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An independent New Vegas mod.


devinpatterson

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I don't believe that's the case with Victor, he has a far more developed AI, unique capabilities no other securitron has (his AI can "float" among other securitrons), and he's gone when House is out of the picture. And not to play lawyer ball, but the Platinum chip's capabilities are fairly well defined. It acts as a key to the securitron vault and an OS upgrade. We shouldn't assume it can do anything else (we don't want to get into the mindset of proving a neg, ie how do we know it can't reprogram securitrons) unless it's integral to the story line, and honestly we have already painted Victor as a villain for Houses revenge. Perhaps after that battle/quest line is done, he could be repaired and repgrogrammed to serve the courier as he served House (which would imply a sort of right-hand man).

 

I'm assuming the Platinum Chip has more capabilties then we know of.

But even if it doesn't, it's like an all-access passkey.

 

Basically, with the Chip, you can override one or all of Mr House's security system.

In essence, you've opened the cookie jar and all his secrets are for you to have.

 

So, you could find exactly how Victor and Jane work and get Emily Ortal to help you reprogram them to be on your side.

You could even have a scene where Yes-Man and Emily work together to rewrite the Securitrons.

 

It's been a while, but I don't remember being attacked by Jane.

As far as I know, she and Victor just mysteriously vanished.

 

I'm assuming it was some kind of safeguard protocol, to keep the high level AIs out of harms ways and let the common soldiers do the fighting.

 

And even if they were deactivated, there would have to be some central server, perhaps with dedicated AI modules to house their personalities.

After all, as Victor demonstrates, he's not a singular Securitron, he just jumps between their bodies whenever is necessary.

 

So Victor and Jane most likely exist independently of their Securitron bodies and if you could locate the AI modules, you could repurpose them.

 

 

 

And while I've brought up Emily Ortal, the one thing that disappoints me is that we never really got to continue her story.

Julie Farkas says they are interested in obtaining Mr House's medical technology now that he is dead, but that's as far as it goes.

I'd like to see that developed a bit more, perhaps move a research division into the medical area to study the technology.

 

However, I don't want to see the Lucky 38 overpopulated, especially the main areas.

The way I see it, it's a private building which only my companions and I use, sortof like our own secret clubhouse.

We'd let small groups of people inside, but on our own terms, for security.

That's how I see the Lucky 38, as my own personal fortress.

 

 

I'd forgotten about Marilyn, but I remember her as being "cut content" from the original game.

I'll give her a spin, see how she goes.

I tend not to keep prototype mods active though, because they interfere a fair bit with normal gameplay.

 

 

As regards Securitron mobility, I assume they are designed for offroad capability, otherwise they'd be completely useless in the real world.

As to how they got out of the Bunker, I assume there was a frieght lift or something that allowed them to leave.

 

 

I gave Marilyn a bit of a test run.

Overall, she seems to be reasonably functional, but improvements can be made.

There are moments when she switched to non-combat mode and wouldn't fight back.

I can't say for sure what triggered this, but doorways were involved 2 out of the 3 times.

I think it may be line of sight issues.

 

What does melee ability do for Securitrons?

I imagine they'd have something like a jackhammer punch, their arm ratcheting forward for a heavy impact.

 

I didn't try the MkI version though, just the MK2.

 

The Rocket Launchers didn't activate as often as I'd expect.

Maybe a function could be added to switch weapons.

Maybe a menu that says:

 

Machine Pistol.

Gatling Laser.

Rocket Barrage.

 

Also, if operating on Mk2 Versions, the Securitrons should self repair themselves, as Mr House states this is one of abilities unlocked by the Mk2 Software Upgrade.

Marilyn's health just kept decreasing under fire, but in theory, her self repair functions would keep restoring it.

 

Marilyn's Home Location should be shifted though, the Presidential Suite isn't really large enough for her.

 

Perhaps unlock the basement area we visit for the weapons test demo after we visit it and have her lurking around down there?

 

That would fit the fact that she says Jane is the favorite, therefore she's been sent to the most disused part of the Lucky38.

 

 

And she needs a unique Team Based Perk, Robotics Expert is too bland.

Besides, it doesn't really show up if you already have it.

Edited by XTgrndr
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I lol'd at the shopping cart and wagon. The wagon could be extended a bit as the hind legs are clipping into the cart.

Yeah, I had to keep it as close as possible (which is also why it's so small) to minimize the jumping about. It's rigged to a bone in teh brahmin and that model has all kinds of bouncing. Keeping it very close and short minimizes that (as bouncy as it is, it can be a lot, lot worse).

 

Also are you planning on making the caravans larger since Blake at the Crimson Caravan said once things are settled they would run larger caravans.

We are indeed :smile:

 

Speaking of Crimson Caravan, I usually report Alice McLafferty and the Van Graffs dealings to Ranger Jackson so it would be a nice touch if you removed them from the game seeing as the Gun Runners kill them,

Kill them? Are you sure? I wasn't aware of that (but then again there is *so* much lore to take in). Could you link me to that so I can read up on it.

 

you could also turn the Silver Rush into a casino like it use to be or maybe just leave it abandoned. I could see Jackson getting a promotion for this as well, even if all he really did was pass on the evidence..

Sure a casino or another vendor sounds reasonable and I don't see why Jackson wouldn't get a promotion. In the end slides it says that the NCR uses that info to basically keep the crimson caravan on a short leash for years to come.

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This is one of the endings for Rose of Sharon Cassidy

"Both the Van Graffs and Alice McLafferty were removed from their post in the East. During their trek West, however, their caravan was wiped out by raiders using advanced weaponry and military tactics. No cargo was taken. When questioned, the Gun Runners denied any involvement, claiming they would have no... public motivation for such an attack"

the requirements for this ending is "Steal the Gunrunner's Manufacutring specifications in You Can Depend on Me, and get ending #4. This ending is added onto and comes right after that one"

http://fallout.wikia.com/wiki/Fallout:_New_Vegas_endings

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I'm assuming the Platinum Chip has more capabilities then we know of....But even if it doesn't, it's like an all-access passkey...In essence, you've opened the cookie jar and all his secrets are for you to have.

Yeah that was exactly what I was cautioning about;

 

And not to play lawyer ball, but the Platinum chip's capabilities are fairly well defined. It acts as a key to the securitron vault and an OS upgrade. We shouldn't assume it can do anything else (we don't want to get into the mindset of proving a neg, ie how do we know it can't reprogram securitrons) unless it's integral to the story line,

Here is a link to the wiki re: the platinum chip. It is a key and it has the MK II OS upgrade on it (as well as the missile defense system upgrade, but unless someone launches Armageddon again, that's not really relevant). So we go off of what we know it can do, allowing a little fudging if the story line needs it.

 

If we go off of what we feel it can do (re: "I'm assuming the Platinum Chip has more capabilities then we know of") we're working off of an opinion and then we have problems. You may think it opens all of House's secrets another player may think it allows him/her to become a securitron, another player may think something even more outlandish. Since they're all opinions they are equally valid and your stuck in the position of someone having to prove these things can't happen (proving a negative in this context is crazy unpractical/unlikely, since lore doesn't list what it *can't* do, but what it *can* do.

 

So long story short we already know the platinum chips capabilities. If you have an awesome idea that needs to stretch things a bit in re: to the chip for the sake of plot, that's a different story. But if you can work within lore to achieve your story, it's usually a bigger pay off.

 

So, you could find exactly how Victor and Jane work and get Emily Ortal to help you reprogram them to be on your side.

I don't think it's impossible to have them re-programmed, but like any good fallout booty, it should be earned (ie a quest). And will probably involve repairing them after having to kill them. You see Victor and Jane are hostile to the Ind courier once the no gods, no masters quest line reaches a certain point (neutralizing House). In fact there is even content in the game of a showdown with Victor, but it didn't make it into the final game.

 

 

It's been a while, but I don't remember being attacked by Jane.

Yep she will attack, along with the other securitrons in the penthouse. I had to, unfortunately, kill her :sad:

 

As far as I know, she and Victor just mysteriously vanished.

I'm assuming it was some kind of safeguard protocol, to keep the high level AIs out of harms ways and let the common soldiers do the fighting.

Nope they'r there to guard House, not the other way around.

 

And even if they were deactivated, there would have to be some central server, perhaps with dedicated AI modules to house their personalities.

After all, as Victor demonstrates, he's not a singular Securitron, he just jumps between their bodies whenever is necessary.

Yep his programming jumps to other securitrons, but that doesn't imply that his program is on a central server, if anything it would indicate otherwise.

 

So Victor and Jane most likely exist independently of their Securitron bodies and if you could locate the AI modules, you could repurpose them.

No reason to believe that, that I'm aware of, plus it would clash with some aspects of what they were planning. For instance the showdown with Victor after Yesman was installed, wouldn't make sense if he could be disabled from the mainframe. So I think it's somewhat unlikely.

 

But if your sole concern is to reprogram them, then I'd just do it while you repair them. I mean lets face it your unlikely to be able to subdue a securitron no matter how hard your right cross lands. And sure maybe pulse weapons could be rigged for fatigue damage on bots, but how likely is it that's something you'v got just waiting to be used. I wouldn't sweat the location of the AI in particular, the basic concept (reprogramming them to be friendly) can be implemented without separate AI modules. Plus we have a very important story line involving Victor and revenge so we *won't* be 86ing that conflict. However when the dust clears, I do think he can be repaired and reprogrammed.

 

And while I've brought up Emily Ortal, the one thing that disappoints me is that we never really got to continue her story.

Julie Farkas says they are interested in obtaining Mr House's medical technology now that he is dead, but that's as far as it goes.

I'd like to see that developed a bit more, perhaps move a research division into the medical area to study the technology.

Will do brother :thumbsup:

 

However, I don't want to see the Lucky 38 overpopulated, especially the main areas.

The way I see it, it's a private building which only my companions and I use, sortof like our own secret clubhouse.

We'd let small groups of people inside, but on our own terms, for security.

That's how I see the Lucky 38, as my own personal fortress.

That will really be up to each individual player. They won't be able to micromanage a lot of details, but they will be able to choose one of several over arching iedeas. One of those themes is to keep it as is, another is to open it up for gambling, but there will also be other choices.

 

Overall, she seems to be reasonably functional, but improvements can be made.

Just standard vanilla companion code, so probably nothing I'd tweak in that, per se.

 

What does melee ability do for Securitrons?

I imagine they'd have something like a jackhammer punch, their arm ratcheting forward for a heavy impact.

 

Yes they have a power attack, I think it's a upper cut with a big wind up.

Maybe a function could be added to switch weapons.

Maybe a menu that says:

 

Sure I can do that.

 

Also, if operating on Mk2 Versions, the Securitrons should self repair themselves, as Mr House states this is one of abilities unlocked by the Mk2 Software Upgrade.

Marilyn's health just kept decreasing under fire, but in theory, her self repair functions would keep restoring it.

 

Yep that's what he says, but none of the MK II's have it so.....

 

Marilyn's Home Location should be shifted though, the Presidential Suite isn't really large enough for her.

 

Perhaps unlock the basement area we visit for the weapons test demo after we visit it and have her lurking around down there?

 

Perhaps so, she's actually planned to be found down there, non functional. The player has to repair her. For the beta's though I just have her at the presidential suit as I'm working on a cool little scripted scene when she is fixed and i'ts not done yet.

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Just played NV and came up with more details that would be nice to see in the game (Mind you these only happen for the "Good" endings of each location/faction)

Hoover Dam working at over 80% efficiency

The Kings hideout turns into a casino or maybe a police station (preferably the later) (Most of their endings sees them killed)

A few more stores/buildings pop up around Primm (Also I love the New Steve Bison/Lucky Casino mod and the one that allows you to run the Lucky 38, so if possible please make this one compatible with those two)

caravans seen going to and from Jacobstown if the player helps marcus and Dr. Henry

Great Khans: disappear from the Mojave, maybe the Crimson Caravan and Gun Runners trade with them. Maybe even set up a piece treaty with the NCR

A few more stores/buildings pop up around Goodsprings

The Followers of the Apocalypse: seen working with the NCR in various locations around the map that are in need of aid. e.g. Bitter Springs, Aerotech Office Park

NCR occupy Vault 19 to extract the sulfur and use it in explosives (Don't need a lot of NPCs here, just a few miners, scientists, and a handful of troopers(?))

Bonnie Springs: is populated again, being close to Vault 19 they would get NCR personal coming into the town and plenty of feeding ground to the north for Big Horners and Brahmen (a few people, maybe a general store and bar like Goodsprings)

(This is a stretch but I've always thought this would be cool) The NCR sees Vault 3 and the surrounding area more easily defendable and a better position for a base and decides to turn it into their main base of operations, leaving McCarren empty and abandoned until it is turned into a museum full of displays and a small casino.

Samson Rock Crushing Plant: started up and has some workers around the place

A few mines around the Mojave opened up and have miners in them.

If you decide to clean up the rails it would be cool to have the Gypsum Train Yard cleaned up and have a few train operators and station workers around the place.

Camp Guardian: repopulated with NCR troopers

Calville Bay and Cottonwood Cove: used by the NCR as navy bases to patrol up and down the river (No clue what could be used as proper Navel vessels but they don't have to move, all they have to do is stay in port)

Westside Militia: replaced with NCR troopers

a few troopers/militia in North Vegas Square and in the sewers below

Legate's Camp: completely abandoned (maybe a few troopers/militia/securitrons salvaging some left over equipment/weapons)

The Fort: not completely abandoned, a few troopers/militia/securitrons around the place seeing as the securitron vault is located there. Maybe replace the legion tents with some NCR style of tents.

Nelson: rebuilt and could be a town with civilians and a military base seeing as there are a couple of mines south of the town

Southern Nevada Wind Farm: I always thought it would be neat to have this place supplying power to either Novac, Nelson, or both. Guarded by troopers/militia/securitrons and a few engineers and a scientist for maintenance

I know that is a lot to do and I wouldn't be surprised if some of the things mentioned have been brought up before. But these are just some places that I feel could be changed and would improve the game/atmosphere.

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If you could somehow use the two larger boats and the smaller boats that are in the barn at Calville Bay those would work as a navy, just attach an motor to each one and some guns too the larger ones. Also the even larger ship that is partially sticking out of the water to the right (facing the water) may work but I think it's a funny looking ship.

Have two larger and a some smaller boats at Calville with a few in the barn, maybe 1 larger and 2 smaller boats at Boulder Beach Campground which could work as a resupply/fueling station for the navy and 2 larger and a few smaller boats at Cottonwood Cove

 

http://fallout.wikia.com/wiki/Automated_turret_(Fallout:_New_Vegas)#Automated_turret the ceiling turrets might look the best on the larger boats (I was thinking just flip them upside down and have one on the front of the boat.

 

The larger boats could act as gunboats while the smaller ones could be for scouting, patrols, and moving troops to the other side of the river. Also it's up to you but it would be neat if the NCR navy had their own style/colour of uniforms.

 

An idea for Cottonwood Cove is that the NCR moves the turrets that are in Camp Searchlight to Cottonwood Cove and set them up along the road and possibly shoreline.

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I couldn't get the multiquote to work, so I'm improvising a bit with my feedback.

My responses will be in this color.

 

And not to play lawyer ball, but the Platinum chip's capabilities are fairly well defined. It acts as a key to the securitron vault and an OS upgrade. We shouldn't assume it can do anything else (we don't want to get into the mindset of proving a neg, ie how do we know it can't reprogram securitrons) unless it's integral to the story line,


Here is a link to the wiki re: the platinum chip. It is a key and it has the MK II OS upgrade on it (as well as the missile defense system upgrade, but unless someone launches Armageddon again, that's not really relevant). So we go off of what we know it can do, allowing a little fudging if the story line needs it.

Yes-Man tells us that the Platinum chip is a key, that it unlocks access to everything at the Lucky 38.

So to keep it lore friendly, we should have him use it to unlock sealed databank or something.

 

There is a part in the game where Yes-Man finds a Securitron upgrade he uses on himself in the databank, so I assume there is all sorts of information in there relating to Securitrons.

 

With Yes-Man and Emily's assistance, you could use that to bring back Victor and Jane to your side.


I don't think it's impossible to have them re-programmed, but like any good fallout booty, it should be earned (ie a quest). And will probably involve repairing them after having to kill them. You see Victor and Jane are hostile to the Ind courier once the no gods, no masters quest line reaches a certain point (neutralizing House). In fact there is even content in the game of a showdown with Victor, but it didn't make it into the final game.

A minor problem then.

I can't find their bodies!

Going to be hard to repair them if they're not actually there to repair.

 

I'm not sure how you would fix that, but I'd suggest you move their bodies to a known location, so we can find them easily.

Perhaps include a Securitron maintainence bay where damaged Securitrons are taken to be restored.

Nope they'r there to guard House, not the other way around.

 

I assume Victor's function was to act as Mr House's "hands" outside the Lucky 38.

Jane was some kind of secretary.

That's not to say they couldn't defend him, but it wasn't their primary function.

 

But if your sole concern is to reprogram them, then I'd just do it while you repair them.

I don't mind how it happens, just as long as I can get them on my side when it's done.

 

That will really be up to each individual player. They won't be able to micromanage a lot of details, but they will be able to choose one of several over arching ideas. One of those themes is to keep it as is, another is to open it up for gambling, but there will also be other choices.

That is acceptible to me.

Just as long as I get to choose what happens to the Lucky 38.

I hate it when you get "railroaded" as I call it, when the game makes you take a path even though you want to do something else.

 

 

A warning though, I'm using a mod that restored the Strip and opened up the areas, so I'm not sure if that will adversely affect this mod.

I think everything is still where it's meant to be, it's just remodelled, so that shouldn't affect placement of items.

At least, I hope it doesn't.

 

 

 

And one last query:

 

Will this mod work with a postgame save state?

 

I installed a mod that allows me to keep playing after the ending movie and I've been doing a lot of things since then.

 

So the mod would have to scan my quests and determine what I actually did, since (naturally), I won't be doing them again.

Edited by XTgrndr
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The whole point is that after Mr. House's supposed death, he, Victor, and Jane are not actually dead, and Mr. House lives on as a machine, seeing the world that the courier has built, he's waiting for his time to strike, maybe he was waiting until Vegas was built in order to strike back, meaning he simply used the courier and Yes Man to do the work while he sat back, this is a very indulging storyline that will probably be included in the modification, maybe having to destroy a Mr House "Liberty Prime" in some Portal-esque room.

 

We're trying to bring new technology to the table, a new approach, something that will make everyone fall in love with the mod, something like Project Brazil, but bigger.

 

Also, Steam Groups mean we can have meetings with the staff without a cluster like it is on the forums, meaning we can streamline information and the project leaders can post announcements for the team, and for the general public too, it also serves as a list of members in the group and how they can work together through steam, more primarily I'm focusing on that meetings thing, it's a lot more useful.

Edited by TheAtmosphere
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I'm not sure what happened here, but I should note it as a possible bug.



After sending Marilyn back to the Lucky 38, my actual Robotics Expert perk was gone.



This means her perk should definitely be changed, to avoid doing to this other players.


If it was something Unique to Securitrons, then it would avoid removing existing perks.


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