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An independent New Vegas mod.


devinpatterson

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Checklist

1.Disable game ending

2.Change npc dialogue with post battle

NCR:

1.Place military presence(and flags) in freeside, goodsprings, primm, red rock canyon, and other locations

2.if treaty was negotiated between ncr and brotherhood have brotherhood and troops patrolling routes

3.Lucky 38 would be most sensible place for town hall

4.have scene after battle be Kimball rewarding you the golden branch with Moore, Oliver, and Crocker with you to say a few good words 'bout you

5.Kimball awarding you a high office

Legion:

1. Legion presence almost everywhere (yes flags too) .

2.Embassy as slave hub

3.Lucky 38 as palace for Caesar

4.crosses at every entrance

House:

1.Securitron presence everywhere

2.If war between kings and ncr not declared, kings corpses around freeside

3.Securitrons at primm if ncr took over, victor at goodsprings.

Vegas:

1.Brotherhood from hidden valley to Helios one (and on routes raiding travelers, will try to raid you unless 1.rep 2.eyesight to the blind is completed 3. tend to your business is completed)

2.Desert Rangers Keeping the peace (the ranger unification treaty stated that the ncr had to protect new Vegas and hoover dam, which they failed)

3.quests to help the followers get unburdend

Edited by kingwilfre16
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Checklist

1.Disable game ending

Looked that over last night and I think I have a pretty good handle on both the ending quests

 

NCR:

1.Place military presence(and flags) in freeside, goodsprings, primm, red rock canyon, and other locations

Yeah we'll definitely put faction appropriate paraphernalia in, along with more faction specific tourists, barks etc.

 

2.if treaty was negotiated between ncr and brotherhood have brotherhood and troops patrolling routes

I think that one may be going to far. Even if there is a truce, there is a lot of bad blood between teh NCR & Brotherhood and I don't think they'd integrate. Or did you mean both will have patrols, but separately? Because I could see the brotherhood coming out of their bunkers now that the truce is accepted, but I'm not sure they'd patrol much further than they normally do (hidden valley). Wider patrols, like the NCR's attempts to keep the roads clear, don't really seem like something the BOS would do.

 

4.have scene after battle be Kimball rewarding you the golden branch with Moore, Oliver, and Crocker with you to say a few good words 'bout you

5.Kimball awarding you a high office

I think I'd rather have these as an end slide, unless there is going to be an assassination attempt on the courier during the ceremony. Then it would be worth scripting, markers, animation etc.

 

Legion:

I'm not too sure how much if any we'll do on the Legion ending. A major part of all other endings (NCR, House & NV/Independent) is battling the legion. It can be recycled through all three endings. A legion ending would be the most work (most change to the strip, free side etc), couldn't use the legion battles questline (have to make up battles against the NCR) and I think that should probably be left until the other endings are done, or if someone else wants to put it together.

 

I don't even know the nature of NV after Legion conquest. The end slides say most of the population is enslaved & it's civilized. Not a lot to go on. Do they continue the casinos? Other info on teh legion says they trade and have well regulated/law abiding towns, but the essence of NV (gambling, drinking, whoring) is antithetical to the Legion's philosophy.

 

I don't know.....what do you guys think a Legion occupied NV would look like? Once we figure that out, we can decide if and how much effort should be put into it.

 

House:

1.Securitron presence everywhere......

 

Vegas:

We'll do heavy securitron presence on both of those two endings.

 

 

Vegas:

1.Brotherhood from hidden valley to Helios one (and on routes raiding travelers, will try to raid you unless 1.rep 2.eyesight to the blind is completed 3. tend to your business is completed)

will complete later

I tend to think that would depend on whether McNamara is still Elder. If there is a truce, I really don't think there will be any raiding with a NCR ending. With a House and Independent ending, I suppose it's possible, but it doesn't seem likely to me.

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Some misc points/ramblings

House has some artificial organs. I thought they could be loot for the player, giving OWB style perks or the helmet could be a neural interface to control the securitrons and mainframe (ie anything on the wireless network). Here is a pic


http://i1066.photobucket.com/albums/u404/devinlpatterson/MrHouseCyber_zpsff0b8fd9.jpg



From left to right; stomach pump (good for hardcore mode?), neural interface, artificial heart.

It looks like I have the weekend off so, I should be able to put a few hours in.

Got permission from Valmorrowind to use his new teen race, that's going to come in handy as tribal tribal "involuntary recruits" for the legion battles story line.

One of the posts here (more cut content) had info on how black mountain was going to be a battleground for the NCR vs Legion to acquire the radio equipment (NCR for extending broadcasting range, Legion to use it to jam NCR broadcasts). This should be in our mod, especially since the courier should have cleared it out by now. No one (NCR, House or Independent) is going to want the Legion jamming the Mojave......might even cause havoc with teh Securitrons wireless networks.

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I'm going to start a new game and whip up 4 different characters for each ending, so I can play test them. Which also got me to thinking about save management. I was wondering if anyone came across any utilities. I can probably juggle them fine (maybe have 30 or 40 saves for each character), & probably won't overwrite any saves. But if there are any utilities I'd be curious to see them.

 

I'd also like to try the new tale of two wasteland, so I was wondering if anyone came across a way to have multiple NV installs? I have the offline steam play thing that Sagittarius22 did, but I haven't found a way to have separate game installs like you could for FO3, before steam.

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I could contribute ideas/plots but im not good at modding or voice acting.

 

No problem PieBaker, that's what we're looking for. Essentially I'd like to hear how you see the Mojave developing after the battle for hoover dam (npc's, factions, NV itself, even quests) and also what you'd like to see as options for the player.

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So I was thinking, it seems appropriate that the player would return to goodsprings and doc Mitchell someday. kI think there are a few ways to go on this;

1. The Doc comments on what the courier has done and it's just a chance to add some atmosphere/character to the game.

2. An interesting point I was reading on teh wiki is that when Doc Mitchell says he knows what it means to lose something, he is talking about losing Vault 21 to Mr. House rather than talking about his wife. It was verified by Sawyer. So he could be a trigger, along with Sarah and/or unnamed former vault 21 citizens for restoring 21.....now that House is out of the picture

3. is pretty far out there, possibly out of the scope of this mod (because it's already a huge work load), but ties in nice if there is a restoration of vault 21 as in option 2 above. I'v always thought the vault experiment was unusual in that everyone was aware of it. Most commonly the ones I'm familiar with are secret without the general vault populations knowledge.

So the basic idea is simply that the government by gambling is only a consequence of the real, secret vault 21 experiment. Psychers (those with psychic powers) are very rare, but seem firmly entrenched in fallout lore (for instance The Master and his four psychers) and every fallout game has at least one. One can gain psychic powers from various sources such as FEV, radiation, natural selection etc.

One way to create psychers would be exposure to modified FEV and unnatural/guided selection, which the vault 21 experiment of rule by gambling would be perfect for. Those with even modest traits (precognition, telekinesis, telepathy etc, etc) would have a edge in everything from personal wealth (setting disputes for instance) all the way to guiding the vault's government. If they have a lotto for governing who can be born that too could be a selective process for forced evolution of psychic abilities. The modified secret FEV strains (given as "vaccinations", maybe we can tie that into doc's history with his wife dying from a weak immune system).

 

I think this third option has a ton of possibilities. It can be as modest as vault 21's just being a little more lucky (+1 luck). Or it can be a whole adventure that involved House discovering not just the lucky 21's location but also the secret nature of the experiment, thus reinforcing his reasons in game for shutting down the vault. One part of the wiki says 21 is partially filled with concrete, so there may be something(s) of intriguing nature below. Frankly to be honest, there is very little point in sealing off vault 21 once you'v stripped it of it's tech, so that on the face of it appears suspicious.

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So I was thinking, it seems appropriate that the player would return to goodsprings and doc Mitchell someday. kI think there are a few ways to go on this;

 

1. The Doc comments on what the courier has done and it's just a chance to add some atmosphere/character to the game.

 

Nice touch there. Another way to add some atmosphere is the Courier requesting that the grave he/she was buried in be reserved for when his/her mortal coil expires.

 

One part of the wiki says 21 is partially filled with concrete, so there may be something(s) of intriguing nature below. Frankly to be honest, there is very little point in sealing off vault 21 once you'v stripped it of it's tech, so that on the face of it appears suspicious.

 

I have to admit that I'm not sold on the psychic vault experiment idea but that's just my opinion. If the psychic abilities were utilized to win at gambling games then it begs the question - how did Mr House win ownership of Vault 21 over a game of blackjack? As for the reason behind filling the lower levels of the vault with concrete I would assume that House wanted to prevent people from digging their way into the Lucky 38's basement.

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I see you want to revive the old Vault 21 mutant idea - yes please!

 

 

Who said the person playing against Mr. House wanted to win? Being trapped in a vault with those types of abilities would be really irritating, especially when their "powers" could allow them to live like kings.

 

Since the Strip and all the casino's aren't to scale, it's hard to say exactly, but Vault 21 doesn't appear to be that close to the Lucky 38. I'm not really sure why Mr. House did what he did, except to be a total douche-bag as the vault didn't appear to have anything in particular worth mentioning - that's why the psychic mutants gives a pretty plausible explanation.

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are people actually working on making this real?

 

Yeah, there are two or three betas, a few pages back. But I don't really recommend them, other than for play testing purposes, until I finish the fort. I'v been on a 6 day work week and had a social commitment on the 7th, so I havn't had a lot of time to do any modding. However I believe I will have the whole weekend off and I hope to finish the fort for 3 of the faction endings. At that point it will be a beta ready for public release.

 

The public beta will still be modest mod, essentially just cleaning up hoover and the fort of all battle conditions.

 

Next up will be story elements directly related to the faction endings. For example;

 

If you have a House ending, you'll probably have to go right to Legion clean up. If you have activated the securitron army they will assist you. In addition due to the order of withdrawal, all military NCR presence on teh strip & hoover will disappear, but NCR tourists and off duty military will still frequent the casinos/strip. Hoover will probably be staffed by Securitrons for security and mr handy's for maintenance. And of course Securitron presence will increase if you'v activated the Securitron army.

 

If you have an independent ending and you choose to continue the treaty of NV, the NCR presence will remain on the strip and hoover. If you issue a letter of withdrawal, all military NCR presence on teh strip & hoover will disappear, but NCR tourists and off duty military will still frequent the casinos/strip. And of course Securitron presence will increase if you'v activated the Securitron army. There will be initial riots in NV and freeside that will need to be dealt with immediately.

 

We'll also try to get as much "cleanup" as possible in during this stage. Cleanup will be extending previous plot lines or locations that have been cleared. Mostly they will be little things. For example if you have a NCR friendly ending (NCR ending, or independent with NV treaty) & have cleared cottonwood cove, the NCR will establish a "base" (small presence) there. Essentially it's just tying up loose ends and predicting how time would move on in the Mojave.

 

You get the idea. After that there will probably be a week or two cooling off period (maybe more, maybe less), then House's revenge can kick in on the independant and NCR ending. It's even possible that it could apply to a legion ending as well, but wouldn't be as dramatic since there won't be any securitrons left on teh strip.

 

The next major quest line will primarily involve the legion, it's empire in turmoil, a wounded bull driven to madness in it's fury.

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