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Living Wasteland - Lord of the wastes


DDigit

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Hey folks,

 

Sorry for clogging up your forum with all these Living Wastelands posts, but I keep getting ideas... This should be the third and I think final module for the Living Wastelands mod (maybe weather effects, but I kinda figure someone else is already working on those). This will ofcourse only be possible if the first two modules ever get made...

 

The first module, Caravans, patrols and packs (Link) would add proper caravans, real raids on towns and caravans, patrols and "war parties" for nearly all factions.

 

The second module, Settlements and Proper Defenses (Link) would add more traders, guards and defenses to towns to cope with the raids.

 

In both of these topics I spoke of quests that would be fun. I think it might be usefull to seperate the mod into three modules, each dealing with a distinct area of modding and gameplay. The first module focuses on adding and modifying caravans, the second mod requires heavy landscape modding and this third, final part should contain the quest npcs and questlines involved.

 

I don't believe the main quest should be deactivated, I do like the (existing) mod that enables play after the final quest.

 

 

On then to the big idea, the Lord of the Wastes quest line.....

 

With the first two modules in place, we'd have some great opportunities for quests and questlines for both good and evil characters. Defending towns from raids or alternatively robbing them, getting hired as a caravan guard or alternately robbing the caravan, missions to hunt or ambush certain packs/patrols etc or to find and save them, deliver a message etc etc etc... That's all great, but with a little more imagination one could envision an overarching storyline: The player's rise to wealth and power in the capitol wasteland, through either fair or foul(slave) trade and by hunting all the bad guys or robbing and murdering everyone.

 

The idea for quest progression is relatively simple, first you get hired as either a bandit or a guard (in megaton or paradise falls for example). Do a couple of escort/rob quests and you get paid more and more, and guard or engage in bigger and bigger (perhaps easier to simply script as event) raids. At a certain point, the player will be in a position to take over the caravan/bandit party or create one of his/her own (for example, in a certain quest, during a heavy attack half the caravan/party dies including the bandit/caravan leader). The player then has to lead his/her caravan or raiding party to success by expanding it and buying members better stuff (hired/sold by specific npcs through dialogue i'd imagine). In the last few, biggest quests, players may have to defeat faction "war parties" (as described in the Caravans and Packs topic) or succesfully raid settlements and kill and rob specific (new) NPCs. I'd imagine a karma requirement would be fitting for such quests.

 

When the player has finished all these quests, a luxurious thieves den or a trade establishment with either slaves and thugs or guards and nice people could be the reward (refurbish an existing cave and a grocery store somewhere). With automated caravans making the player money every once in a while and some toys (cola machine, a sex slave or an admirer to please you, etc). Also, if you finished as an evil dude, raiders and mercs shouldnt attack you, if you're a good guy, they should run at the sight of you.

 

That's just the basic idea. I think I might add more later but maybe some room for input from you guys is a good idea ;).

 

 

Other Living Wasteland topics:

 

Caravans and packs Link

Settlements and Proper Defences Link

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If this set of mods was made it would turn a good game into an amazing game. I have always noticed how Bethesda games tent to seem very stationary and set in their ways. A project like this could loosen it up a bit.

 

BTW you should set up a web site with a forum for this project.

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I've been checking out some Oblivion modding tutorials. As a web- and Flash developer it all looks pretty basic and familiar to me. If the F3 G.E.C.K is anything like the Oblivion CS I'll personally be working on this mod. Module one and two seem reasonably doable (we'll have to see how much is possible with all the hard-coded stuff), number three, the quest module, I expect will take a lot more work.

 

Also, I'll have to do some tests with the AI to see if raids wouldnt simply get retarded. Hmm there's something i can do tonight, add 20 raiders in the middle of megaton and see what happens :D.

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