Jump to content

An independent New Vegas mod.


devinpatterson

Recommended Posts

  • Replies 1.6k
  • Created
  • Last Reply

Top Posters In This Topic

 

I think as a group/team of modders we have to be flexible, and in this case I don't see a huge downside either way so it should depend on what is easist for you.

 

I can easily go both ways. I'll stick with a single file for now that way it should be easier for you to implement.

Link to comment
Share on other sites

The Thorn-related idea

 

would allow some of the more lethal creatures to escape into the sewers and begin hunting the available prey of squatters.

sounds good, and I think it will have a greater impact after the riots if we're still assuming a lot of people went underground (any port in a storm thing).

 

 

If we go with the raider aspect, it could be part of a longer quest involving a Fiend plan to tunnel into the strip, or alternately, something involving the robbing of a bank or casino.

I'v noticed a fair amount of requests over time for crime related mods, ocean 11 type heists etc. Now obviously we can't go with that angle in any of the three mods (no point in stealing from yourself, bad rep for a ranger bank robber, not endearing to house as his right hand (wo)man). We should, however play out the other side (cops) and not just for heists, but all the illegal(ish)/shady activities that NV should be ripe with. Sure there are some of them in the vanilla game like the coyotes, the Omertas gun running etc. But it seems like as the sin city of the wasteland we should have more.

 

The FEV subjects were just the simplest idea, as no other creatures in-game are available as possible enemies before the Great War -

Well that's the strange thing, some were and this is where some of them were made. Seems crazy, but if I remember right deathclaws were actually pre-war. An honest to goodness bio-weapon. Designed to drop behind enemy lines. I don't think it lists which contractor made them, but it could very well be the research was done right here. They may have the original specimen line, or many diverging brnaches. Some successfully deployed others shelved for one reason or another.

 

So that's kind of the theme on the hoover lab, bio-weapons and not necessarily the little virus sized ones. They were designed to wreck havoc on the enemies side.

 

And also, weirdly enough they (deathclaws) may have been genetically engineered, not via FEV, but a different technology (from the jackson chameleon). I'll try to look up the links/source, but probably not until I get home.

 

I also got the impression that it wasn't just biological killing machines in the conventional way, but anything that could wreck havoc on the enemey, his/her homeland etc. So for example if (don't know if they were, just a for instance) you have something like radroaches that breed like crazy and cause the damage to people and even agricultural infrastructure (including food stores) they would be a feasible project for hoover dam to work on.

 

that is, assuming we're going to stick with the default stuff and you're not planning on making some custom models, or using something like this guy.

Yeah that is a really good one, nice find :smile:

 

 

Unless the lab has been reopened completely, with a path to the outside that creatures can wander in through - how are creatures like the Deathclaws getting in to be mutated? Is the lab being run by the NCR, or some AI that is continuing research on the New Plague and capturing live specimens?

The deathclaws may have been made there, so there wouldn't nessarily be contemporary work on them. There may even be preserved specimen "prototypes" that chart the progress from chameleon all the way to humunoid deathclaw, and variatns of the end result.

 

But that's not to say that some areas aren't contamanated/opened, rather I think they are just saying it hasn't been penetrated by humans (so it can be utilized). As a matter of fact it actually seems to start with the followers having info on it and wanting you to go down there and break in, then retrieve data. So the followers must have at least some fragment of pre-war record to know it existed.

 

Floaters are a really good idea - FEV mutated flatworms would definitely be creepy to see.

Yeah definitely. I'm drawing a blank on how to make one though. I mean maybe a eyebot skeleton and the tail just hangs down. Probably not something I could put together, but maybe someone has already on nexus.

Link to comment
Share on other sites

 

One thing I've noticed is that I'm unable to reference the door so I can set a lock on it using a computer.

 

Weird, OK I'll take a look at it when I get home. In the meantime check it's details especially if it's activated only by a parent.

 

Gotcha I'll take a second look. If you, Lucia, or any other person working this mod would like to see I have a working room (more or less) for the courier. Be advised navmeshing has not been done yet.

Link to comment
Share on other sites

Speaking of Lab content...

Yeah I'll check those out, I vaguely remember the EPA one when I was doing some research on holograms. Mr. Chemmie! huh? Can't wait to look that one up.

 

So, if NCR gains access to a Vault or somewhere like The Sink, for example, they'd go in there and strip it and bring back what they can carry. I look at it like Dark Age europe after Rome, the Colosseum was still standing, but it was chipped away at very sloppily for hundreds of years by salvage teams to get the marble to sell it on or build palaces for themselves.

Yeah I'm sure there will be a lot of "re-purposing" but we shouldn't forget that if they are in the right area they also have great value just due to their structure. When you have sheet metal forts and have possible access to a high tech shelter a ICBM can't bust that's a pretty nice upgrade. Could make a great military installation.

 

So lots of ways a vault could be leveraged, and not just by the NCR. I could see everything from a whole faction like the BOS, wanting a piece, all the way down to a clever entrepreneur that might want a underground city.

Link to comment
Share on other sites

Gotcha I'll take a second look. If you, Lucia, or any other person working this mod would like to see I have a working room (more or less) for the courier. Be advised navmeshing has not been done yet.

Cool, looking forward to seeing that. I also want to throw in some goodies, but a lot of what I have in mind is much better with voice actors. I'd like companions to make a few comments on the rooms or items within to give them a bit of life and character. I'd also like some interaction from other NCR members that come in. Maybe they just want to gawk at the hero of Hoover dam, maybe it's Joe from across the hall that barrows at least one item a day, but never seems to return anything.

 

You know, add a little life and dynamic energy.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...