Jump to content

An independent New Vegas mod.


devinpatterson

Recommended Posts

Also, Steam Groups mean we can have meetings with the staff without a cluster like it is on the forums, meaning we can streamline information and the project leaders can post announcements for the team, and for the general public too, it also serves as a list of members in the group and how they can work together through steam, more primarily I'm focusing on that meetings thing, it's a lot more useful.

 

I'd have to agree with this. It would probably help everyone get organized quite a bit.

Edited by TheBlueKidd
Link to comment
Share on other sites

  • Replies 1.6k
  • Created
  • Last Reply

Top Posters In This Topic

So a quick followup to your first question.

 

Yes-Man is a more complicated concept, I don't want him to take over the master computer,

Yep I imagine the NCR and most players of the Ind. ending would like that as well. But Yesman is now semi-independent (see below)

 

But he'll have to be "adjusted" as well so he only follows the Courier's orders.

I was told there is a ingame personality mod he uses that has that effect on him, but I've never seen it myself.

Still, if you can find it, you could reuse the coding to implement it on him as a Securitron.

at the conclusion of Hoover battle;

" I found some code snippets in one of Mr. House's databanks that will let me um, reprogram my personality! To be a little more assertive, basically!" "I guess I'll see you around"

 

Sawyer clarified his vision of what this means for Yesman;

That he will not just roll over for the next person to walk up to him in the Courier's absence. I.e. he will become a somewhat-independent steward instead of a powerful tool for any random person to use for nefarious purposes.-JESawyer

 

And I'd like to see the Securitrons take a more active role in controlling the Mojave.

Like the Courier ordered them to reinforce key NCR positions:

 

Camp McCarran

Hoover Dam

Helios One

Camp Golf

We have plans for the Securitrons to be used to reinforce various locations in the House mod and the Ind mod (players discretion). For the NCR mod securitrons will be used if they can be reprogrammed via a NCR quest line.

 

I think those are all the major facilities which ensure NCR dominance in the region, so they are the ones that would be most heavily guarded by Securitrons.

Hoover Dam would be the highest priority, with Helios One number two.

So they should have higher numbers of Securitrons then the other areas.

Going off your previous quote and the one above I should clarify for you that the NCR ending doesn't necessarily imply Yesman and upgraded securitrons. Players that follow "Eureka!" (the NCR ending) may not have installed Yesman or activated the vault, that's a hallmark of "No gods, no masters" the Independent ending. However if your refeering to your specific game and a NCR friendly Ind then where the securitrons are sent is up to the player (not exact micromanagement, but broad strokes about where their presence is heaviest.

 

Oh, and the Securitron Mk I/MK II bug needs attention.

To explain, when adding a mod that removes the wall dividing the New Vegas area in half, not all the Securitrons are fully upgraded.

They appear to be Mk II, but are really Mk I if you examine them more closely.

This is caused by the game not recognizing the mission if you added the mod after they are upgraded.

And since I did, the bug happened.

Sorry that really doesn't tell me much, you may want to post to the mod author that your referencing and describe the bug to him. If it's a vanilla bug, your going to have to be a little more detailed especially in re: to how they appear to be MK II but aren't and any other details (such as does it only happen with that mod.

 

I'm not sure what else should be done, the only other thing I am interested in changing is Restoration Projects.

Yes we will be trying to gain permission to use restoration mods to reduce the workload. We already have permission to use Westside REstoration mod by Fujikid, he's also expressed interest in helping with this mod as well.

 

There's three more on my list that haven't been modded yet.

No worries, all on the list.

Link to comment
Share on other sites

Sorry for late reply, in terms of the Legion ending, I see where you are coming from. Just sad that there is no Legion plans in the foreseeable future. Would be interesting to get a new world space after Legion Ending (Maybe become a Frumentarii and help CL conquer some new area/ go west to infiltrate and sabotage.

 

Well maybe with a little extra time I can put together a simple "base" legion mod. If I do get the time, it won't really have expanded quests (unless someone want's to come up with some compelling story lines), but will end the battle conditions, have legion occupation of the strip and most other areas. Can't promise anything as I'm a backlogged with projects and requests, but I'll certainly try to look into it.

 

In the meantime if you have good ideas for the legion mod, I'd like to hear them.

Link to comment
Share on other sites


 

And I'd like to see the Securitrons take a more active role in controlling the Mojave.
Like the Courier ordered them to reinforce key NCR positions:

Camp McCarran
Hoover Dam
Helios One
Camp Golf


We have plans for the Securitrons to be used to reinforce various locations in the House mod and the Ind mod (players discretion). For the NCR mod securitrons will be used if they can be reprogrammed via a NCR quest line.

 

 

Could it be possible to give Archimedes too the NCR? This would make Helios One more of priority to defend, especially since they aren't getting any power out of it.

Link to comment
Share on other sites

Thanks for the additional info SgtKraigO, I'm assuming these are primarily NCR ending info? Anything I didn't comment on means it sounds good to me and I appreciate the input and will be adding it to teh "to do" list

 

The Kings hideout turns into a casino or maybe a police station (preferably the later) (Most of their endings sees them killed)

huh, that's interesting. A police station? I wonder if the kings in that version of the ending become a sort of de-facto militia or if it means they loose the building. I'll have to read up on that. I'm actually thinking of doing some research as opposed to modding for a bit, so I can gather up all the loose threads in re: to story lines.

 

NCR occupy Vault 19 to extract the sulfur and use it in explosives (Don't need a lot of NPCs here, just a few miners, scientists, and a handful of troopers(?))

Bonnie Springs: is populated again, being close to Vault 19 they would get NCR personal coming into the town and plenty of feeding ground to the north for Big Horners and Brahmen (a few people, maybe a general store and bar like Goodsprings)

Makes sense, I'm sure the NCR goes through a lot of powder (massive ammo stores in the dam). Suprised the gun runners didn't try to do the same thing (seems like their supply needs would also be considerable).

 

(This is a stretch but I've always thought this would be cool) The NCR sees Vault 3 and the surrounding area more easily defendable and a better position for a base and decides to turn it into their main base of operations, leaving McCarren empty and abandoned until it is turned into a museum full of displays and a small casino.

I think we can definitely make it a NCR outpost in a NCR mod, but I don't think they'd abandon McCarren, it has advantages of it's own. Under the Ind NCR friendly mod I believe in the NV treaty they are tasked with stewardship (defending) McCarren, but the player could work out a deal with the NCR occupying vault 3 as a base if the courier doesn't want it. In the NCR mod in general, a lot of NCR military (as well as civilian pop) will be coming in and opening up locations, so doubling or tripling the NCR presence is reasonable. And in the NCR friendly Ind mod, there will probably be additional NCR civilians/military (although not to the same extent as the NCR mod) as well, but trickling in at a much slower rate.

 

If you decide to clean up the rails it would be cool to have the Gypsum Train Yard cleaned up and have a few train operators and station workers around the place.

Yeah that's what we're thinking as well.

 

Legate's Camp: completely abandoned (maybe a few troopers/militia/securitrons salvaging some left over equipment/weapons)

The Fort: not completely abandoned, a few troopers/militia/securitrons around the place seeing as the securitron vault is located there. Maybe replace the legion tents with some NCR style of tents.

I see it quite a bit different in this case. It's a lot easier to assault Hoover if you have a staging ground. Having to assault Hoover by the river is going to be a heck of a handicap for the Legion, so it's essential the NCR holds that ground, and it's a serviceable location (spartan but serviceable). So I'm inclined to believe that will become moderately well populated by the NCR as a buffer zone and to deny the enemy a foothold from the AZ side.

 

Nelson: rebuilt and could be a town with civilians and a military base seeing as there are a couple of mines south of the town

I think Lucia has taken a shine to Nelson and has designs on it.

 

Southern Nevada Wind Farm: I always thought it would be neat to have this place supplying power to either Novac, Nelson, or both. Guarded by troopers/militia/securitrons and a few engineers and a scientist for maintenance

Possibly, but they still need a way to get the juice out there unless there are towers and lines still in place.

 

I know that is a lot to do and I wouldn't be surprised if some of the things mentioned have been brought up before. But these are just some places that I feel could be changed and would improve the game/atmosphere.

And I appreciate your help SgtKraigO and this is exactly the kinds of things we need to be going over.

Link to comment
Share on other sites

I couldn't get the multiquote to work, so I'm improvising a bit with my feedback.

My responses will be in this color.

No problem, I appreciate the effort

 

Yes-Man tells us that the Platinum chip is a key, that it unlocks access to everything at the Lucky 38.

So to keep it lore friendly, we should have him use it to unlock sealed databank or something.

I'm not really aware of that exact wording, but if you can link me to it, I'll read up on it. Another point is that just because someone has a key doesn't imply they have a treasure chest. Just because the chip unlocks doesn't mean there is a data bank with the info you'd like, and if there was such date you'd want the player to work for it (taht's what makes it fun).

 

There is a part in the game where Yes-Man finds a Securitron upgrade he uses on himself in the databank, so I assume there is all sorts of information in there relating to Securitrons.

Covered the codes snippet in my previous post. Re: "assuming all sorts of information" you wouldn't want to unless it's integral to a story line you have in mind or something along those lines. If it's just for the companions, your going about it the wrong way. Just because the battle at hoover dam is done doesn't mean the courier has everything handed to him or her on a silver platter. The courier will continue to experience trials and tribulations since those challenges are what makes the game fun. So as opposed to saying, I assume the code to convert Victor and Jane to my personal servants is in the mainframe, you'd want a quest to earn that info.

 

A minor problem then.

I can't find their bodies!

Going to be hard to repair them if they're not actually there to repair.

Uh yeah that's because in the vanilla game they aren't made to be your companions. In our mod your not going to have trouble finding Victor, he's going to make it plain that if he has anything to say about it, he's going to be the last thing teh courier ever sees. Re: Jane, if she survived she is with House and will appear in the same quest line for his revenge.

 

I assume Victor's function was to act as Mr House's "hands" outside the Lucky 38.

Jane was some kind of secretary.

That's not to say they couldn't defend him, but it wasn't their primary function.

Both Victor and Jane were programmed by House, is it your implication that because they perform more than one task their primary, ie most important function *isn't* to protect House. Does that sound like a very sound line of reasoning from Houses point of view?

 

I don't mind how it happens, just as long as I can get them on my side when it's done.

No worries then, the option will be there.

 

I hate it when you get "railroaded" as I call it, when the game makes you take a path even though you want to do something else.

That's understandable.

 

A warning though, I'm using a mod that restored the Strip and opened up the areas, so I'm not sure if that will adversely affect this mod.

I think everything is still where it's meant to be, it's just remodelled, so that shouldn't affect placement of items.

At least, I hope it doesn't.

If it just opened it up, but kept the strp in the same miniworld that isn't incompatible in and of itself. But if you list the mod I can take a look at it.

 

And one last query:

 

Will this mod work with a postgame save state?

Yes, it's what it is designed to do (post end game).

 

So the mod would have to scan my quests and determine what I actually did, since (naturally), I won't be doing them again.

It doesn't scan things, it simply taps into existing script vars, global vars etc that have continued throughout your game. If there are different mods that changed the Mojave with their own story lines and quests this mod won't be aware of unless we alter it.

Link to comment
Share on other sites

What I meant by the Kings hideout being turned into a police station is it will be filled with NCR/Militia police, since the gang was killed and the survivors scatter or just leave the gang the building would be abandoned. Another possibility is that the Silver Rush is turned into a police station and the Kings hideout is turned into a small casino/hotel as the interior looks like it would make a great small casino/hotel. (Maybe even have an ex-Kings member performing on stage.

 

What if Vault 3 and the surrounding area turns into a new community, the vault could be populated with civilians and build a few houses around the vault, add a grocery store, bar, pawn shop, gun store(?).

Link to comment
Share on other sites

The whole point is that after Mr. House's supposed death, he, Victor, and Jane are not actually dead, and Mr. House lives on as a machine,

Well Jane can be killed, but yes Victor is absent and will survive unscathed.

 

seeing the world that the courier has built, he's waiting for his time to strike, maybe he was waiting until Vegas was built in order to strike back, meaning he simply used the courier and Yes Man to do the work while he sat back, this is a very indulging storyline that will probably be included in the modification

He's not waiting until Vegas is built to strike or using the Courier to do the work. House is more than capable of managing the emerging NV and you can be in his personal opinion no one else is. You can be the's not happy with the way things are going. He wants to wrest control from the Courier as soon as possible, but it's absolutely necessary for House to compromise Yesman and his control of the securitrons to have any hope of defeating the courier.

 

Also, Steam Groups mean we can have meetings with the staff without a cluster like it is on the forums, meaning we can streamline information and the project leaders can post announcements for the team, and for the general public too, it also serves as a list of members in the group and how they can work together through steam, more primarily I'm focusing on that meetings thing, it's a lot more useful.

OK I'll check them out, I'm more inclined to go with a google tie in since I have some many google services, but there is also as well fablesforge as well. But honestly I don't think it will be today, probably next weekend.

Link to comment
Share on other sites

I'm not sure what happened here, but I should note it as a possible bug.

 

After sending Marilyn back to the Lucky 38, my actual Robotics Expert perk was gone.

here you go fixed her up on beta 1.03. You will need to revert to a clean save (a save before you loaded Marilyn in) though, so the result script edit can take effect (a new var is set to 1 if you already have the perk).

 

The robotics perk is just a holding place until Isabelle and I come up with something more unique to her character.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...