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An independent New Vegas mod.


devinpatterson

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"7. Helios One. This is a big one for me. After killing the NCR troopers at helios one, the legion sends a mere two soldiers there, and the faction on the main map doesn't change. Realistically control of Helios One would also mean access into Novac (which is guarded in the front by Boone, but the legion can easily slip in the back) and it would mean an easy route through the Scorpion Gulch/Hidden Valley areas. Something as simple as adding more legionaries to Helios One after the takeover or maybe a small assault quest to kill all NCR related citizens in Novac (Boone, Manny Vargas, and Ranger Andy) before having the legion come in for security. This is also where the Legion merchants could come into play as well."

 

I think they should have more men guarding it but Helios One and Novac are very low priorities for the Legion. The only reason they sent men to hold it is to intimidate the NCR.

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"7. Helios One. This is a big one for me. After killing the NCR troopers at helios one, the legion sends a mere two soldiers there, and the faction on the main map doesn't change. Realistically control of Helios One would also mean access into Novac (which is guarded in the front by Boone, but the legion can easily slip in the back) and it would mean an easy route through the Scorpion Gulch/Hidden Valley areas. Something as simple as adding more legionaries to Helios One after the takeover or maybe a small assault quest to kill all NCR related citizens in Novac (Boone, Manny Vargas, and Ranger Andy) before having the legion come in for security. This is also where the Legion merchants could come into play as well."

 

I think they should have more men guarding it but Helios One and Novac bare very low priorities for the Legion. The only reason they sent men to hold it is to intimidate the NCR.

I sort of agree, but at the end of the game it says "constant attacks from the legion" in the novac slide, so it would definitely open up routes to Novac.

 

Also at Helios One the NCR could have easily just sent a couple troopers to retake it, and honestly it doesn't make any difference because the map marker still shows as if it's NCR controlled.

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"7. Helios One. This is a big one for me. After killing the NCR troopers at helios one, the legion sends a mere two soldiers there, and the faction on the main map doesn't change. Realistically control of Helios One would also mean access into Novac (which is guarded in the front by Boone, but the legion can easily slip in the back) and it would mean an easy route through the Scorpion Gulch/Hidden Valley areas. Something as simple as adding more legionaries to Helios One after the takeover or maybe a small assault quest to kill all NCR related citizens in Novac (Boone, Manny Vargas, and Ranger Andy) before having the legion come in for security. This is also where the Legion merchants could come into play as well."

 

I think they should have more men guarding it but Helios One and Novac bare very low priorities for the Legion. The only reason they sent men to hold it is to intimidate the NCR.

I sort of agree, but at the end of the game it says "constant attacks from the legion" in the novac slide, so it would definitely open up routes to Novac.

 

Also at Helios One the NCR could have easily just sent a couple troopers to retake it, and honestly it doesn't make any difference because the map marker still shows as if it's NCR controlled.

 

 

They could enter Novac from the south since Ranger Station Charlie wouldn't give them any problems and they have a camp not far from the town.

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Could it be possible too have Brotherhood Eyebots along side paladins patrolling the Mojave depending on the ending the players choose?

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Could it be possible too have Brotherhood Eyebots along side paladins patrolling the Mojave depending on the ending the players choose?

Well we have brotherhood eyebots depending on who you let upgrade ED-E. There is more info on the post here.

 

without the upgrade (and a chance for them to copy info, tinker with ED-E etc.) I don't think they have any eyebots or info on how to make them.

 

This is a pic of the moel I made of ED-E's offspring (new eyebot above, ED-E type B, or maybe it's C below);

 

 

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/ED-Eampchild_zps511e6579.jpg

 

 

 

It's instantly recognizable as a duraframe bot, but smaller, rounder and some additional details are different. They will be accompanying BOS on patrols, as well as reconing hidden valley and other areas.

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Any word on how close this is to being finished? I mean I know it's a huge mod but if we keep adding more and more things it won't ever get released. You guys should work with what you have and release the rest in updates. Maybe I'm completely wrong as it seems that most of these ideas have come from the community, but I just think that if you guys got it out there as like a beta or something, even if its only for one ending at first it might be easier to update it than to keep working on it with more and more features.

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Any word on how close this is to being finished? I mean I know it's a huge mod but if we keep adding more and more things it won't ever get released. You guys should work with what you have and release the rest in updates. Maybe I'm completely wrong as it seems that most of these ideas have come from the community, but I just think that if you guys got it out there as like a beta or something, even if its only for one ending at first it might be easier to update it than to keep working on it with more and more features.

It's episodic/cumulative updates. It's not made to be released in one mod, but with constant updates, as each quest becomes complete a new update can go up.

 

For the base mod it can be release now, it simply clears up battle conditions, but makes no faction specific changes.

 

For the faction mads, owever some things need/should be completed for the first release. Things like Hoover, the strip and large military locations (McCaran, golf) will be finished before an initial release. In addition the base should be re-worked to fit with a pre *and/or* post end game installation (currently its designed for post game), and that will take a weekend.

 

However tweaked my back pretty good lifting, so I won't be putting a ton of time into it this weekend. I can only sit comfortably for short periods.

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Got some ideas I would like to throw out for the Sierra Madre restoration I suggested a few days ago. I just revisited that hellhole thanks to one of the mods that lets the player return to see if anything comes to mind.

 

Obviously this would be after the ghost people are eradicated, the security holograms disabled and the cloud removed by having the Think Tank at Big MT create some kind of agent that neutralizes the cloud which can be administered through the ventilation system. It would be a good idea to have a machine in Big MT that can dispense some cloud residue as it's part of a few recipes that players would still like to make over a campfire.

 

First step would be to set up a company that specializes in restoration efforts. This could be set up in the Independent, NCR and House versions of the mod but would first require Sloan, New Vegas Steel and the Samson Rock Crushing plant to be occupied. I'm sure that an empty building in Freeside or Westside can used for this purpose. This company can also be used for further restoration efforts in Vegas.

 

Second step would be to recruit a workforce for the Sierra Madre by visiting various locations. I can't imagine it being hard to find former caravan guards from the Crimson Caravan Company or casino bouncers to work as security who can be later dressed up in Sierra Madre security outfits and placed within the villa's police station. Medical staff for the villa's clinic can be recruited from the Followers of the Apocalypse as I'm sure that not every member received medical training for altruistic reasons. Casino staff can be recruited from the various casinos within the game unless the player chooses to save some money by using the holograms instead. Restaurant staff will also be needed but it may be possible to train staff how to create recipes in a similar way to teaching drug recipes to Jack from the Great Khans. Entertainment for the Tampico theater can be recruited similar to the quest where the player recruits talent acts for the Chairmen.

 

Third step would be to arrange a safe mode of transportation for visitors to the Sierra Madre. According to the terminal entry in the police station Sinclair didn't accommodate for motorists driving to the resort. Easiest solution I can think of would be to somehow acquire a vertibird. However finding the means to acquire a vertibird may be a quest in itself unless of course you can ask the Remnants for their vertibird. I'm sure that they would rather the player have the vertibird instead of the NCR.

 

Final step will be promoting the event which be achieved by putting up a few Sierra Madre posters. The securitrons and radio stations (if new radio stations are being made) can also be used for advertising the opening of the Sierra Madre and if the player chooses to have the Lucky 38 casino reopened then a raffle can be set up for five lucky winners. Adding in the firework display for the reopening would be the perfect final touch.

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