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Effects of Vault 34 in the main quest


charwo

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As soon as I have the ability, maybe soon, maybe not, my big first mod is going to be Vault 34. I want to create a Vault 34 that hasn't been detroyed....yet. Because I know it's wrapped up in some quest lines, I won't make it a hunkey dorry mod, but rather turn Vault 34 from a dungeon, to a doomed hometown. The basics would be the Couier coming along and either helping the Vault Dwellers escape (perhaps to Vault 3) or stabilizing the reacor, At this point there are a few ghouls, a rare scripted ghoul dweller going feral, but most of the inhabitants are simply sick and dying of radiation poisoning in their beds. Therefore, most Vault Quarters are locked down and one of the quests will be finding enough rad-away to get them healthy enough to move or stabilze the reactor. The overseer will still probably be a feral ghoul, thus why heir trapped. In other words, I want to make a mod where the questlines aren't disrupted but the people of Vault 34 can be saved from destruction.

 

Why I am telling you this here, is because before I start even makin a plan, I need to know from more seasoned players how the irradaiton of Vault 34 effects other factions and quests. This way the radiation leak is still hurting the sharecroppers, but the Vault dwellers aren't dead yet. The term minimally disrputive is my operating principle, and I would appricate knowing what mines I need to defuse to make this possible.

 

You have my thanks.

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