Khet Posted December 18, 2008 Share Posted December 18, 2008 http://www.fallout3nexus.com/downloads/file.php?id=1784 ==================What this mod does================== After the initial Birth scene (I couldn't figure out how to skip this completely, I'm still working on it) you are teleported into an empty shack, fully grown. Simple activate the nearby terminal and choose/edit your Name, Race, Tag Skills, SPECIAL and a new History. After that, simply activate the nearby mattress. Each History grants special starting items and it's own starting location. Currently there are only three History options to choose from. Escaped Slave starts near Paradise Falls, Scavenger starts in the middle of the Wasteland and Refugee starts just outside of Rivet City. Based on feedback I'll add more History choices. Based on your History there are generally three difficulty settings (defined by items you start with) Easy - ScavengerMedium - RefugeeHard - Slave A note on the Escaped Slave: If you choose the Escaped Slave history a Disarmed Slave Collar is added to your inventory that cannot be unequipped. I went through every Armor item in the game and didn't find another item that used the same equip slot as the Slave Collar. If I missed one I'll add the ability to unequip the collar. ==========Known Bugs========== There is only one I know of and it isn't really a bug. When trying to get the ShowRaceMenu to work my game would constantly crash. To fix this the Terminal is forced to close and after about five seconds the Race menu appears. DO NOT REACTIVATE THE TERMINAL UNTIL THE RACE MENU APPEARS! I'm still trying to figure out a better way to handle this but no luck. ===============Future Versions=============== Future versions will add more History choices, and more choices to better define your character. Any and all serious ideas are welcome. Currently I'm tossing around the idea of adding a Slaver and Raider History option, and adding the player to the respective Faction if they choose these (at the possible expense of being enemies with everyone else). Ideas and thoughts on this topic are indeed welcome. Link to comment Share on other sites More sharing options...
thewaronandrew Posted December 18, 2008 Share Posted December 18, 2008 I love the sound of this! Link to comment Share on other sites More sharing options...
mikekearn Posted December 18, 2008 Share Posted December 18, 2008 The only problem I can see with this is that the story is intrinsically tied to your history. Without a huge mod to change the main storyline and references to being "that kid from the vault" this is more of a roleplaying thing, I think. Still, sounds like a cool idea. I might give it a spin in a new character or two. ;D Link to comment Share on other sites More sharing options...
steph87 Posted December 18, 2008 Share Posted December 18, 2008 ===============Future Versions=============== Future versions will add more History choices, and more choices to better define your character. Any and all serious ideas are welcome. Currently I'm tossing around the idea of adding a Slaver and Raider History option, and adding the player to the respective Faction if they choose these (at the possible expense of being enemies with everyone else). Ideas and thoughts on this topic are indeed welcome.What about giving the player REALLY bad starting karma? The raiders stop attacking if you're very bad, don't they? (can't confirm this, i always play a good guy :whistling: ) Link to comment Share on other sites More sharing options...
Khet Posted December 18, 2008 Author Share Posted December 18, 2008 Mike - I ended up realizing this but honestly there isn't much I can do about it save from finding out a way to stop Three Dog's Mentions of you. Steph - Raider always attack you no matter what. I've played an evil character, just killing whatever I wanted and mucking around (evilly) in Megaton and they still attack. Link to comment Share on other sites More sharing options...
Khet Posted December 18, 2008 Author Share Posted December 18, 2008 Alright, here's what I have so far for each of the Backgrounds. Thoughts and Comments are welcome. =========Escaped Slave========= Description: You've lived a life of slavery and as a result you have increase strength (+2), but a lower intelligence (-2) from the lack of schooling. Other Bonuses: Slavers will shoot on sight. Unremovable Disarmed Slave Collar. =======Scavenger======= Description: Living the life of a scavenger you've learned to find parts and pieces in the most obscure locations. You are also slightly better with Small Guns (+10) due to the need of defending yourself from Raiders and wild animals. Other Bonuses: Starts with the Scrounger Perk. =====Refugee===== Description: For your entire life you've had horrible luck (-2). You've been constantly attacked by Super Mutants, Raiders, and Slavers alike. However, you have become quite proficient at hiding from them and gain a bonus to your Sneak skill (+15) Other Bonuses: None =====Outcast===== Description: You were once part of the mighty Brotherhood of Steel but defected with your comrades. Due to the training you received you gain a bonus to your Strength (+2) and Energy Weapon skill (+10) Other Bonuses: Can use Power Armor. In the Outcast Faction (their enemies are your enemies). Access to Fort Independence. ====Slaver==== Description: Humans and Ghouls are nothing more than a commodity and the world is full of commodities. Years of haggling for the best price for a slave has granted you a substantial increase to your barter skill (+15). Furthermore, using runaway slaves as target practice has increased your Small Guns slightly (+10). Other Bonuses: Added to the Slaver Faction (their enemies are your enemies) ====Raider==== Description: You've spent your life plundering and pillaging to your heart's content. Years of using force to get what you want has resulted in a penalty to your Charisma (-3), however due shooting people that flee you gain a bonus to your Small Guns (+10) and being forced to fix your own weapon you gain a bonus to Repair (+5) Other Bonuses: Added to the Raider Faction (their enemies are your enemies) =========Vault Dweller========= Description: You've lived your life underground in Vault 101. The comforts of the Vault have caused you to be slightly weaker than most (-1 Strength) but you spent your time studying and learning and are granted bonuses to your Science (+10) and Medicine (+5) skills. Due to training the mind instead of the body you also receive a penalty to your Unarmed and Melee Skills (-10) Other Bonuses: Starts with Vault 101 jumpsuit? =================Talon Company Mercenary================= Description: You were raised by the rutheless Talon Company Mercenaries. Due to the harshness of the life you have gained a bonus to your Strength (+2) and a bonus to your Small Guns (+5) from the extensive training, but due to the lack of proper teaching you suffer penalties to your Charisma and Intelligence (-1) Other Bonuses: Added to the Talon Company Faction (their enemies are your enemies). Start with Contract Killer Perk. ======Regulator====== Description: You've spent most your life tracking and hunting evil throughout the Wastelands. Due to the long distances you've been required to travel your endurance is higher than most (+2) and you've gotten quite proficient with your laser pistol (+10 Energy Weapons). Other Bonuses: Added to the Regulator Faction (their enemies are your enemies). Start with the Lawbringer Perk. ================Ghoul/Ghoul Sympathizer================ Bonuses: Ghoul as playable race. Link to comment Share on other sites More sharing options...
Lessabos Posted December 18, 2008 Share Posted December 18, 2008 I would like to add also grow up by enclave commander ... but there would be problem with MQ .....starting at Raven Rock , can wear power armor ... maybe biggest negative would be BoS as enemy and also outcast Link to comment Share on other sites More sharing options...
Khet Posted December 18, 2008 Author Share Posted December 18, 2008 I just added an Enclave Refugee history. Here's the information. Colonel Autumn has gone mad and declared you a Traitor to the Enclave. You've managed to escape but your former comrades will now shoot you on sight. Due to training you receive before being declared a traitor you receive a bonus to your Energy Weapons (+10) and Strength (+2) Other Bonuses: Can use Power Armor. Enclave is hostile. I was thinking about Outcast and BoS as enemies but wasn't too sure. Edit: Not all of the histories are meant to work with the rest of the game flawlessly. If you choose say Raider or Slaver then it might be impossible for you to finish the MQ. If you choose Slave then it also might be impossible. However, I there are histories that will allow unhindered progress through the game such as the Vault Dweller (one example) since all it does it change the gear you start with and plops you down outside Vault 101. No factions are changed so with VD you can easily play through the MQ. The others are meant to increase either starting difficulty (Slave, starts with hardly anything) or difficulty throughout the entire game (Slave again, all Slavers will shoot you on sight, even Paradise Falls Slavers). On the flip side some make the game a bit easier (Slaver, added to Slaver faction, Raiders and Salvers won't attack unprovoked, same goes with Raider history.) Link to comment Share on other sites More sharing options...
Spanners Posted December 19, 2008 Share Posted December 19, 2008 This sounds great, gives a whole new dimension to the game. I'd like to make a few suggestions on character type changes. Raiders: +15 melee instead of +10 small guns and no repair as Raiders often have to use makeshift weapons like lead pipes, nail boards and pool cues etc (especially at lower levels). This gives a nice start for melee players. Outcasts: +10 to Big guns instead of energy weapons {spoiler alert!} as they are hording the advanced weapons to use as a bargaining chip to get back in good with the West Coast BOS (and make Lyons BOS look bad). As for the main quest line you can skip that altogether by making a side quest a main quest, e.g. for the escaped slave you can point him to the ones wanting to {spoiler alert!} make a sanctuary at the Lincon Memorial or for the Slaver have him helping the slavers there try and find escaped ones etc. There are lots of possibilities (PM me for more suggestions and I maybe able to help with some of the quest building, changes). As for Threedogs radio messages, because they do not have text involved or menus etc they can be edited to remove references to the Vault as he does occasionally refer to you as "The Lone Wanderer" which can be pasted in place the references to "Vault Boy/Girl" etc (anyone with decent sound editing skills should be able to do that for you). I hope these ideas help and good luck with this project :) Link to comment Share on other sites More sharing options...
Tagaziel Posted December 19, 2008 Share Posted December 19, 2008 Colonel Autumn has gone mad and declared you a Traitor to the Enclave. You've managed to escape but your former comrades will now shoot you on sight. Due to training you receive before being declared a traitor you receive a bonus to your Energy Weapons (+10) and Strength (+2) Other Bonuses: Can use Power Armor. Enclave is hostile. I was thinking about Outcast and BoS as enemies but wasn't too sure. Please don't use the "GONE MAD LOLZ" storyline. It feels like an unimaginary excuse. Different one: Enclave Spy: Col. Autumn has assigned you with a special mission - infiltrating the Capital Wasteland society under the guise of a scavenger, in order to gather and assess information and threat levels. Your primary objective is infiltrating and assassinating Elder Lyons, to disable the main opponent the Enclave might face, and possibly negotiate a truce between the Outcasts and the Enclave. However, the Enclave has not been notified of that, your records wiped, but backed up in Autumn's possession and you will be treated as a wastelander (i.e. target practice) by the Enclave. You're basically a stranger to them. Note: This'd allow for some fun events in the future, like Enclave storming the Pentagon after Lyons is assassinated. Of course, I mean Vertibird air assaults - bombing run, missile run, then deployment of robots and soldiers to kick ass and chew bubblegum. Link to comment Share on other sites More sharing options...
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