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An independent New Vegas mod.


devinpatterson

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Okay, so here are my ideas: I was thinking, maybe the NCR could help defend smaller establishments, positioning their men

 

within the towns. Maybe the companions could integrate into the world, maybe as soldiers, continued allies of the Courier,

 

doctors, and as overall heroes.

Sounds pretty reasonable to me. I think part of the reason they couldn't before is primarily the legion, but that should

 

be easier now. And it is the kind of thing they do.

 

Maybe the Boomers could aid the NCR with their weapon tech and resources. After forging an alliance with the NCR, maybe

 

the Enclave and the Brotherhood could have a falling out, maybe some side conflicts.

To be honest I'm not so sure about the Enclave. Over here in the south west, they are pretty much nil. Just a few relics

 

left of them in NV (what half a dozen former members that havn't seen action in decades? Well except for Arcade of

 

course).

 

 

The distribution of electricity from Hoover Dam throughout the Mojave would also be a nice touch. Plus, maybe the Courier

 

and his/her allies could help turn New Vegas into a new haven, even giving up the Lucky 38 for the people.

Sounds good. They did originally have some cut content where the strip lights up when the lucky 38 reactor is started. I

 

saw the script when I was going over the groundwork for this mod. I'll see how functional it is.

 

Maybe House's drones could be used throughout the wastes, enforcing the law. I'd love to see alliances forged between the

 

different factions, but I would also enjoy seeing the Fiends and Powder Gangers either being purged out of the land.

 

That's about it for now.

Yeah I think so. I'm working with a plot device (not necessarily lore based, just postulating) that the bots need black

 

mountain to be able to connect up to the mainframe when some distance away from NV. This makes a quest for the player, but

 

also a vulnerability as well. If it gets up and running they (securitrons) could head all the way over to the mojave

 

outpost, goodsprings etc.

 

Thank you for this opportunity, and best of luck with the new world. I hope to be there to help you see it through.

Thank you 404nevada, everyone appreciates the input, feel free to chime in with any further comments/thoughts etc.

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I'm not sure if it will help you any with this project but you can use the mods I've made thus far. They're just basic homes without any scripting but they are fully functional. They might useful to use as a basis for something.

Edited by gunslinger6792
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1.In response to the power plant problems and your own army, pull the logs off ed-e yourself ,take all the research to harness new ways to harness the sun's power and create duraframe messengers.

2.It should be possible to get more help than just the boomers and the remnants, if you complete their quests you should be able to ask for their help such as: Jacobstown , the brotherhood(if hardins in charge that should make you choose between the brotherhood and Jacobstown)powder gangers if you side with them etc. etc. veni vidi vici

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Because I’m trying to point out that the upgraded securitrons are a game-breaking element to whatever quest-line anyone proposes: attacks by the Legion? send the securitrons; the miners acting up in Sloan? send the securitrons – so on and so forth.

They'r bots, some of the better vanilla/bog standard bots, but bots none the less. They compare well to sentry bots. Sentry bots have more hp (300 vs 175), more powerful missle and mellee attacks, but securitrons have more DT and a better laser. They really aren't a powerhouse per se. But even if they were more powerful, there is a great deal a securitron can't do. For example there is a little encounter in the game where two securitrons are trying to remove graffiti from the wall and end up machine gunning it.

 

It is easy to reign in the securitrons from a story telling perspective, both for the player and as a military force. You can use their numbers (ie 80 to 150 should be good, or even 200. I did a count once, I'll have to double check), their lack of flexibility (not going to be too many securitron snipers, or spec ops), their vulnerabilities (mainframe, wireless network) etc etc. I don't foresee any problem dealing with the securitrons and future quests.

 

They'r great in and around NV protecting the city and assuring it's safety/independence, not to mention a good heavy weapons assault company. But the NCR has 700,000 citizens and even if only 1/10th of those citizens are in active service that gives them 70,000 troops. Legion may have an equivilant or greater number of troops. I used the allusion before in this thread, but basicly the player is at the big boys table, but s/he's still the newbie with the weakest hand. So militarily speaking, the securitrons aren't taking over the world any time soon.

 

For the player, think of how many different quests take not just combat skill, but stealth, speech-craft, hacking, scince etc. Not to mention fundamental intelligence, ingenuity and creativity. Not exactly a vanilla securitrons forte. Missions will continue to require these qualities and only the player can address them (although s/he has the option of taking along a securitron as his/her non human companion at any time).

 

I think your letting your inaccurate perception of the MK II's blind you to ample and rich the story lines that are possible with or without them. Can you imagine how badly a squad of securitrons could both up dealing with striking miners in sloan. I see body bags everywhere. Can you for see how the Legion would use gurilla tactics, the terrain, stealth etc against them out in the Mojave?

 

Not to mention they really aren't as bad-*ss as you think.

 

here is my courier with just medicine stick, joshua grahams armor (like dt 15 or something lame), 100 guns & the cowboy perk. All bog standard items, and if anything probably under powered for a courier at this point in the story. I can take out all 5 securitrons at the North gate, and I'm not even sure if I took much of any actual damage through my armor.

 

 

 

http://www.youtube.com/watch?v=fZkaHbz-E38&feature=c4-overview&list=UUhKTr5RPpqZOdIc4zt_StGw

 

 

 

Or rather, it should be so on, as long as Yes Man is loyal to the Courier; then there is nothing to worry about. However, should Yes Man betray the Courier, or his control be disrupted; what would the Courier really be able to do then?

That's part of what makes if fun. I wouldn't be if the Securitrons were unbeatable, or if there were no vulnerabilities in the network/mainframe. They become important story telling elements :smile:

 

So, with all that in mind - I (like LuciaofArroyo and others) proposed that the securitrons be partially neutralized (either through a virus or its equivalent) at the beginning of the mod - not completely destroyed or disabled, just temporarily neutralized.

Well yeah, that was my original idea, from pages and pages back. It's sort of the formula we've been working with, just expanding it.

 

The initial attack by the fail-safe will have caused the securitrons to go berserk (as LuciaofArroyo suggested) - the ones outside the Lucky 38 would go on a destructive rampage cause by their programming conflicts (including destroying one another);

No, that would be a mistake (to have them attack each other), it'd be like the courier was taking candy from a baby. The beserk securitrons in OWB didn't attack each other, and they are much more powerful than the NV ones. Trust me on this one, I have a pretty good handle on their capability. For instance, I know to actually cause any real damage there may have to be a team (say 5 or 6) and revoke all weapons except missiles. The same tactic used on the OWB mini boss securtron.

 

I should also clarify that “nerfing” the securitrons would only apply to those right outside the Lucky 38 at the beginning of the mod – after the fail-safe is able to take control, the securitrons would be back to their normal, over-powered selves. Yes Man, seeing that he was losing, decides to become a ghost in the machine – fighting the failsafe from within – this action would result in the securitrons stabilizing, but remaining in the defensive stance mentioned before.

I'm not a fan of the fail safe, I much prefer House as a far deadlier opponent, back in the hotseat of NV or a failed hacking attempt for the corrupted Yesman. I don't see any compelling reason for House designing a fail safe and it seems to go against everything in the lore of hte whole New Vegas story line.

 

That said, a part of me dislikes being locked into that decision, especially after it has just been shown that control over them is not absolute - the alliance would give a viable replacement, especially if the IMM is built up. This would allows the option of something like the current NCR/Securitron setup of a human/robot combination force.

Heck your not locked in you can kill them yourself or I can even put in a option to march them off Hoover, no big deal. It's simply a matter of strategy and warfare. And we already have discussions going about building up militia's and other forces. They are in the works, but a more of a "long game" before they take over for/supplement the securitrons.

 

Maybe it’s just me, but I’m just not liking the flag face - maybe just adding the NCR logo to the shoulders is enough?

OK I'll keep looking, send anything you see that you like better my way or the thread.

 

I was able to get almost to the end with the securitron vault intact and upgraded, while remaining on the Independent/NCR quest-line - the player is forced into the Independent quest-line if Yes Man goes to upload himself into the mainframe and the player goes to the Lounge or Penthouse afterwards.

OK so basically what we figured, possible but unlikely. Not that it's a big deal, as the only difference is the NCR may possibly have a more potent force in NV (with teh MK II's).

 

Using the securitrons as heavy-hitters would make sense, as long as the securitron vault wasn’t destroyed and/or new ones are being built – otherwise, I think they would be left as robotic peacekeepers since they seem to do that job pretty well.

Yeah, no reason to assume the vault is a factory, I think it's just a vault to hold them. Robco does have factories for it's bots, but they are pretty large, and that vault doesn't have much more space. The jammed door just leads out to teh securitrons.

 

I know that the sandcrete is more realistic – but perhaps we should consider using this instead?

I think new vault-tec technology is probably out of the reach of this world for a while, it was described as one of the pinnacles of pre-war tech. I imagine it will be something like tents to -> scrap/wasteland materials to -> to actual fixed structures (which would fall under the sandcrete). All depending on the speed the player or the NCR moves things along.

 

Hope that answers your questions/addresses your points. I do want to focus more on modding as opposed to explaining the rationale behind my choices, simply becuase I have very little free time. If I had time to kill, it woudln't be a problem, but I'm lucky if I have an hour to mod or research on teh weekdays and I have to start some projects (fence, home addition) that will eat up the weekends. So I'd like to use the time I do have for fallout as productively as possible, and that means I may not always have the time to go into detail in these matters, but I will try.

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I'm not sure if it will help you any with this project but you can use the mods I've made thus far. They're just basic homes without any scripting but they are fully functional. They might useful to use as a basis for something.

 

Thanks gunslinger, I appreciate that. I wish there were more player house environments in NV. I remember this little shack I loved in vanilla FO3. It was near super mutant territory, above a quarry on a pretty high hill. Used to love sniping from there, and there was an atmosphere about the place and that lonely mountain top, that I loved.

 

Anyway, I appreciate it brother

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1.In response to the power plant problems and your own army, pull the logs off ed-e yourself ,take all the research to harness new ways to harness the sun's power and create duraframe messengers.

I don't know if a power plant makes a great deal of sense with the largest power producing resource on the west coast in your backyard. Besides the damn you'v got reactors (at least one in the lucky 38), a giant solar plant etc. It'd be something like trying to sell ice to Eskimos, they've got plenty.

 

2.It should be possible to get more help than just the boomers and the remnants, if you complete their quests you should be able to ask for their help such as: Jacobstown , the brotherhood(if hardins in charge that should make you choose between the brotherhood and Jacobstown)powder gangers if you side with them etc. etc. veni vidi vici

Oh yeah defiintely, we have a pretty active portion of the thread going in re: to allies and raising armies/militia's. I think there is still plenty more to cover on those subjects so lets keep going on it. And resurrect/rehash the companion fate/occupation/quest threads. Maybe Veronica and Boon aren't doomed to a life of disappointment and misery. Maybe Cass does get her caravan company etc etc.

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I'm not sure if it will help you any with this project but you can use the mods I've made thus far. They're just basic homes without any scripting but they are fully functional. They might useful to use as a basis for something.

 

Thanks gunslinger, I appreciate that. I wish there were more player house environments in NV. I remember this little shack I loved in vanilla FO3. It was near super mutant territory, above a quarry on a pretty high hill. Used to love sniping from there, and there was an atmosphere about the place and that lonely mountain top, that I loved.

 

Anyway, I appreciate it brother

 

I know exactly the shack you're mentioning. If memory serves me right it had a unique sniper rifle in it too. As for shacks I'm currently trying to make a Megaton like player house. Its going to end up being bigger than the f3 version to make room for a bathroom and workshop area. Honestly I don't understand why people don't like to put bathrooms in player houses.

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Just reading back over the replies from the last couple of days:

 

OK I'll keep looking, send anything you see that you like better my way or the thread.

 

 

Of course, if you went for a recolor, and if the securitrons are having a more limited role, then maybe full body paint jobs would be the way to go? White securitrons standing guard at the doors of the Lucky 38 as an "imperial guard", traditional blue securitrons for inner city cop duties, and a slightly armored version for outer city patrols... the problem of the face screen could be solved by attaching a protective metal chickenwire style mesh over the screen itself, but, i'm sure something like that is far easier said than done.

 

Using the securitrons as heavy-hitters would make sense, as long as the securitron vault wasn’t destroyed and/or new ones are being built – otherwise, I think they would be left as robotic peacekeepers since they seem to do that job pretty well.

Yeah, no reason to assume the vault is a factory, I think it's just a vault to hold them. Robco does have factories for it's bots, but they are pretty large, and that vault doesn't have much more space. The jammed door just leads out to teh securitrons.

 

I have to agree, I don't think brand new securitrons are realistic ...but there's more potential for giving them an extra layer of armor? Like the chickenwire though, I don't know how easy it'd be to implement.

 

 

I think new vault-tec technology is probably out of the reach of this world for a while, it was described as one of the pinnacles of pre-war tech. I imagine it will be something like tents to -> scrap/wasteland materials to -> to actual fixed structures (which would fall under the sandcrete). All depending on the speed the player or the NCR moves things along.

 

The sandcrete is totally workable alongside the "junk wall" type of terrain we see around New Vegas. Here's a few screenshots from Fallout 2, i mean that's where sandcrete came from, and that'show it was used back then:

 

http://images3.wikia.nocookie.net/__cb20120419204133/fallout/images/9/97/NCR_downtown.jpg

http://images3.wikia.nocookie.net/__cb20120418070211/fallout/images/f/fd/NCR_Bazaar.jpg

http://images3.wikia.nocookie.net/__cb20120907024227/fallout/images/8/85/Fo2_Vault_City_Courtyard.png

 

http://fallout.wikia.com/wiki/New_California_Republic_(town)

http://fallout.wikia.com/wiki/Vault_City

 

Take a look at those two areas specifically, it's not that the whole of Hoover Dam or the Mojave Outpost need to be remade in pristine sandcrete, but rather that a couple of new sandcrete buildings should be added to blend in with the existing uhh... junk :) ...just to give it that classic NCR feel. Trust me, people who played Fallout 2 will love it.

 

btw, with Hoover Dam, I'm thinking it'd be easier to give the surface a slight overhaul, adding a couple of buildings, cleaning it up a little bit, adding tent bazaars to the road, but the "city" itself would be prefabricated inside the Dam itself. A little like the oil tanker in Fallout 2 maybe...

 

http://images2.wikia.nocookie.net/__cb20120221223842/fallout/images/b/bc/Fo2_PMV_Valdez_Interior.jpg

 

...or maybe a little more advanced than that. But anyway, it's much easier to use all of that existing space inside the Dam and put the workers homes in there instead of building much larger houses on the dam itself. Like you said, Rivet City.

 

 

Oh sh*t! Speak of the devil...Vault City!

 

http://fallout3.nexusmods.com/mods/images/13078-5-1276527136.jpg

 

http://fallout3.nexusmods.com/mods/images/13078-4-1276526995.jpg

 

I wonder how well this'd blend with the sandcrete building set...?

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Yeah, no reason to assume the vault is a factory, I think it's just a vault to hold them. Robco does have factories for it's bots, but they are pretty large, and that vault doesn't have much more space. The jammed door just leads out to teh securitrons.

 

There's the Cerulean Robotics Factory in Freeside if you're looking for a factory. However I've heard that the RobCo Certified mod http://newvegas.nexusmods.com/mods/43331//? uses that area. I'll have to take a closer look into that mod when I start a new game.

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