pepertje Posted February 10, 2016 Posted February 10, 2016 Alright, everyone who's played Fallout 4 will be familiar with the main story. Everyone who hasn't, probably shouldn't be reading this to begin with. Also, little disclaimer, I'm not bashing Beth in any way here, I like the game, but I won't deny some of the flaws it has. Also, this is a discussion, so feel free to share your own ideas/opinions below. Now, onto the topic: Mindless blabbering about why I'm starting this topic: I think the main reason an Alternate Start mod for Fallout 4 won't really work, is because Bethesda has pretty much "hard coded" the backstory for the Sole Survivor, just like they did with the Lone Wanderer in a way. The only difference: it's much deeper. In contrast with the Courier, who's only background information was that you were a Courier shot in the head by Benny and at some point nuking the Divide, as well as Dovahkiin, who's only background info was that (s)he crossed the border and got caught. In FO4, however, your background is frequently addressed. Hell, the entire main quest revolves around it up until you meet Shaun. So why does this make an Alternate Start quest difficult? Well, it's simple: an alternate start means the majority of the main quest stops making sense. So, if you want an alternate start just to skip through the intro or just for a different background, you're stuck with an entire main plot which revolves around being a Pre-War married parent of an infant son who got frozen for 210 years. So in order to make an Alternate Start mod really work its wonders, you'd almost have to overhaul the entire main questline, as well as a lot of other dialogue. So, that's why I think a Quest Overhaul is needed to make an Alternate Start work seamlessly. Now, I will warn you and tell you that throughout this discussion, I'll also take the liberty to mess with a lot of story aspects. I currently have the following idea for the beginning: ACT 0: New Blood You begin your journey running through the woods. Sometime at night. You find a construction site and regain your breath there. In the light of a construction lamp, you get character creation. Once done, you're approached by someone, who will tell you Quincy is being attacked. PC knows, because (s)he was there. So that's where you start, Quincy Massacre, PC was there. Once you're talking to the character, he says you look shaken and offers to help you regain your footing, this leads to the tutorial section where you're run through the basic paces of the game. You can say you're fine, and you skip out on the tutorial. Once the tutorial is done, you're attacked by same people who attacked Quincy, the Gunners. You fight them off, and the guy next to you dies (how sad), meaning you're the only person to survive the Quincy Massacre. From that point, you're known as the Sole Survivor. Before your buddy dies, however, he tells you that his leader, Preston Garvey, might still be alive, and that you should look for him if you want to get back at the Gunners. Okay, there's the beginning. Onto the Main Quest. Like mentioned before, the entire vanilla main quest has to be broken down, tossed out the window and replaced by something new, with a couple of key features in mind: -No strong "hard coded" background for the PC, unless the player has the option to choose. -An emphasis on action and consequence, as well as letting multiple factions play some role at least. -All vanilla factions should be included, mostly because they're trademark to the Commonwealth or the franchise as a whole. A basic idea I have so far: ACT I: Old Scars Main quest begins after the Quincy Massacre, SS looks for Preston and finds him. He's obviously shaken by the massacre, and asks the SS to help him rebuild. First order of business would be to help the Minutemen regain their footing in the region. Once done, after Sanctuary is settled, you can continue to go after the Gunners. Obviously, you'll need to do some preparations, which involve gathering troops and supplies. Once you're at the Gunners, however, just as you're about to meet someone who can give you some intel, you're ambushed and captured by the Gunners, who surprisingly treat you well. The leader then casually offers you a job, and says you can mean a lot to them. Here, you can either stay loyal to the Minutemen and escape the Gunners Compound, or join them and destroy the organization you've built. The Gunners will probably have similar radiant quests as the Minutemen, except now you're supposed to raid settlements rather than protect them, or establish new outposts for the Gunners. Once the groundworks have been laid for a full scale assault, you must deal a crippling blow to your opponent, taking them out of the game for the forseeable future until your own faction can gather the strength and intel needed to deal the final blow. At the end of the final battle, either by conquering GNR Plaza or the Castle, some of your own men turn against you in an attempt to assassinate you. Further inspection reveals them to be synths. Here, rumors of the Institute become a frightful reality. Your commander tells you that after all you've done, you've earned yourself a break and are free to do whatever you want. ACT II: From The Shadows After discovering the synths, the SS decides to further investigate the synth occurance and heads to Diamond City in the hopes of learning more from the author of Publick Occurrences, since she seems to be one of few knowledgable people in the Commonwealth. You're referred to Nick Valentine, who is said to know "quite a lot more" about synths. Finding him will result in more information about the Institute. Valentine will also mention the Railroad, who know even more about the Institute and the Synths. Outside Diamond City, however, you're approached by a shady figure who threatens you because you're asking too many questions. The figure then attacks you in an attempt to kill you, but a shady figure from the distance rescues you. You go after the figure and learn that they are with the Brotherhood of Steel, and that they have been following you for a while. The scout then tells you that if you want to be able to beat the Institute, you'll have to come look for them in their outpost. ACT III: Towards The Light Whether you return the intel to the faction you've joined in ACT I, visit the Brotherhood or puzzle it together by yourself, you eventually learn of a way to find the Institute. A representative is out in the Commonwealth, and you visit him. Dr. Miles, the representative, can be found in a small outpost protected by Synths. Once you reach the location, the robots remain friendly. You are invited inside and are presented with the ideology of the Institute, to create a better world through their efforts. There is, however, a small catch. Before you can go deeper into the Institute, you must neutralize an organization which has been a thorn in the Institute's side for a long time: the Railroad. If you've already met them, you can tell Dr. Miles. If you sympathize with them, he will attempt to dissuade you. In either event, you can tell him you'll do it, or that you won't, in which case the Institute becomes hostile. If you help Dr. Miles, you need to find the Railroad. There, you can choose whether you destroy them as you've promised, or see their point of view and switch sides. If you've defied Miles, you can seek out the Railroad to find out more about the Institute. ACT IV: War Never Changes Once all the factions have been introduced, you can do quests for them as you would in the vanilla game. Once you've helped out one side enough, you can begin an all-out war throughout the Commonwealth. With the Minutemen, Gunners, Brotherhood, Railroad and Institute geared up, the battle lines will be fairly equally spread. You must pick a side to lead to total victory, and in the process you may choose to forge alliances between your faction and others. Some factions obviously can't ally with one another. I've got the following ideas of alliances between factions. So the following list shows which faction can ally themselves with which faction(s) -Minutemen: BoS, Railroad -Gunners: Institute, Railroad -BoS: Minutemen -Railroad: Minutemen, Gunners -Institute: Gunners I'm not sure if you can make factions which would normally hate eachother get along for the duration of the war, but I suppose that can be remedied through quests and background story. The aim of the game in this act is simple: pick a side and conquer the Commonwealth. You must begin with a key location: Diamond City. The faction which conquers this is marked as the dominant faction. Obviously, there's going to be counterattacks from other factions, and holding the city will be key to victory. Once you begin your attack on Diamond City, you lose the ability to forge alliances and the sides are drawn. An opposing side will have conquered DC already and you must liberate it. Taking strongholds: these are either cities and settlements in the Commonwealth or potential settlement locations. All have been occupied by a fixed faction, with the following regions under control: -Minutemen: Northwest -Gunners: Southwest -Brotherhood: Northeast -Railroad: Boston area -Institute: Southeast For every faction, you'll have to take one fixed Faction Stronghold and beat your enemies from theirs. This is kind of the Capital of that faction, which has to be secured. Either defend it or recapture it: -Minutemen: The Castle, capture -Gunners: GNR Plaza, defend -Brotherhood: Prydwen, defend -Railroad: Bunker Hill, defend -Institute: CIT Ruins, attack Once your opponents have been beaten from a certain amount of strongholds throughout the Commonwealth, you can eradicate them. Once you're down to the biggest opponent (Either Institute or BoS), the act is done. You can't eradicate these two factions until you've dealt with the rest. ACT V: Prepare For The Future In this act, you'll have to wipe out the Institute and/or the Brotherhood. I haven't played against the Brotherhood myself, but I'm guessing the vanilla quests for both ends can be used here. Obviously, you'll be doing this through the faction you've chosen to support. I know that this seems more like shooty-shooty and not enough in-depth in emotion, but I'm guessing that certain NPC's which carry you through your path will greatly help. Maybe have a character bring you in, show you the ropes and then have them die in a glorious blaze for emotion. Also, I know and am pretty certain that this will break a lot of aspects in the game, lots of quests etc., but I'm also certain that with a dedicated team of modders, something like this certainly isn't impossible. Just look at DLC-sized mods like Falskaar for Skyrim and you know something like this can be achieved. Finally, I know that everything I have posted in here so far is not without any flaws or even features that might be considered downright awful, but like I said before, this is a discussion, so feel free to post your ideas or even toss in your resources in making something like this work. Because I believe a larger scale conflict in the Commonwealth with more focus on the region than the Sole Survivor can work wonders if done right
Anbeegod Posted February 10, 2016 Posted February 10, 2016 Sounds interesting. As a matter of fact, I'm planning my own story mod that allows SS to go back to the pre-war age of an alternate universe, meet their spouse again, and together they would reveal the US government and Vault-Tec's unethical plans to the entire America. In the end, SS chooses whether to go back to the wasteland or stay in the good old time that they truly belong to. Not sure if that will work perfectly with your idea, but you'd make a huge success if you succeed in this MQ overhaul. I'd definitely love to help on story/dialogue writing and the designing of the plot, but I'll only be completely free after May. Voice acting is going to be an issue. It can only be solved by: 1. find new voice actors to voice the characters, 2. don't use any of the original characters and find new voice actors to voice SS (not rational, not feasible), 3. find and see if the original voice actors are willing to volunteer (I doubt the possibility), 4. voiceless. Anyway, at least it's a start.
pepertje Posted February 10, 2016 Author Posted February 10, 2016 Sounds interesting. As a matter of fact, I'm planning my own story mod that allows SS to go back to the pre-war age of an alternate universe, meet their spouse again, and together they would reveal the US government and Vault-Tec's unethical plans to the entire America. In the end, SS chooses whether to go back to the wasteland or stay in the good old time that they truly belong to. Not sure if that will work perfectly with your idea, but you'd make a huge success if you succeed in this MQ overhaul. I'd definitely love to help on story/dialogue writing and the designing of the plot, but I'll only be completely free after May. Voice acting is going to be an issue. It can only be solved by: 1. find new voice actors to voice the characters, 2. don't use any of the original characters and find new voice actors to voice SS (not rational, not feasible), 3. find and see if the original voice actors are willing to volunteer (I doubt the possibility), 4. voiceless. Anyway, at least it's a start. I highly doubt the two stories would work together, but then again... who's to say the SS from this Alternate Main Quest wasn't frozen either? It's not going to be defined if I have my say Any help would be appreciated. Like I said, it's a project for a group of modders, and probably impossible for one person to make. Even with a group, it's probably going to take a very long time to finish. Especially since the vanilla game probably has dozens of hidden instances where the PC's past is discussed. Voice acting is going to be near-impossible. The NPC's can be done easily (relatively speaking, of course) but the PC will be pure hell, although I doubt too many people would mind if that voice is silenced anyway. That is, people who play with this mod (if it ever sees the light of day). I do believe I've come up with a name for it: War Never Changes.
DocClox Posted February 11, 2016 Posted February 11, 2016 That is is indeed very ambitious. Not that I can criticise anyone on that count, obviously Best of luck with it.I've been toying with an idea that more or less formalises how I play the game at the moment. Do the gender selection/face and body/SPECIAL screens without any particular preamble and then jump to waking up in cryochamber. The premise is that Vault-Tech must have interfered with the cryosleep module somehow because you had this really dream/hallucination about being married with a kid.Apart from that, I'd chop out most of the more intrusive references to Widdle Babbee Shawnie-Wawnie and cut to the chase. It's not like you have any choices anyway, so skipping Coddsworth's moment of crisis or Father's oh-so-emotional reveal don't really cost us anything. The rest of it may be ascribed to lingering neurological trauma that will clear up when you get far enough through the main quest.
pepertje Posted February 11, 2016 Author Posted February 11, 2016 That is is indeed very ambitious. Not that I can criticise anyone on that count, obviously Best of luck with it. I've been toying with an idea that more or less formalises how I play the game at the moment. Do the gender selection/face and body/SPECIAL screens without any particular preamble and then jump to waking up in cryochamber. The premise is that Vault-Tech must have interfered with the cryosleep module somehow because you had this really dream/hallucination about being married with a kid. Apart from that, I'd chop out most of the more intrusive references to Widdle Babbee Shawnie-Wawnie and cut to the chase. It's not like you have any choices anyway, so skipping Coddsworth's moment of crisis or Father's oh-so-emotional reveal don't really cost us anything. The rest of it may be ascribed to lingering neurological trauma that will clear up when you get far enough through the main quest. That's an interesting one, but I think being in a Vault (especially Vault 111) gives a great deal of background. Every Vault 111 resident was born before the War, so even skipping out the Pre-War section and chalking it up to neurological interference would still mean the Sole Survivor was Pre-War. The whole point of this idea is to eliminate background on the PC as much as possible. The only thing you'll really know is that they were near Quincy at the time of the Gunners attack. And yes, I do think Father and Codsworth will have to be utterly annihilated from the game, since they're basically leaking callback.
DocClox Posted February 11, 2016 Posted February 11, 2016 That's an interesting one, but I think being in a Vault (especially Vault 111) gives a great deal of background. Every Vault 111 resident was born before the War, so even skipping out the Pre-War section and chalking it up to neurological interference would still mean the Sole Survivor was Pre-War. Yeah, your approach is much better than mine. What I outlined is just a half-assed hack job designed to remove the bits that most infuriate me from the chargen and MQ. Eventually I'll end up using something else, I'm sure. Quite possibly yours once it's in production.
pepertje Posted February 11, 2016 Author Posted February 11, 2016 That's an interesting one, but I think being in a Vault (especially Vault 111) gives a great deal of background. Every Vault 111 resident was born before the War, so even skipping out the Pre-War section and chalking it up to neurological interference would still mean the Sole Survivor was Pre-War. Yeah, your approach is much better than mine. What I outlined is just a half-assed hack job designed to remove the bits that most infuriate me from the chargen and MQ. Eventually I'll end up using something else, I'm sure. Quite possibly yours once it's in production. Yeah, FO4's MQ is so centered on the player's past, a sped-up start is more fitting than an alternate start... unless you overhaul the entire main questline. Accidentally, I'm discussing that right now
DocClox Posted February 11, 2016 Posted February 11, 2016 Sure. I already said it was a cool idea. I'll shut up and let you get back on-topic
pepertje Posted February 11, 2016 Author Posted February 11, 2016 Sure. I already said it was a cool idea. I'll shut up and let you get back on-topic Not a personal attack, just me trying to get more people on board. I think it's going to take way more than just me to make this work, so I was secretly hoping to get you to hop on the production train here
DocClox Posted February 12, 2016 Posted February 12, 2016 Sure. I already said it was a cool idea. I'll shut up and let you get back on-topic Not a personal attack, just me trying to get more people on board. I think it's going to take way more than just me to make this work, so I was secretly hoping to get you to hop on the production train here Tempting. Although I'm not sure how suited I am to group projects, burnout-prone as I am. I have a history of wandering off to do something else. I enjoyed collaborating on WM and Otherworld, but I didn't depart from either of them especially gracefully. Also, what I'm really interested in digging into at the moment are the settlement features. Can we construct slave pens, for instance. How about a house of ill repute? I'd like to look at the possibilities for a custom face-change and brainwash machine for captured raiders. Or maybe a custom synth printer so you can create a harem to your own specifications. I think I'd probably get distracted. That said, I might well be up for some brainstorming and maybe some piecework once the spec is a bit firmer. Can I take a rain check? I'd hate to rule anything out, but I'm not really ready to commit at this stage in the proceedings.
pepertje Posted February 12, 2016 Author Posted February 12, 2016 Sure. I already said it was a cool idea. I'll shut up and let you get back on-topic Not a personal attack, just me trying to get more people on board. I think it's going to take way more than just me to make this work, so I was secretly hoping to get you to hop on the production train here Tempting. Although I'm not sure how suited I am to group projects, burnout-prone as I am. I have a history of wandering off to do something else. I enjoyed collaborating on WM and Otherworld, but I didn't depart from either of them especially gracefully. Also, what I'm really interested in digging into at the moment are the settlement features. Can we construct slave pens, for instance. How about a house of ill repute? I'd like to look at the possibilities for a custom face-change and brainwash machine for captured raiders. Or maybe a custom synth printer so you can create a harem to your own specifications. I think I'd probably get distracted. That said, I might well be up for some brainstorming and maybe some piecework once the spec is a bit firmer. Can I take a rain check? I'd hate to rule anything out, but I'm not really ready to commit at this stage in the proceedings. Any type of contribution is appreciated, even if it's just brainstorming. And besides, right now all there is to do is tossing ideas around, even if just features like settlement mode. I'm sure someone who's aligned themselves with the Gunners would want another settlement that someone who's in with the Minutemen.
Arhon Posted February 14, 2016 Posted February 14, 2016 Interesting but I must clarify something. The Lone Wandered(Fallout:New Vegas)[Who is actually the Courser] was made by Obsidian Studios not Bethesda. Simply put Fallout:New Vegas was made by Obsidian Studios. Other than that this sounds like a good idea and I am interested to see where it will lead to.
DocClox Posted February 14, 2016 Posted February 14, 2016 Possible Act 1 title: "It's all over but the dying..."
pepertje Posted February 14, 2016 Author Posted February 14, 2016 Interesting but I must clarify something. The Lone Wandered(Fallout:New Vegas)[Who is actually the Courser] was made by Obsidian Studios not Bethesda. Simply put Fallout:New Vegas was made by Obsidian Studios. Other than that this sounds like a good idea and I am interested to see where it will lead to. No, the Lone Wanderer was made by Bethesda in Fallout 3. The Courier was made by Obsidian Studios. As fas as I'm concerned, they're one and the same, but I think the official canon states they're different people. And I don't know where I mentioned either of those in this post.
Arhon Posted February 14, 2016 Posted February 14, 2016 Interesting but I must clarify something. The Lone Wandered(Fallout:New Vegas)[Who is actually the Courser] was made by Obsidian Studios not Bethesda. Simply put Fallout:New Vegas was made by Obsidian Studios. Other than that this sounds like a good idea and I am interested to see where it will lead to. No, the Lone Wanderer was made by Bethesda in Fallout 3. The Courier was made by Obsidian Studios. As fas as I'm concerned, they're one and the same, but I think the official canon states they're different people. And I don't know where I mentioned either of those in this post. Ah then I was confused. Thanks for clearing it up. EDIT: Also you mentioned them on the first spoiler.
Benmc20 Posted February 15, 2016 Posted February 15, 2016 Interesting but I must clarify something. The Lone Wandered(Fallout:New Vegas)[Who is actually the Courser] was made by Obsidian Studios not Bethesda. Simply put Fallout:New Vegas was made by Obsidian Studios. Other than that this sounds like a good idea and I am interested to see where it will lead to. No, the Lone Wanderer was made by Bethesda in Fallout 3. The Courier was made by Obsidian Studios. As fas as I'm concerned, they're one and the same, but I think the official canon states they're different people. And I don't know where I mentioned either of those in this post. The lone wanderer and the courrier are the same people if only you've played with TTW (like i did myself ).
pepertje Posted February 15, 2016 Author Posted February 15, 2016 Interesting but I must clarify something. The Lone Wandered(Fallout:New Vegas)[Who is actually the Courser] was made by Obsidian Studios not Bethesda. Simply put Fallout:New Vegas was made by Obsidian Studios. Other than that this sounds like a good idea and I am interested to see where it will lead to. No, the Lone Wanderer was made by Bethesda in Fallout 3. The Courier was made by Obsidian Studios. As fas as I'm concerned, they're one and the same, but I think the official canon states they're different people. And I don't know where I mentioned either of those in this post. The lone wanderer and the courrier are the same people if only you've played with TTW (like i did myself ). I know. I figured they could be the same person back when I had both games on console. When I got the PC versions, I grabbed TTW and to me, that's plausible canon, so long as the Lone Wanderer isn't confirmed to be at some other point in 2281.
Anbeegod Posted February 15, 2016 Posted February 15, 2016 Interesting but I must clarify something. The Lone Wandered(Fallout:New Vegas)[Who is actually the Courser] was made by Obsidian Studios not Bethesda. Simply put Fallout:New Vegas was made by Obsidian Studios. Other than that this sounds like a good idea and I am interested to see where it will lead to. No, the Lone Wanderer was made by Bethesda in Fallout 3. The Courier was made by Obsidian Studios. As fas as I'm concerned, they're one and the same, but I think the official canon states they're different people. And I don't know where I mentioned either of those in this post. The lone wanderer and the courrier are the same people if only you've played with TTW (like i did myself ). I know. I figured they could be the same person back when I had both games on console. When I got the PC versions, I grabbed TTW and to me, that's plausible canon, so long as the Lone Wanderer isn't confirmed to be at some other point in 2281. In my headcanon, LW and Sarah were lovers, but after Sarah's death (as mentioned in F4), LW was depressed and left the Capital Wasteland. He lost his life goal and wandered mindlessly across the wasteland, and eventually, to the Mojave and take the part-time job as a courier, which would give him the targets and clients he'd need, the goals of life. Sarah's death also turned LW from a Messiah to the True Mortal.
pepertje Posted February 15, 2016 Author Posted February 15, 2016 Interesting but I must clarify something. The Lone Wandered(Fallout:New Vegas)[Who is actually the Courser] was made by Obsidian Studios not Bethesda. Simply put Fallout:New Vegas was made by Obsidian Studios. Other than that this sounds like a good idea and I am interested to see where it will lead to. No, the Lone Wanderer was made by Bethesda in Fallout 3. The Courier was made by Obsidian Studios. As fas as I'm concerned, they're one and the same, but I think the official canon states they're different people. And I don't know where I mentioned either of those in this post. The lone wanderer and the courrier are the same people if only you've played with TTW (like i did myself ). I know. I figured they could be the same person back when I had both games on console. When I got the PC versions, I grabbed TTW and to me, that's plausible canon, so long as the Lone Wanderer isn't confirmed to be at some other point in 2281. In my headcanon, LW and Sarah were lovers, but after Sarah's death (as mentioned in F4), LW was depressed and left the Capital Wasteland. He lost his life goal and wandered mindlessly across the wasteland, and eventually, to the Mojave and take the part-time job as a courier, which would give him the targets and clients he'd need, the goals of life. Sarah's death also turned LW from a Messiah to the True Mortal. The way I always saw it, after the Encalve was wiped out, the Lone Wanderer sort of grew restless and wanted an adventure. Heading out at some point and taking odd jobs (even going as far as to sell her Pip-Boy), she eventually reached the Mojave where she got the Courier job. That was until I made a follower mod in which the LW/Courier traveled there together with said follower and the two had a relationship together. But that's not exactly canon outside of Fertile Breeder.
pepertje Posted February 15, 2016 Author Posted February 15, 2016 lol This thread's subject is changed. That happens a lot with me. Back to topic, I guess: Rank progression in factions. The two factions in Act I (Minutemen and Gunners) should both allow the SS to progress through the ranks. When I became General of the Minutemen after the first time, I was like "Wut... alright, I guess I'm in charge now." So, rank progressions as I have them in mind now: Minutemen: -Soldier -Corporal -Ensign -General Gunners: -Private -Sergeant -Lieutenant -Captain Rank 1 (Soldier/Private) is basically you being a grunt doing the dirty work. Rank 2 (Corporal/Sergeant) gives you access to advanced equipment. Rank 3 (Ensign/Lieutenant) should allow you to command other troops during missions. Rank 4 (General/Captain) basically puts you in charge, with only one or two people above you.
Roggvir Posted February 17, 2016 Posted February 17, 2016 Overhaul? You dont want to "overhaul" the main quest, you want to get rid of that crap! Here is my idea of a story... You wake up in your cryo unit after watching the same scene as in vanilla game start, but to get out, you will be required to access the Overseer's computer to get passcode or something, written in a memo that ends with a PS saying something like "Interesting fact - the DNA scans from the initial medical examination revealed that our youngest resident, Shaun, is not his father's son. I think the big guy doesn't know, and something tells me he'll be really pissed if he finds out. LOL :)" (that should take the whole "must go find Shaun" out of the picture). Once you get out of the vault, the game might point you to sancuary, as the vanilla does, where you meet Codsworth. (You are totally green, unexperienced, and not knowing what can you expect from the wasteland, so it does makes sense you'd go there) Sanctuary... So, you get to Sanctuary and see Codsworth fighting three raiders who came to loot the house, thinking the reason that robot is always there, must be because he is guarding something of worth. You can wait for the raiders to destroy that piece of junk, or you can even help them to speed things up. Once the fight is over, the raiders greet you and offer you to join them, and help search the house for that glorious hidden loot. If you decide to join, you can help searching - to your big surprise, there actually IS a hidden safe underneath the crib/cradle/cot? full of pre-war money and your wife's diary (apparently she was hoarding cash, getting ready to leave you and go live with Bob - Shaun's real father - but she needed more money because Bob was good for nothing lazy drunk). *** Note #1: Insert a different name into the diary, if player named his character Bob (or whatever that guys name will be). *** Note #2: It isn't neccessary for Codsworth to get destroyed, he could be only disabled (like any essential robot), so he could be later still available as a companion (but then it would be preferable if he could be somehow made more raider-ish). Raiders are frustrated by finding nothing of value, because they cannot return to the boss with empty hands (this would be the second time they didn't bring anything, and that's just not gonna fly). So, they have no choice but go to Concord to rob some people they saw there earlier - it was too risky before, but now with you it is doable. Concord... You arrive in middle of an ongoing fight between some other group of raiders and those ppl you intend to rob. You have two options: Join the fight with other raiders, and split any loot after its done. Wait how the fight ends, and then deal with the weakened remains of whoever won. Regardless of your choice here, Preston Garvey just fought his last battle (that takes care of the annoying Minutemen including their whole questline, and those whiny Sanctuary settlers). After dealing with Garvey's group and those other raiders (if need be), you travel with your trusty companions to Combat Zone, to meet with the boss and get properly initiated into the group. *** Note #3: Unlike Codsworth, Preston MUST DIE here, because i really really hate him To the Combat Zone... Somewhere on the way, you came upon a scene of slaugther, dead raiders everywhere, bodies in pieces. While looting the bodies, your companions make interesting discovery, it goes like this... Raider 1: Hmmm, what's this? Raider 2: Is that a card? i can't read Raider 3: Give it here, you moron... who's Pickman? Raider 1: What the?!! LOOK AT THIS HEAD! ITS OUR BOSS!! ...yeah, one of the bodies is the boss you were all supposed to meet in Combat Zone. Slightly unexpected, but generally good news! Now you don't have to share your loot with anoyone! ...well, only one problem - your companions, they don't realize it, but they do need a boss, somebody who will tell them what to do, where to go, who to kill, and most importantly - who gets what. Otherwise they'd just kill each other arguing. As expected, the cheering and laughs turns silent, and you see your three companions pointing guns at each other. You can defuse the situation by headshoting one of them (the toughest one, to get the desired effect, otherwise they would all turn on you), or by talking them down (if your charisma is high enough) - both resulting in you being elected the new boss (this doesn't make you automatically some king of raiders, it just turns them into proper companions that you can ask to follow you any time). Being the raider... Now instead of building settlements or farms, and hiring settlers, you could be building camps and hiring raiders. And instead of assigning settlers to farming duty or scavenging, you could be sending raiders on raids to selected locations. You could also take a group of several raiders and go rob some settlers or farmers (preferably without killing them - you may be a raider, but that doesnt make you stupid, you dont kill your food source! Just bring enough force to scare them, keep pointing guns on them, and let your ppl take whatever they find on them). You could also take up to several (4? 5? more?) raiders to acompany you, and ...well, wreak havoc. ...there is much more that could be done, this is just a quick draft. A lot of the vanilla quests, probably including some of the main story quests, could be somehow "twisted" to work with this. But the main purpose is to get rid of the IMO annoying and dumb vanilla main quest, and all that extremely annoying do-gooder shit that the vanilla game forces on you no matter what you want. Whatever, just remember: raiders are people too! they shouldn't be ALL some brainless evil canibalistic robots that ALWAYS kill 9and eat) everyone they see (as the vanilla game presents them). Any other raider groups (any random encounters etc.) would be neutral, and attack only if attacked, or in some cases if you get too close - provided you are wearing some variant of raider armor (or at least N number of pieces of raider armor). On the other hand, to be able to visit Diamond City, Goodneighbor, etc., you'd have to wear anything except raider armor.
Guest Comrade DR. MAHUJ DIK Posted February 17, 2016 Posted February 17, 2016 lol This thread's subject is changed. That happens a lot with me. Back to topic, I guess: Rank progression in factions. The two factions in Act I (Minutemen and Gunners) should both allow the SS to progress through the ranks. When I became General of the Minutemen after the first time, I was like "Wut... alright, I guess I'm in charge now." So, rank progressions as I have them in mind now: Minutemen: -Soldier -Corporal -Ensign -General Gunners: -Private -Sergeant -Lieutenant -Captain Rank 1 (Soldier/Private) is basically you being a grunt doing the dirty work. Rank 2 (Corporal/Sergeant) gives you access to advanced equipment. Rank 3 (Ensign/Lieutenant) should allow you to command other troops during missions. Rank 4 (General/Captain) basically puts you in charge, with only one or two people above you. Ill be recordind an adult animated series for fallout 4 focused on storytelling and machinimas so Ill adapt the main quest on it. your mod Idea is grat but I think it would be nice to have an new power coming into play. the seires main character will do it on his own way,creating his own faction and 'taking over' the commonweath for himself 9he wont rule evrything but hell become the last power standing" It would be fun to create your own faction instead of joining the gunners (I think theyre too dumb). ill probably do some oding for it, if you want i can send what I do for you. Overhaul? You dont want to "overhaul" the main quest, you want to get rid of that crap! Here is my idea of a story... You wake up in your cryo unit after watching the same scene as in vanilla game start, but to get out, you will be required to access the Overseer's computer to get passcode or something, written in a memo that ends with a PS saying something like "Interesting fact - the DNA scans from the initial medical examination revealed that our youngest resident, Shaun, is not his father's son. I think the big guy doesn't know, and something tells me he'll be really pissed if he finds out. LOL :)" (that should take the whole "must go find Shaun" out of the picture). Once you get out of the vault, the game might point you to sancuary, as the vanilla does, where you meet Codsworth. (You are totally green, unexperienced, and not knowing what can you expect from the wasteland, so it does makes sense you'd go there) Sanctuary... So, you get to Sanctuary and see Codsworth fighting three raiders who came to loot the house, thinking the reason that robot is always there, must be because he is guarding something of worth. You can wait for the raiders to destroy that piece of junk, or you can even help them to speed things up. Once the fight is over, the raiders greet you and offer you to join them, and help search the house for that glorious hidden loot. If you decide to join, you can help searching - to your big surprise, there actually IS a hidden safe underneath the crib/cradle/cot? full of pre-war money and your wife's diary (apparently she was hoarding cash, getting ready to leave you and go live with Bob - Shaun's real father - but she needed more money because Bob was good for nothing lazy drunk). *** Note #1: Insert a different name into the diary, if player named his character Bob (or whatever that guys name will be). *** Note #2: It isn't neccessary for Codsworth to get destroyed, he could be only disabled (like any essential robot), so he could be later still available as a companion (but then it would be preferable if he could be somehow made more raider-ish). Raiders are frustrated by finding nothing of value, because they cannot return to the boss with empty hands (this would be the second time they didn't bring anything, and that's just not gonna fly). So, they have no choice but go to Concord to rob some people they saw there earlier - it was too risky before, but now with you it is doable. Concord... You arrive in middle of an ongoing fight between some other group of raiders and those ppl you intend to rob. You have two options: Join the fight with other raiders, and split any loot after its done. Wait how the fight ends, and then deal with the weakened remains of whoever won. Regardless of your choice here, Preston Garvey just fought his last battle (that takes care of the annoying Minutemen including their whole questline, and those whiny Sanctuary settlers). After dealing with Garvey's group and those other raiders (if need be), you travel with your trusty companions to Combat Zone, to meet with the boss and get properly initiated into the group. *** Note #3: Unlike Codsworth, Preston MUST DIE here, because i really really hate him To the Combat Zone... Somewhere on the way, you came upon a scene of slaugther, dead raiders everywhere, bodies in pieces. While looting the bodies, your companions make interesting discovery, it goes like this... Raider 1: Hmmm, what's this? Raider 2: Is that a card? i can't read Raider 3: Give it here, you moron... who's Pickman? Raider 1: What the?!! LOOK AT THIS HEAD! ITS OUR BOSS!! ...yeah, one of the bodies is the boss you were all supposed to meet in Combat Zone. Slightly unexpected, but generally good news! Now you don't have to share your loot with anoyone! ...well, only one problem - your companions, they don't realize it, but they do need a boss, somebody who will tell them what to do, where to go, who to kill, and most importantly - who gets what. Otherwise they'd just kill each other arguing. As expected, the cheering and laughs turns silent, and you see your three companions pointing guns at each other. You can defuse the situation by headshoting one of them (the toughest one, to get the desired effect, otherwise they would all turn on you), or by talking them down (if your charisma is high enough) - both resulting in you being elected the new boss (this doesn't make you automatically some king of raiders, it just turns them into proper companions that you can ask to follow you any time). Being the raider... Now instead of building settlements or farms, and hiring settlers, you could be building camps and hiring raiders. And instead of assigning settlers to farming duty or scavenging, you could be sending raiders on raids to selected locations. You could also take a group of several raiders and go rob some settlers or farmers (preferably without killing them - you may be a raider, but that doesnt make you stupid, you dont kill your food source! Just bring enough force to scare them, keep pointing guns on them, and let your ppl take whatever they find on them). You could also take up to several (4? 5? more?) raiders to acompany you, and ...well, wreak havoc. ...there is much more that could be done, this is just a quick draft. A lot of the vanilla quests, probably including some of the main story quests, could be somehow "twisted" to work with this. But the main purpose is to get rid of the IMO annoying and dumb vanilla main quest, and all that extremely annoying do-gooder shit that the vanilla game forces on you no matter what you want. Whatever, just remember: raiders are people too! they shouldn't be ALL some brainless evil canibalistic robots that ALWAYS kill 9and eat) everyone they see (as the vanilla game presents them). Any other raider groups (any random encounters etc.) would be neutral, and attack only if attacked, or in some cases if you get too close - provided you are wearing some variant of raider armor (or at least N number of pieces of raider armor). On the other hand, to be able to visit Diamond City, Goodneighbor, etc., you'd have to wear anything except raider armor. I liked your raider idea, but what about variations? I wouldnt want to be surrounded bynon mutaded supermutants 9seriously, most raiders are monumentally stupid). Ill make my own mafia family faction anyway, but your idea is great! i this mod gets made, it would be awesome to have more dark factions (the Old World Family, is an chaotic nutral faction, untill someone fucks with us or our business. Those people have the custom of disappearing or "moving" to raider camps/becoming relief or test subjects 9theyre a futuristic wateland mafia)
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