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Mod Request: Talon Company Expanded

General mod discussion and requests.
Her Imperious Condescention
Posts: 42
Joined: Thu Apr 18, 2013 12:26 pm

Mod Request: Talon Company Expanded

Post by Her Imperious Condescention » Sat May 04, 2013 9:06 pm

When I first encountered Talon Company in the Capital Wastes, I first thought that I'd be in quite a bit of trouble with them, seeing as they were a big mercenary organization and all. But as I kept fighting them, I found out they were nothing more than pushovers compared to Super Mutants, the Brotherhood of Steel and the Enclave. So I thought: why not buff them in terms of numbers, weaponry and armor, and scatter a few bases in the Capital Wasteland to give them a bigger presence? They're supposed to be the baddest of them all in the Capital Wasteland (they should be able to tangle with the Super Mutants, at least), not some roaches that you can step over when they annoy you!


But that's not it; if one is an evil character (or on their way to becoming one), you can try and join them, completing quests that make you more and more of a respected member of Talon Company until you become Jabsco's right hand man! I think that would be a nice alternative to just fighting them and being hostile to you, no matter what.


As always, any questions would be welcome.


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"Those who don't love me do not deserve to live, it will be hell for them."

-Muammar Gaddafi



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

well, [ url=http://fallout3

Post by dawe1313 » Sat May 04, 2013 9:20 pm

well, [url=http://fallout3.nexusmods.com/mods/5483//?]Expanded Talon Company[/url] takes care of better arms & armor, even has Talon power armor.


[url=http://fallout3.nexusmods.com/mods/10327//?]Talon Outposts Expanded[/url] takes care of larger presence.


just need the rep gaining quests. kind of a Talon oriented version of [url=http://fallout3.nexusmods.com/mods/15645//?]the Regulators[/url], with rep rewards, as well as cash and karma





 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Well for the record, TTW

Post by JaxFirehart » Sat May 04, 2013 9:25 pm

Well for the record, TTW already buffs them a bit. We gave them the chance to spawn with "Reinforced" combat armors at higher levels as well as made them one of the few hostile NPCs capable of having 100 skill weapons.



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

cool. but, black talon co. PA

Post by dawe1313 » Sat May 04, 2013 9:30 pm

cool. but, black talon co. PA...


[img]http://fallout3.nexusmods.com/mods/images/5483-1-1259609769.jpg[/img]



User avatar
rbroab
Posts: 567
Joined: Sun Jan 20, 2013 2:35 am

I'm all for beefing up the

Post by rbroab » Sat May 04, 2013 9:34 pm

I'm all for beefing up the enemy, but I'm tired of all the power armor. It used to be cool and rare, now it's everywhere and everyone uses it. It almost doesn't make sense anymore, but all these people know who to use it and wear it. Just make smarter enemies, don't just give them more DT.


What's next, Girdershade power armor?


I'm not alright, I'm an equal amount of left.

Her Imperious Condescention
Posts: 42
Joined: Thu Apr 18, 2013 12:26 pm

Although Expanded Talon

Post by Her Imperious Condescention » Sat May 04, 2013 10:13 pm

Although Expanded Talon Company and Talon Outposts Expanded are good enough mods in their own right, I had something more streamlined in mind; something more along the lines of holotapes explaining where they get their stuff, who's that employer who wants the Capital Wastes chaotic, even a little bonus on how they get to outfit their best of the best in Power Armor (preferably T-45d, and merely giving it to them is kind of a stretch).


Armor-wise, the more reinforced versions of combat armor are good enough for a vanilla game, but I'm also thinking of giving them helmets to couple their armor; after all, charging into a battle without your helmet is kind of stupid. Plus, some Metal Armor (and its reinforced variant) would suffice for the more novice of troops, AKA, those who have to earn their colors before being accepted into the Company proper. And like I said before, the best of the best would have Power Armor, but in scarce amounts even then; it'd still be a bit of a stretch, but with a bit of a background story, it'd be preety believable.


Weapon-wise, I'd be more liberal giving them Riot Shotguns, Light Machine Guns, 12.7mm SMGs and the like; seeing as they are one of the most powerful merc companies in the Capital Wastes, I think it'd be not much of a stretch to arm them to the teeth, unlike, you know, Power Armor. Plus, I'd see them having a few gunsmiths here and there to build and maintain all this stuff, so that the Company doesn't fall apart due to lack of weapons. Energy Weapons-wise, though, I'd be somewhat conservative when it comes to that; Laser and Plasma weapons are not as easy to maintain as normal guns, and would as a result be only given to the higher-ups.


Location-wise, I'd see them having a much more fortified Fort Bannister, and many scattered posts near the fort for security reasons. This also makes for much harder fights with them - one of their outposts notices you? Prepare for a world of pain. Outside of Fort Bannister, though, it'd not be absurd of them to have a few bases in Washington DC and other wasteland hotspots, example: near Rivet City and Tenpenny Tower. I'd also imagine them making patrols in routes that connect their outposts and the area surrounding said bases, making for much harder sneaking into them.


Welp, that's all I have here for now.


"Those who don't love me do not deserve to live, it will be hell for them."

-Muammar Gaddafi



Blazefan
Posts: 37
Joined: Sat Apr 27, 2013 11:24 pm

I'm with rbroab in that the

Post by Blazefan » Sat May 04, 2013 10:27 pm

EDIT: sorry, double posted by accident.



Blazefan
Posts: 37
Joined: Sat Apr 27, 2013 11:24 pm

I'm with rbroab in that the

Post by Blazefan » Sat May 04, 2013 10:27 pm

I'm with rbroab in that the one thing I would NOT want is for them to have any sort of access to power armor. Reinforced combat armor makes much more sense (Can't wait to face some in TTW if they have a chance to spawn with it), because combat armor is in itself pretty tough. Power armor however is supposed to be rare and empowering. If everyone and their cousin can use it, it loses it's luster, both from a gameplay as well as a lore perspective. That's why I try to stay away from mods that give more and more NPCs power armor. Aside from the Brotherhood and the Enclave, no one in FO3 should really have normal, or even semi-normal access to it.



Her Imperious Condescention
Posts: 42
Joined: Thu Apr 18, 2013 12:26 pm

I agree with you that no one

Post by Her Imperious Condescention » Sat May 04, 2013 10:39 pm

I agree with you that no one that's not in the Brotherhood and the Enclave should easily have access to it, but what I implied is that Power Armor in Talon Company would be one of those exceedingly rare things that one would have to almost kill oneself for having even a slim chance of obtaining it, and even if you do manage to grab one, it would merely be one of them T-45d's and not be in the best of condition. And even then, I bet it'd be one of those stripped down versions like what the NCR has, only being able to give you DT with none of the empowering effects and with a significant Agility penalty due to lacking those servomotors. Plus, maintaining the stripped-down version is easier on the budget.


"Those who don't love me do not deserve to live, it will be hell for them."

-Muammar Gaddafi



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

You could always take the

Post by JaxFirehart » Sat May 04, 2013 10:53 pm

You could always take the stand point that the Institute is their backer, meaning that giving them Power Armor wouldn't be too farfetched at all.


I also like the idea of using the stripped out power armor.



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