devinpatterson Posted July 25, 2013 Author Share Posted July 25, 2013 Or better yet, I'll make them, save them as an .esp, and send that over to you to be scripted; Here's a tiny taste of what I came up with so far, just dealing with NPCs for the bazaar area of Hoover Dam... Those look great :thumbsup: and I really like the story lines for them. Below that are Siri and Melody from the Fort... there can be a conversation about them "having their freedom" finally, and they're choosing to stay at Hoover Dam and sell healing powder and tribal medicine... And finally, my favorite one, an unnamed Souvenir Seller who has a decorated market stall selling Legion equipment he pulled off of the corpses... and to decorate the stall he has to a have a mannequin decked out in centurion armor :smile: It's fun to do because it's such a commercialized sacrilege to the Legion and all it stood for. And, hey, in the Legion Ending, he can be selling NCR equipment instead :wink: Anyways, that's what I've got so far. Still a load more to do... and obviously all the dialogue to write... but I'm going to enjoy this. Good deal, sounds like you'll really be bringing them to life Does anyone else have ideas for NPCs/Miniquests for Hoover Dam? I'm at work, so these are sort of off the cuff, but I have a few ideas; For your legion tinkerer could he also be a "sports armorer", or alternately a different vendor. But he takes the football armor the legion has and football uniforms/armor he comes across and reinforces them with metal & brahin leather to give some pretty nice, light armor (including the legs, groin etc that the legion lacks). I can throw in some local teams colors on teh helmets and the rest, like the Sunset Sherifs, or Nuka cola rockets. a ncr sharecroppers farmers market. Their crops will sometimes have unusual seed pods or hint of fungus, mixed in at the table. This foreshadowing for a quest involving Dr. Hildern's use of (what he thinks are) pacified/neutrralized vault 22 botanical tech on the share cropers farm. They could also have a strange plant (6" tall spore plant) in the fields. It eats bugs named & they named it"Seymor". Can be placed in players home and is not hostile (becomes player faction when bought). More foreshadowing, but also a little house pet. A profesional, Robco Certified "Robotisists" Claims to have completed the Robco Tech certification course via mail. His bots (potential followers) are....."Quirky" A purveyor of spirits adn fine libations (has all drinks). Also sells Moosehead bear, at a very high premium. Says it really has shot up in value since the source dried up. He'd like you to find more (recipe). a shyster that sells lucky charms and trinkets, guarenteed to increase your luck at the tables a junk dealer. Everything is sooooo dear to him, and each little piece of junk has long, lame, history, that he wants to tell the player in detail. Sometimes using the same story for several different items. ie "let me tell you how this here fission battery saved my life" etc. An actual real, old fashioned barber for changing hair styles. allows male hair styles on females (I already did the mod for the male hairstyles on females). Samantha and Phil. These are two separate vendors, but always choose spaces right next to each other. Samantha sells Sunset sarsprilla's and associated items, while Phils sells Nuka cola products, both come from unknown sources. They constantly berate the others product. Phil " I'm not saying Sunset Sarsaparilla's a bad product, don't get me wrong, it's great for stripping paint". Samantha " And nuka cola has some medicinal qualities, I'v heard that it shrinks your manhood, and can also be used to poison rad roaches". They seem far more interested in preventing the others sale than actually selling anything themselves. They are each accompanied by Mk III protectron's in company colors. Each time a sale is made, one of the protectrons will play it's respective sound byte ("Build mass with sass!" or "Nuka cola!"). They sell all kinds of company themed swag, and home made concoctions (like sunset cocktails, or jack and nuke). They are both teens. Both stock the vending machines around NV with their respective products. They will tie into a reboot of the Sunset headquarters and a Nuka factory that I'll be putting up (and also tie into a future mod, Sunset Sarsaparilla's Wild Wild West World) A mad scientists/tinkerer that can provide some quests to get him items? An energy weapons dealer. He was pushed out via the Van Graffs. If the player mentions the Van Graffs and they are still alive he will think they sent the player to strongarm him out of business. If the player killed the van graffs he will give the player a lifetime 10% discount. This is so we have at least a small energy weapons dealer again if the Van Graffs are gone. A master NCR weaponsmith. He's not at the stall often, but has a guy that works for him, who used to be an adventurer until he took a spear (or if you think we can pull it off, an arrow) in the knee. He can provide high caliber weapons at a premium (usually double the value), but the weapons are adorned, fashioned out of fine materials etc. He also sells an unbranded sequoia, a brush gun with an extra shot with rosewood butt etc etc. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 25, 2013 Author Share Posted July 25, 2013 Oh also a grizzled old man like easy pete that sells survivialists food (bloat fly sliders, gecko steak etc). And I'm sure you already picked up on this, but Phil is grandson (or great grandson, I'll have to check the timeline) of Phil the nuka cola guy. Link to comment Share on other sites More sharing options...
kingwilfre16 Posted July 25, 2013 Share Posted July 25, 2013 (edited) any new ones? the previous file still had the praetorian and lupa outside the tent(the inside remained unchanged)which also makes me wonder if the large area with all those tents will be part of the mod Edited July 26, 2013 by kingwilfre16 Link to comment Share on other sites More sharing options...
devinpatterson Posted July 26, 2013 Author Share Posted July 26, 2013 any new ones? the previous file still had the praetorian and lupa outside the tent(the inside remained unchanged)which also makes me wonder if the large area with all those tents will be part of the mod Yeah I don't remove the legion per se (unless they respawn), because you need/get to knock them off in your 1st play through. I suppose I could run through and disable & MFD them. Or perhaps move any survivors back to cottonwood cove, their default retreat path. Re: the secondary camp, I will probably just clear it out, but if you have an idea, I'm all ears. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 26, 2013 Author Share Posted July 26, 2013 Lucia, re: the top part of the dam (I guess we should make a term to distinguish it from the interior, maybe the bazaar?), I think I know a way to to have Brahmin (or other pack animal) pulling a cart. If you think it will be worth pursuing for the visual effect, I'll take a crack at it. It can be a bit taxing on the system, so probably best if only one or two drag their cart across the area at any one time. Let me know if any of my previous ideas sparked your interest in re: to Phil and Samantha, sports armorer, robotists and the NCR master weapon smith and I'll whip up some assets for them. Think I also have a good method for keeping critters in cages for the grizzled old man that sells desert delicacies. That way he can have a cage of bloatflies, mantisis nymps etc. If the Robotist sound interesting, I just whipped up the antique eyebot and two early prototypes (that bridge the gap between the modern eyebot and the antique). Here is a pic of them Left to right; standart eyebot, antique eyebot, prototype A eyebot, prototype B eyebot http://i1066.photobucket.com/albums/u404/devinlpatterson/EyebotModels_zpsd2534a28.jpg I thought the Robotists could have either a protype eybot for sale or, an antique eyebot that smokes (and would of course be called "Ol Smokey") Link to comment Share on other sites More sharing options...
kingwilfre16 Posted July 26, 2013 Share Posted July 26, 2013 (edited) any new ones? the previous file still had the praetorian and lupa outside the tent(the inside remained unchanged)which also makes me wonder if the large area with all those tents will be part of the mod Yeah I don't remove the legion per se (unless they respawn), because you need/get to knock them off in your 1st play through. I suppose I could run through and disable & MFD them. Or perhaps move any survivors back to cottonwood cove, their default retreat path. Re: the secondary camp, I will probably just clear it out, but if you have an idea, I'm all ears. The secondary camp is first a legion camp, then a military outpost for your fighters (OPTIONAL: fund a monument which shows a securitrons slaughtering fleeing legionaries). Unrelated, but the golden branch the ncr gives you could be a old fashion medal that takes the same place as the destroyed collar. Edit: I finally got my geck working, so now I will be learning the ropes from youtube Edited July 26, 2013 by kingwilfre16 Link to comment Share on other sites More sharing options...
LuciaofArroyo Posted July 26, 2013 Share Posted July 26, 2013 (edited) Let me know if any of my previous ideas sparked your interest in re: to Phil and Samantha, sports armorer, robotists and the NCR master weapon smith and I'll whip up some assets for them. Think I also have a good method for keeping critters in cages for the grizzled old man that sells desert delicacies. That way he can have a cage of bloatflies, mantisis nymps etc. I think all of them are great ideas that I'm going to do, but not all for the bazaar, adding so many merchants would make it really cluttered- we can space out and scatter some of them inside of the Dam in their own areas in the "underground city" part of it. I'm trying to keep the numbers down really, not out of not wanting to create the NPCs, but just for fear of cramming too many NPCs and content into a single area. Basically as I've looked more into Van Buren i'm thinking that design docs provide a pretty great lore friendly framework to use for putting new characters in and taking ideas for building areas. I'm not going to copy the Van Buren thing word for word and detail for detail (that'd be no fun) instead the idea I'm working with is that Van Burens Hoover Dam was evacuated during the war (which makes sense from the point of view of both New Vegas and Van Burne), and that the people have begun to come back. Some of them, but not all of them. And as many new characters as we need/want. They're all adapting to repairing the Dam, rebuilding their lives where they left off and that kind of thing, and that's where they fall into the New Vegas storylines. There's a lot in way to content there that probably otherwise would never see the light of day. Lucia, re: the top part of the dam (I guess we should make a term to distinguish it from the interior, maybe the bazaar?), I think I know a way to to have Brahmin (or other pack animal) pulling a cart. If you think it will be worth pursuing for the visual effect, I'll take a crack at it. Sure, if it's doable then it's worth a shot. But if it's really data intensive it might be a bad idea; the Bazaar area is already going to be heavy on peoples systems with the NPCs and terrain detail. It'd look cool, but if it's going to make a lot of lag then it's not worth it, it all depends how much lag though :wink: ummm it's up to you If the Robotist sound interesting, I just whipped up the antique eyebot and two early prototypes (that bridge the gap between the modern eyebot and the antique). Here is a pic of themLeft to right; standart eyebot, antique eyebot, prototype A eyebot, prototype B eyebot Those are awesome, I can see them zipping up and down the corridors of the city; little maintenance droids lol re: to Phil and Samantha A nice addition for these guys would be to have (i can't think of the right word) those old cinema-style vendor trays that they would walk around with to sell popcorn and stuff. One with Nuka Bottles and one with Sunset bottles for each of them to wear. They could also have a strange plant (6" tall spore plant) in the fields. It eats bugs named & they named it"Seymor". http://fallout.wikia.com/wiki/Seymour_(Fallout_2) :smile: An actual real, old fashioned barber for changing hair styles. allows male hair styles on females (I already did the mod for the male hairstyles on females). I haven't seen that yet... does it conflict with mods that add new hairstyles or does it just allow usage of both hairstyle sets? Edited July 26, 2013 by LuciaofArroyo Link to comment Share on other sites More sharing options...
devinpatterson Posted July 26, 2013 Author Share Posted July 26, 2013 Securitron re-texture I think we should keep the default color and maybe just add the shoulder logos. I also feel there's nothing wrong with the default MK II face, but if you want to change it, I think it should remain as a facial image display. I know you said the NCR ranger mask doesn't work well, but perhaps something else NCR related, like maybe Kimball's or better yet, Tandi? I think the faces are for marketing purposes, in the old world (soften the edge of a very large bot, the cartoonish style making it appear a little less threatening to the public). And I really don't see the NCR doing that. I think they'd be far more likely to throw patriotic signs/symbols on the screen, although I could see the face of the President, or historical NCR figures if they weren't done in the cartoon style. Especially if it went with a Securitron bark, that quotes the president or aforementioned historical figure. So I can see two compromises; 1. include faces of current or past NCR personages of importance, along with the flag, NCR symbols etc. Cycling through based on the barks or the securitrons business. or 2. I can make up a cartoon face of a ranger (for the rare NCR mod peeps that have a MK II) and a trooper (have one of the Wacom Bamboo tablets, so it *shouldn't* be a problem) and make an optional esp you can add that will overwrite the main esp. This one is somewhat contingent though on being able to export the quest dialog to the optional esp. Only one or two result script lines would need to be changed to implement the ranger/trooper texture, but if I would have to redo the whole dialog quest from scratch, that's a lot of work, and I'd probably put it on the back burner. Which would you prefer? Some Hoover Dam City Sidequest Ideas Cool I'll check those out Link to comment Share on other sites More sharing options...
devinpatterson Posted July 26, 2013 Author Share Posted July 26, 2013 On the subject of Securitrons, I'll probably be voicing those (with a little audio editing help). I have some quips in a txt file somewhere that I'll post for critique/ideas. I'd also love to hear barks and full dialog ideas for both the strip and the dam/fort securitrons (both for the independent and the NCR). It's a chance for us to really give the atmosphere of a post hoover dam game by including news, events and even attitude in teh securitrons chatter. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 26, 2013 Author Share Posted July 26, 2013 The secondary camp is first a legion camp, then a military outpost for your fighters (OPTIONAL: fund a monument which shows a securitrons slaughtering fleeing legionaries). Well there's not much there other than a lot of lowres textured, low poly meshes (it was only meant to be viewed from afar), so it's no problem to expand troops/militia/what have you into that area. Although we may have to regenerate LOD at some point in the future......not fun. Hopefully not though, because I'm not sure how to swap out LOD in an area, depending on whether a large structure/settlement/landmark may or may not appear depending on player choice. For the moment (until the player begins to gather troops/militia) I can put some collapsed tents in there and/or NCR and/or Securitrons. Unrelated, but the golden branch the ncr gives you could be a old fashion medal that takes the same place as the destroyed collar. Maybe. I have a little bit of experience with body slots and rigging an item as armor, so that might be possible. Edit: I finally got my geck working, so now I will be learning the ropes from youtube Good deal. Now you can look forward to being (figuratively) kicked in the balls over and over again as you learn an IDE I wouldn't wish on my worst enemy (if I had one).........but hey the gecks the only game in town for NV. Link to comment Share on other sites More sharing options...
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