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Modification Ideas (Project Alive)


themfy

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Hi, I love modding Fallout. I love modding my game, without mods the game feels so dead. And I have really tons and tons of ideas to make the Fallout world more alive. I've been waiting for the multiplayer mod but I don't think it will be finish anytime soon, I can understand how hard it is. So my objective is to create mods for Fallout: New Vegas to make it more realistic and alive, but since I have no skill in using GECK and coding the plugin so I decided to share my ideas and work with modders on the project.

 

 

Project ideas:

If you are considering to make one of my idea please tell me so that I can update the thread and inform the community that the mod is being worked on. I will gladly support it in anyway. If you wish to help me create the major modifications please do not release them on your own, It will better if we publish these mods in one page/project and you will be credited for your hard work on the mod page. But overall I will start working on these mods myself while I learn how to use GECK.

 

You can publish the misc mods on your own if you wish, but please use the banner above to show that you are working for the Project Alive.

 

== Major Modifications ==

 

# The Wasteland is Alive.

This will be a huge mod that covers most of the area in New Vegas. What is this mod? This mod adds random generated NPC (Wastelander/Scavanger/Prospector/Bandits/Trader/Courier/etc) around the map, doing its own objective.

 

Details:

 

- Wastelander/Scavenger/Prospector: Group of NPC, or just one would travel around the map killing creatures, gathering food/water/resources and set up camp at a suitable place. Each Wastelander would have random relations with factions and the player, so they could sometime open fire at an NPC/Player if they have their relation set to hostile, which is set randomly but has low chance of being hostile. Player can interact with these NPC, they can do normal conversation, ask questions or trade but at a high price since they are not traders.

 

(15% of total Wastelander spawned on world will be hostile. Non hostile will still attack back if player attacks them.)

(All Wastelander will have prices 25% more than ordinary trader/shops.)

(Every single of the NPC will have random names on them which come from a list of randomly generated name which I think can be found easily on the web.)

 

- Bandits: Group of NPC or just one. They are almost similar to Wastelander/Scavenger/Prospector but they are more likely to be hostile to factions and player.

(80% of total bandits spawned on world will be hostile.)

(Rest of 20% will be neutral, cannot trade or have conversation. They will only say something like "Beat it punk, or else!".)

(Every single of the NPC will have random names on them which come from a list of randomly generated name which I think can be found easily on the web.)

 

- Trader: I know there are trader NPC's in the game already so my idea is that other NPC could interact the trader and buy/sell stuff and have an actually economic system going.

 

== Miscellaneous Modifications (Optional for installation) ==

 

# Brahmin Companion.

Player can buy or sell a Brahmin companion from Brahmin farm located throughout the map, player can have a max of 4 brahmins to follow them. Each brahmin have a realistic amount of weight they can carry.

 

Each brahmin will cost around 500 caps, depending on their health and strength. Their strength will determine how much weight they can carry.

 

Lower health = Low price, less strength.

wounded = Lower price, Lesser strength.

Stronger = Higher price

 

(Brahmin has health and could die, their health will regenerate very slowly. Player can heal them with Stimpak.)

(Brahmin could be wounded from attacks, making their movement slower. You will need to heal them with doctors bag.)

(If you move too fast and leave your Brahmin way behind it will stop moving and wonder around. It will has a chance of 25% being stolen until you find it. You will need to interact and make it follow you again.)

(Your brahmin can be stolen when you are sleeping out in the open wasteland. Chance of being stolen during day: 5%, during night: 10%)

 

# Business Investing & Protection "Service"

Once a player invested they cannot offer protection service, vice versa.

 

Investing in Business (Neutral Karma):

 

Player can invest their bottle cops at stores/business (not traders) and able to collect every 24 hour (game time), bottle caps generated daily will be random and depend on store type. To collect, player must go to the shop they invested in and interact with the store owner. (For Ralph & Mick you can only invest in one of them.)

 

Invest 250 bottle caps, 15 - 25 bottle caps generated daily. After 48 hours earning goes up to 25 - 35 daily.

Invest 500 bottle caps, 30 - 40 bottle caps generated daily. After 48 hours earning goes up to 40 - 50 daily.

Invest 750 bottle caps, 40 - 55 bottle caps generated daily. After 48 hours earning goes up to 55 - 65 daily.

Invest 1000 bottle caps, 55 - 65 bottle caps generated daily. After 48 hours earning goes up to 65 - 75 daily.

 

Every week (168 hours) player gets extra +25 bottle caps.

If a player invested in 250 bottle caps plan and wants to upgrade to 500 bottle caps plan he must pay for the whole investment plan which is 500 caps, not 250.

 

Protection "Service" (Bad Karma):

Player will need a high speech skill levels for this. This is based on the idea of the modern mafia extortion method. Player will interact with the store owner and use their speech skills to offer them a protection service. Chances are 40-60 that they will accept the offer, or not. If they declined you can go back to the store after 24 hour to offer the service again, and again and again if its declined. If you got declined you can use melee (without weapons, only bare hand.) and punch the store owner until he talks to you and accepts the offer (chances will go up to 60 - 40%) but don't kill the store owner! Once your offer is accepted you will gain -50 karma

 

Player can decide how much he will ask for the store owner to pay daily:

 

1st plan: 35 - 45 bottle caps generated daily, chance 100% (-1 Karma every collecting money.)

2nd plan: 45 - 55 bottle caps generated daily, chance 50% (-2 Karma every collecting money.)

3rd plan: 55 - 75 bottle caps generated daily, chance 45% (-4 Karma every collecting money.)

4th plan: 75 - 100 bottle caps generated daily, chance 35% (-5 Karma every collecting money)

 

(The karma will not stack! only if you collect the money.)

 

(If a player newly offered a store and got accepted, he can take his chances to ask 4th plan daily but if he fail he will automatically get the 1st plan. This rule applies to 2nd, 3rd & 4th plan.)

(Then player needs to wait 48 hour to upgrade their plan and take their chances. But they cannot directly jump to 4th plan from 1st plan they can only offer the 2nd plan to the store owner. And so on.)

(At a random period of time the store will get attacked by bandits, and a random NPC will come to you and say that the store is being attacked. Store will not generate money until you kill the bandits. You can wait for hours and the bandit will still be there so you can take your time if you disabled fast travel.)

 

If you have any questions or suggestions on modding ideas please share them bellow, you will be credited for bringing up the idea or suggesting a current idea.

I will update this thread when I have something on my head, which is quite often. I get more ideas when playing the game.

Edited by themfy
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I love these ideas, especially the brahmin cowboy and stimpak ones.

 

It would be also cool to see mining sites, where you can mine ore and ocassional meet some crazy raiders to kill.

Towns or fortresses, which you can defend with some friendly NPCs for rewards from town's mayor.

Marketplaces, where you have to watch out for thieves trying to borrow items from your inventory.

Sick NPCs, (like those in Camp Forlorn Hope and Decrucifixion Mod) which need your doctor skills and/or items to heal them for XP and small rewards.

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