journey, you know the ones that are larger and allow for more freedom. Plus I'd throw in references to the Old World Flag that's beat on so heavily and referenced in NV a lot, especially Lonesome road. You know, kind of like WHY the Lone Wanderer/Courier built this town around this symbol, how it affected their journey, this 'symbol'.

 

Also, since you're doing so much with the Brotherhood, you should include something the consequences of what happened to Lyons for straying from the original mission and helping locals. And what happened to the Outcasts, not like they just up and disappeared into thin air. Unless of course the player wipes them out during gameplay cause they're douches *shrugs*.

 

So yeah, some points to think on. Hope they help.

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