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Random mod thoughts posting here so I don't lose them

General mod discussion and requests.
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paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

Random mod thoughts posting here so I don't lose them

Post by paragonskeep » Sat Sep 27, 2014 10:59 pm

Posting for central location and to not lose anything. If this is not acceptable practice please remove and accept my apologies. Thank you. 


Not sure how much of this is able to be done with the engine and game resources. 


1) Rebuilding/renovating of Nuka Cola plant. After The Nuka Cola Challenge Sierra will reflect on wishing Nuka Cola was still being produced. This will grant a reply to start the quest of rebuilding the plant for production. Vault Tech HQ and RobCo for computer parts to fix the automation of the plant, Arlington Library /Capital preservation society for a copy or quest to find/recover the original Nuka Cola recipe invented by John-Caleb Bradberton. Collection of x number of Nuka cola bottles.  Rivet City science lab for fresh fruits for ingredients, Since it's TTW the counterfeit cap machine would be needed.(But have it somewhere in DC)  Ideally add "Clear" and other variants of Nuka Cola to the machines. The machines would be filled every few days by a couple Nuka Cola Protectron Sales men. This would grant you caps every 10 days of income (similar to how "Owned" did rent). Possibly have the option to hire Sudden Death Overtime as employees at the plant and add lines to Milo. This would need the various "flavors" of Nuka, textures of the bottles as well as fridge, vending machine, etc. There are quite a few of these on Nexus follow up on PM's for permissions. 


 


2) Additions to Megaton. Turn the Jet Tail above Lucas Simm's house into a Jail with an outside step to the entrance near the water treatment plant. Have a Burke clone housed there if you gave Simms the pulse Charge. Burke's home gets new tennants after his removal as well. Add four snipers similar to Stockholm around the upper area of town. Make Weld tougher, have steel patrol, option to add "Tungsten" (Sentry bot stationed between gates) later game. Remove all clutter between gates. Add power supply, more brahmin, more houses and residents to town to match "Lore". Is it possible to "free" Gob and pay off his debt to Moriarty for Karma? Possibly allow Gob to return to Underworld. 


3) Potential "train station" stops. Check into train routes from DC to Vegas during the 50's. Chicago and Kansas City both high potential, St.Louis? the ARCH area may be a fun wasteland explore, could use Pitt assets for quite a few of the river and bridge aspects. With MacDonald Douglas, General Dynamics and a few others having HQ's in St. Louis until the late 80's and being target #4 for USSR it would be plausible to have St.Louis a tech hub in the Fallout timeline as well.


4) Is it possible to script armor patches to show which groups you belong to? ie Reilly's Ranger's logo or BOS or Outcasts once you're friendly with them. That would explain how they recognize you as one of their own. If you belong to all then all the logos would show on the armor. 


5) True wasteland survival armor. Use the Tunnelsnake outfit as base. 


-Add "armor" from armored vault suit from Craterside supply


-Add belt bag from Elder Lyons robes


-Add pouch bandoleer from Merc Adventure armor


-Add belt pouches from male leather armor


-Add face mask from Merc Veteran armor 


-Add kneepads and shin guards from combat armor


-Add binoculars, pistol, radio, stimpack, spork (random items on belt to appear carrying them for use)


-One piece "helmet" that is made up of stormchaser hat, bike goggles, surgical mask


Overall idea of armor is something you may actually wear and has pouches for all the various things that are carried. 


Would be awesome if all the pouches etc could be added as a body slot and able to use with any base armor.


Where do the PA wearers carry their supplies and ammo???


 


 


If life is but a test, where's the damn answer key?!?!?

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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

oh god, a Arch set piece

Post by Puppettron » Sat Oct 04, 2014 6:59 pm

oh god, a Arch set piece would be awesome though.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

4) not sure, scripting

Post by Puppettron » Fri Oct 17, 2014 9:55 am

4) not sure, scripting texture filepath changes onto currently equipped gear doesn't sound possible though, would have to look into workarounds.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Pavel
Posts: 119
Joined: Mon Feb 03, 2014 2:21 am

-Plungers shot out of a rock

Post by Pavel » Fri Oct 17, 2014 4:18 pm

-Plungers shot out of a rock-it launcher stick to the target


-the ability to use the iron sights of a scoped weapon without removing the scope mod


-trip mines that stick to surfaces


-sticky grenades


-javlin gun (like the railroad gun but more dramatic/powerful)


-when sprinting (PN sprint function) weapon is pointed to the ground, as if held to the chest


 


some of these seem reasonable, others, less so


it'll be a while before I am competent in NVSE/scripting in general, so I might as well leave it here so I don't forget



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Found out while using the

Post by Senterpat » Thu Oct 30, 2014 7:25 am

Found out while using the More Perks mod that Ed-E playing the radio prevents the music from skipping when opening containers and the like. Want to make a portable radio mod, salvagable holotapes that you can find and use to make a playlist of your own, or just tune to radio stations.


 


Improved doors mod: Auto-loading cave doors that you don't have to activate. Can open locked broken doors that are broken and the player can logically reach over. May turn into a alternate lock opening mod.


Call me Pat. Senterpat is too much to type.

CDTalmas
Posts: 138
Joined: Thu Feb 07, 2013 3:33 am

For you Senterpat: http://www

Post by CDTalmas » Thu Oct 30, 2014 1:10 pm

For you Senterpat: http://www.nexusmods.com/newvegas/mods/56297/?



NILLOC 916
Posts: 341
Joined: Thu Aug 01, 2013 4:21 am

2) Doesn't Burke shoot Sims

Post by NILLOC 916 » Thu Oct 30, 2014 7:24 pm

2) Doesn't Burke shoot Sims in the back if you give Sims the pulse charge ? 


Cocaine is a hell of a drug.
- Rick James.

Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Nice CDTalmas, thanks for

Post by Senterpat » Thu Oct 30, 2014 8:05 pm

Nice CDTalmas, thanks for that, hadn't considered making it dependent on intelligence thats pretty neato. 


Call me Pat. Senterpat is too much to type.

paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

NILLOC 916 wrote:

Post by paragonskeep » Fri Oct 31, 2014 4:15 am

[quote=NILLOC 916]


 


2) Doesn't Burke shoot Sims in the back if you give Sims the pulse charge ? 


[/quote]


Yes, unless you shoot Burke first and save Sims. It would require some "retcon" aspects of "It's merely a flesh wound" but these are just thoughts as I'm trying to learn to mod, or ideas if someone that can actually mod now is bored just let me know and we could flesh things out fully etc.


If life is but a test, where's the damn answer key?!?!?

eezstreet
Posts: 32
Joined: Wed Feb 18, 2015 8:31 am

- add more ammo types to the

Post by eezstreet » Mon Mar 09, 2015 12:23 am

- add more ammo types to the fat man (spider mine mini nukes!) so that it can be viable in a variety of different circumstances


- tweak The Power of the Atom. Make Church of Atom followers not be around the bomb 24/7, add an option to tell Lucas Simms that Confessor Cromwell plans on blowing up the bomb (it's true! he does! read his computer), option to fail, option to tell Confessor Cromwell that you disarmed the bomb, etc.



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