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An independent New Vegas mod.


devinpatterson

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With the help of a new Frumentarii companion, you undertake to sabotage NCR operations in this new area and to "recruit" tribes/different factions. Why the Legion would want to take this area can depend on whatever you guys (the team) want it to be (Trade route, Weapon/Armor stockpiles, "Secret Weapon", Resources ex Slaves etc.)

 

I like the idea of adding a Frumentari companion in the Legion version of the mod who can relay missions to the player on behalf of Caesar or Lanius which would solve the problem of finding a voice actor who can do a decent imitation of either leader. Creating another world space however will take a lot of time and slow down development of the other versions of the mod.

 

 

You find an alien device as a side quest (Play wild wasteland theme) that can teleport you back in time/sending you to a alternative universe. Sending you back before the battle for hoover dam, but because you've already completed the main mission, you can't start "veni vidi vici" again or any main quest ex Yes man path. This is so you can complete any new mods/dlc/quest that you haven't already done. If you want back to the new world space, the teleporter is somewhere in the Mojave.

 

Sorry, but even with the Wild Wasteland perk this idea is far too lore breaking for my tastes. This idea will most likely cause headaches for the folks developing the mod and there is already something that lets you go back to a previous point in the game. It's called a save.

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I like the idea of adding a Frumentari companion in the Legion version of the mod who can relay missions to the player on behalf of Caesar or Lanius which would solve the problem of finding a voice actor who can do a decent imitation of either leader. Creating another world space however will take a lot of time and slow down development of the other versions of the mod.

 

First of all, the mission orders would have been given to the courier by Caesar (Lanius can become the new Caesar) himself in secret, he would have then assigned you a skilled Frumentarii to help you achieve victory. You wouldn't see this, it's between the ending and when the mod starts.
Also the mod makers themself said that they would rather make a new world space for post legion ending than alter Mojave, so thats why i requested a new world space.

Creating another world space however will take a lot of time and slow down development of the other versions of the mod.

Make the House/NCR/Independent version. Then maybe a legion mod in a new world space, then expand on the dlcs.

 

Sorry, but even with the Wild Wasteland perk this idea is far too lore breaking for my tastes. This idea will most likely cause headaches for the folks developing the mod and there is already something that lets you go back to a previous point in the game. It's called a save.

 

1: Alien technology, what lore is there to say this is "breaking" anything? It is a "Deus ex machina"

 

2: The purpose of this is only to travel back to the Mojave for whatever reason. (Without altering the whole Mojave in terms of a Legion victory)

 

3: Disable fast travel in this new zone, Enter alien thingy, fast travel you to mojave before hoover dam battle with no main quest. All post game mods do this (Disable main quest after endings)

Edited by PleaseHelpMeWithThis
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The NCR has a law that bans all prostitution. In the NCR ending Dazzle at the Gamorrah, the three prostitutes in Westside, and the three prostitutes in Freeside should be removed or moved.

 

Dazzle is either fired from the Gamorrah and is never seen again, or is a stripper there that gives lap dances in the tents. The dancers should stay since they're strippers.

 

Sweetie, Maude, and Jimmy are seen walking around Westside. Sweetie and maybe Jimmy still sell their bodies secretly and can be slept with if the player has a high enough speech. Maude I could see retiring so I can't see her selling her body.

 

Old Ben would most likely retire and maybe bought a house in Freeside (This depends on if the player hired him or not). Fisto would most likely be upstairs in James Garret's room. Beatrix could either stay at the Atomic Wrangler, be at he Old Mormon Fort, at another casino in Freeside if you decide to open up another, or somewhere else in the Mojave. Santiago would most likely stay at the Atomic Wrangler, since he was homeless before he might not have anywhere better too go (Depends on if the player hired him or not).

 

For the Ind ending the player could be approached by Yes Man about prostitution and asked if they would like to get rid of it (Good Karma), keep it (neutral), or strip them of their rights (Bad).

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Cut content says that the training simulators in hidden valley are to training them against enclave forces, which leads to the question will we be able to repopulate areas that are cleared? (hidden valley, goodsprings, the prison, etc.)

 

I'm sure the VR pods would teach people how to use power armour, if not I'm sure there's instructions somewhere in the base.

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another minor detail: If the NCR takes over Hidden Valley some heavy troopers and military leaders can be seen around the Mojave with power armour taken from the bunker. Since there's Virtual Reality pods in the bunker I'd imagine someone found out how to wear power armour. Also it would be cool to have 1-2 vertibirds at the base if there's a flat enough and open surface for them.

If the player cleared it him/herself we have the potential for some power armor scores (obviously that's a no go if the bunker was blown up or if there is a NCR truce). But do we want them to have power armor training? I think it's an interesting distinction for the NCR to have modified suits, gives the armor a little more character with a low tech slant. Plus it can be worn by anyone and doesn't require the NCR to provide any training.

 

Speaking of the NCR and the brotherhood, with a truce the brotherhood will be patrolling at least part of the I-15 ("At the ending cutscenes, if you have convinced the Brotherhood of Steel to create a truce with the NCR, they assist the NCR in patrolling I-15".) and the non the NCR power armor can be returned for BOS help during the Hoover battle.

 

We also need to link or at least mention where we get our info from in the wiki. It's important because there are often times I need to follow up info and a link will save time.

 

EDIT: re: the vertibirds, the NCR doesn't have a lot of them, I think maybe 2 in the long 15. So it's possible one may show up now and then at the base, but I'd use them sparingly since they are a scarce resource for the NCR.

Edited by devinpatterson
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Would it be possible to make a repeatable simulation quest?

One that ports you to another map when you activate the pod?

Yes, in fact I did a little bit of work on VR assets for another mod that involved an arcade and I have permission from Geistertanz to use his Virtual reality system. It's not fundemtally different than any other cell, with some caveats and you'd also want a few special effects like a nice shader to give it a finishing touch.

 

I don't know what the Brotherhood one would involve, probably these kinds of simulation:....1. Power armor and gatling laser simulation. 2. Energy weapon simulation.

Yeah I don't see a huge problem with that as long as they aren't too extensive (and it doesn't sound like they are).

 

The Boomers were more specific on what their simulation was about.

 

They had all kinds of military flight simulators......So, you'd probably man one of the stations of the Volare bomber.

While XRE has finally brought realistic vehicles to teh wasteland and by extension a flight simulator, I believe this is unfortunately, well beyond the scope of what we should do (primarily due to the workload). We would either have to use the actual mojave as a simulation area, which would entail all kinds of problems (like anything you killed in the simulation would have to be restored/resurrected, karma & rep problems being expunged etc). Or we'd have to make a new worldspace like the Mojave. Both very tall tasks with relatively little payout for the ratio of work. Plus we don't know if the author of XRE would allow his vehicles to be used in our mod yet.

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So had the whole flu thing rebound on my because of my crappy work schedule, and getting 3 or 4 hours of sleep for 6 days. but I slept most of Sat (like 12 or 13 hours) and am feeling better. I also went to work on figuring out NiVisControllers. While not specifically crucial to this mod it will still have some positive applications if I can get past the last hurdle in implementing them.

 

Quick summary, NiVisControllers let you show and hide various parts of a model via a script (implemented through a idle ani). This can be something very small like having tabith's glasses disappear (so it seems like she's taken them off), all the way to changing a SM like Marcus's armor completely into a different type. This doesn't seem like a big deal in view of the fact that human/ghoul NPC's do this all the time, but it's a whole other story in regard to critters/bots. Some humanoid creatures like super mutants can swap weapons, so they have some of the capabilities of a human/ghoul in regard to equipment, but they can't (to the best of my knowledge) swap out armor or headgear like a hat. And most other creatures can't do either.

 

A good example is ED-E. Due to the fact that he has 3 distinct and different body types, the developers made ED-E 3 different actors. Some of ED-E's bugs result because he is actually 3 distinct creatures (items in inventory disappearing after an upgrade, 3 models appearing in CAGE). With a NiVisController on each mesh ED-E could be just one actor that changes models. He could have a hat, or several hats. He could swap out different blasters. There is a lot of flexibility if I can get it working.

 

Even if you just want to put a bandanna or collar on Rex that is removeable you have to deal with a new actor/ID with a new model. That makes things complicated as you can guess how many quest dialogs, scripts, inventory and other aspects have to be synchronized to the new actor.

 

And in a world that has seen talking/intelligent deathclaws, a genius level molerat trying to take over the world and other oddities, being able to allow critters the same abilities with equipment would be very useful for my modding adventures (and I suspect many others).

 

Contributions to this mod by the controllers would be a little more modest. They would allow things like changing the securitrons model on the fly, the super mutants in Jacobstown would have a lot more choice in attire that could be swapped out just like humans. Things like that.

 

Long story short the niviscontroller is a priority for me (and because I'm under the weather), so any of the things I mentioned I had planned for the weekend will probably be put on hold.

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Miss Maryberry has turned in her lines;

 

 

 

 

https://soundcloud.com/devinpatterson/with-mr-house-dead

 

https://soundcloud.com/devinpatterson/all-of-the-securitrons-are

 

https://soundcloud.com/devinpatterson/monster-of-the-east

 

https://soundcloud.com/devinpatterson/i-was-here-during-the-riots

 

 

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