silerfire Posted December 2, 2008 Share Posted December 2, 2008 With the GECK coming out pretty soon here, I've started writing some custom quests. They're pretty inventive (I think so), but I'll definitely need some help. Modelers, animators, texture artists and anybody who wants to throw in suggestions, comments, concerns are welcome. I'm looking to go all-out with these - voice acting, new meshes/textures, etc (can't really pay anybody though. I'm broke and looking to develop my own portfolio/skills same as everybody else). Bear in mind that I have by no means been everywhere and/or done everything in Fallout 3, so if my quests have some inconsistencies with existing elements of the vanilla game, let me know or better yet, suggest an improvement that doesn't conflict. Quest 1. Tenpenny TakeoverAvailable only if Megaton is destroyed. Primary Goal: Supplant Alistair Tenpenny as landlord of Tenpenny Tower. 1. Talk to Alistair Tenpenny and offer to "resolve the ghoul problem." 2. Talk to the guard at the front desk about what Tenpenny pays and make successful speech/barter attempt to ally half of the guards (offer to double their pay of 50 caps a week). 3. Give word to front desk guard to begin hostile takeover. 3a. (Optional) Let the ghouls in to assist in takeover (automatically begins event). 4. Assassinate Alistair Tenpenny. Outcome: Residents (Ghouls or Humans) now pay rent to the PC (200 caps a week total) and remaining guards take fee. Quest 2. Restoring the Statesman Primary Goal: Invest in restoring the Statesman Hotel to a degree for monetary return. 1. Rescue Reily's Rangers from the Statesman Hotel. 2. Return to the Statesman with Fawkes or BoS ally (can't remember her name). 3. Assist Fawkes/BoS ally in clearing hotel restaurant/bar of new group of Supermutants. 4. Talk to the ally in the restaurant/bar - They tell you that they really like the place and would fix it up if they had the money. 5. Offer investment capital to ally (2,000 caps) - Ally leaves for the Statesman hotel (if not already there). In one week of game time, the restaurant/bar is cleaned up some and doing some business (where Fawkes works as the Maitre-D/Bouncer and BoS ally works as the bartender - Random NPC is generated to fill the opposite position). 6. Talk to the former ally to collect investment return of 3,000 caps. 7. Offer the return (3k caps) as further investment to restore some of the hotel's rooms. Outcome: You collect weekly rent of 100 caps. Quest 3.The Man Behind the Curtain Primary Goal: End Talon Company's contract on your head. 1. Pick up contract on your life from Talon Company merc. 2. Encounter and kill all but one Talon Company merc party. Disarm the last member and beat them into submission through melee or unarmed combat (conversation begins when merc has 10% health). 3. Make the merc tell you who ordered the hit. - "Some pimp out of Paradise Falls! Just let me go!" 4. Travel to Paradise falls 4a. Join Slavers, rendering you no longer a threat. 4b. Assassinate Eulogy Jones. Outcome: Talon Company no longer attacks you on sight. Quest 4. I got the idea for this one from another poster who was discussing back story of the D.C. branch of the Brotherhood of Steel - so credit goes to them for the idea (I don't recall who it was - feel free to post the link to the OP). I've hashed out some plot points to carry on with the idea, though. Cast from Heaven Primary Objective: Assist the BoS Outcasts in reclaiming the Citadel... or don't. 1. Travel to Outcast base of operations (location TBD - abandoned car fort, maybe?). 2. Discuss the Elder Lyons "situation" with the Sentinel in charge. He tells you that Elder Lyons is really a rogue element in the Brotherhood and needs to be made an example of, requesting your assistance in taking back the Citadel in exchange for honorary membership power armor training and access to the Outcast's armory. 3a. Accept the Outcast's offer to become an honorary member and let the Sentinel know when you are ready to take the Citadel with them. Join them just west of the Citadel to begin the event. 3b. Decline the Outcast's offer. The Sentinel is disappointed, requesting that you remain within the base until changing your mind or the Outcasts have dealt with the situation. If you make an attempt to leave, the Outcasts consider it a threat and attack. 4a. After re-taking the Citadel, you have the option of convincing Elder Lyons to return to the "true" cause of the Brotherhood or remaining under house-arrest. 4b. If you manage to escape the Outcast base with your life, you have the option of informing Elder Lyons of the Outcast's plans to stage a coup. The Elder offers you access to power armor training and armory supplies. In future encounters with Outcast patrols, the soldiers attack you. Outcome: Early access to the Citadel, power armor training and BoS armaments. Secondary Outcome: Possible battles with Outcast patrols with no loss of Karma. In either outcome of this quest, the game's ending does not change, only that in one outcome, it is not Elder Lyons calling the shots, but the Outcast Sentinel. Quest 5.I haven't been to Chaste Acres Dairy Farm yet, so I'm hoping that there's nothing of note there in the vanilla game. Dancing with the Devil Primary Objective: Discover the source of brahmin mutilations with strange ritual symbols in Chaste Acres Dairy Farm and end it. Secondary Objective: Form an alliance between the Chaste Acres residents and Tribal Deathclaws. 1. Talk with Chaste Acres residents about strange ritual symbols on mutilated brahmin carcasses. 2. Talk with Joseph, the leader and offer to assist by investigating and ending the mutilations. Joseph tells you that he followed strange tracks to Old Olney but didn't dare go in due to the Deathclaws inhabiting the ruins. 3. Travel to Old Olney and (assuming the Deathclaws don't tear you a new pooper) find (in one of the buildings) similarly strange ritual symbols and a very crude drawing of some landscape. The drawing turns out to be some landscape not far (though far enough to be a trek) to the southwest (TBD). 4. Travel to the location of the drawing to find a small group of tatooed Deathclaws performing some kind of ritual. When you start to get closer, a particularly large Deathclaw comes up behind you and begins a conversation. You find out (obviously) that these Deathclaws are intelligent, though tribal and have full articulation of the English language. The scout takes you into their small community and requests you speak with their leader. 5. Talk to the Tribal Deathclaw leader, who informs you that they have been behind the brahmin mutilations. In exchange for protection from Human and Supermutant hunters, their gods demand a blood sacrifice (humans just don't have enough blood), thus the mutilations. 6a. Destroy the Tribal Deathclaws, ending the mutilations and saving the Chaste Acres residents from starvation and ruin. 6b. Convince the Tribal Deathclaws that it would be more beneficial to ally and join the humans in Chaste Acres for mutual protection. After making a successful Speech attempt, the leader asks you to clear it with the leader of Chaste Acres. 7a. Return to Joseph to claim your reward (200 caps and a railway rifle schematic). 7b. Return to Joseph and convince him that the Tribal Deathclaws wish an alliance and in exchange for assistance with human hunters and knowledge, the Tribal Deathclaws will provide protection from Raiders, Supermutants and other Wasteland terrors. Outcome: 200 caps and railway rifle schematics OR Intelligent, Tribal Deathclaws move to Chaste Acres Dairy Farm, where the Tribal Deathclaw Sharnak offers to accompany you on your travels. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.