Fallout 4
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Black Sage

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black sage

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About this mod

This is an updated beta release of my upcoming episodic quest mod Return of the Moon Race. This is Episode 1: The Moon Men. Intended for higher level characters. Minimum Lv. 30. Recommended Lv. 60+.

Permissions and credits
Changelogs
Donations
For testing purposes ONLY, DO NOT use on your main save(I cannot wait to delete this line)
This mod adds around two-three hours of game play



This is the first episode in a three part series of a original story of corruption, betrayal, and intrigue.
The Commonwealth, no the entire Earth Sphere is in peril with fate of countless laving hanging in the balance.
On one side there is the Consortium, a Moon Race organized crime syndicate whose aim is to rule over all sapient life in the Solar system.
Their long time allies the shadowy Special Projects division who plans to use the Commonwealth as a test bed for the most deadly weapon, the Zodiac Courser.While on the other side is the Guardians, the keepers of law and order for the Moon Race.
However, despite their efforts to protect the people of the Moon it still is not enough.
The Earth Sphere needs more than a guardian, more than unifier, they need N.E.R.V.E, and N.E.R.V.E needs you.

As Agent Blue Jay your mission is to reclaim NERVE (National Emergency Rescue and Recovery Vanguard Ensemble),
and to protect the Commonwealth from the combined threat of the Consortium and Special Projects.
Fortunately you will not be alone in this fight, during your adventure you will encounter powerful allies that will aid you in the struggle.
Battle dangerous foes, foil the enemy's dastardly schemes, forge new alliances, rebuild the NERVE organization, and take your place as its new Director.
All of this and more await in the Return of the Moon Race Episode I: The Moon Men.

From Beta3 onward the quest chain can only be started from the directory terminal in the Directors quarters.
The Minimum level requirement has been lowered to 30, however the enemies are still balanced for level 58.


Updating the Mod: Assuming NMM
  Step 1: Uninstall and delete the previous version
  Step 2: Download and install the latest version
  Step 3: Start your game and enjoy



This Mod adds:
Quests:
You've got some N.E.R.V.E
Secure the abandoned chem lab and learn the truth behind N.E.R.V.E.

Of Knight and Shadow
Meet your mysterious benefactor Malachi Frost, and learn why he chose to contact you, or will the
Knight-Guardian, Leon Seyhak have something to say about your meeting?


Aggressive Defense
Following up on another lead from Malachi, you and Leon learn that The Consortium plans to have Diamond City raided, and all life extinguished. Travel to the old Consortium Safe House and eliminate the hostile escaped fugitives and protect Diamond City!
 

Knight's Quarry
A deadly showdown against Malachi Frost, with the truth at stake! Will you and Leon prevail against this dangerous foe?


N.E.R.V.E, First Class
A trouble signal from an ally. N.E.R.V.E's recruits have been captured! You and your team go on a daring rescue mission against a deadly group of Super Mutants, Clan Bloodrage.

Accessing the Axon Line
Search the Consortium Safe house and acquire materials needed for repairs. With Special Projects aware of your actions will everything go smoothly?

Surveying the Synapse
Take the repaired Axon Line and explore Synapse 1. After 200 years this location is sure to be abandoned, or is it?

Dungeon Simulations: Side Quests
To ensure repeat-ability the Simulations are Quests, but they are controlled by Global variables and
scripts which keep track of the simulations objective.
Shanty town Showdown: Kill Quest
Mountainous Military Mambo: Stealthy Fetch Quest
Skyscraper Scramble: "Extreme" Fetch Quest
Tall Tower Tussle: "Extreme"Kill Quest


Factions:

N.E.R.V.E
The Guardians
The Consortium
The Institute: Special Projects Division aka “Special Projects”
Note on Factions:
Information on each faction will be accessible via the Remote access Holotape.
N.E.R.V.E and Guardian factions are neutral with all major factions.
The Consortium, and Special Projects are enemies with everyone.
Also faction alignment was done via script so the Vanilla records remain untouched.

Followers:
Key Cast members
    They have special attacks, more info in Mod Guide. (Accessible either from the Greeter Terminal in the Director's Quarters, or via the Remote access Holotape.)

Chems:
Designed for 4 main play styles Stealth, Melee, Mid-range gun play, and Sniping.
The Contraband Chems come in two strengths half, and full.  
They do not count as Chems so there is no chance for addiction or negative effects on Survival difficulty.
Their draw back is that the full strength version are quite costly to make.
Blue Bomber is a completely different beast and is very costly to make.
Stealth
Creeper lite
Stalker
Melee
Primal Rage
Little Conqueror
Mid Range
Goin' Commando
Super Soldier
Sniping
Peeping Tom
Sniper Elite
The Un-FUBAR Button.
Blue Bomber (WOEFULLY Overpowered. Seriously.)

Craft-able Weapons and Armor(When added), perk unlocks, and pay rate are governed by a Reward Tier system.
NERVE needs funds to fight the good fight, 100k caps to be exact. Fear not, for you won't be throwing your money into the void.
Starting after the completion of NERVE, First Class you will receive a weekly salary, and at higher Reward Tiers you will recieve additional rewards.
(Hint: Loot and sell everything, after receiving a certain item this becomes easier.)

Weapons:
“Shatterpoint” Modded standalone Deliverer that deals additional frost damage and the kneecapper
effect. (Nerf: lower ballistic and frost damage, higher chance to apply the enchant)
“Wrath of Saint Elmo” Modded standalone .50cal w/ Recon Scope, 100% knockdown, and ignites with
white/blue fire. Intended for Crowd Control, and as such each shot in VATS costs a very low amount of AP

XA-12 “Mjolnir”(AA-12 variant)Coming soon
RLX-81 “Hungering cold” (Beam Sniper rifle M-81 variant) (Coming in later version)
Moon light (Scimitar) (Coming in later version)
Frost bite (Ninjato) (Coming in later version)
Thunder Ball (Shock grenade): In Game
Frost Plague (Gas Grenade nasty, stay clear js): In Game
St. Elmo's Fury (Incendiary Grenade):In Game


Armor:
Shadow Armor current version (terrible placeholder)
Knight's Vestments (Coming in later version)
N.E.R.V.E Formal Uniform Under armor (Coming in later version)
N.E.R.V.E Tactical Under armor (Coming in later version)

Perks:
Knight's Purpose
effect: -10% Incoming Weapon and Explosive damage.
        +10% Shotgun and Explosive damage
        Earned by talking to Leon after completing the quest chain and reaching Reward Tier level 1
Shadow's Aim
effect: +4% Dodge chance
        +10% One Handed and Sniper Rifle damage
        Earned by talking to Malachi after completing the quest chain and reaching Reward Tier level 2
Mysterious Intuition
effect: +10% Dodge chance
        -25% Fall damage
        Earned by talking to Ms. Mystery after completing the quest chain and reaching Reward Tier level 3

Player Home:
N.E.R.V.E. Director's Quarters
With this mod enabled on first load you will receive a Travel beacon which will allow you instant access to the Director's Quarters.
This home features:
The "A Cut Above" lounge
A dedicated room for each crafting station
    Vanilla crafting benches are linked to Sanctuary.
A personal Apartment w/ kitchenette and ample storage.
A Memory Lounger to access VR simulations.
(For the purpose of power leveling)
Three rooms with Lockers for even more storage space. Lockers are scrappable.


Interior Cells:

N.E.R.V.E Chemical -Quest dungeon
The Nerve Ending – Quest hub(for Episode 2), and temporary faction HQ(There is a room that has an Interior settlement)
N.E.R.V.E Director's Quarters Player home, with Power Armor Lab and a Special Pool.
Consortium Safe house – Quest dungeon
Bloodrage Caverns – Quest dungeon
Synapse 1 - Quest dungeon
I'm sensing a theme here.


This Mod Edits:
Vanilla cells

0000DCCF
Bloodrage Cavern entrance(renamed) New name: RotmBloodrageext
0000DDC2
Concord Water Tower(renamed)(added a trap door and a few rocks)
0000E54F
Boston Police Rationing Site Exterior (added a door)


FYI:


N.E.R.V.E, First Class: Malachi's packages are a bit wonky. He follows Leon and Leon follows you. Just let Leon take the heat and you'll be fine.
Bring 'Elmo, and a few Thunder Ball grenades.

There is a chance when executing special attacks my followers could turn and "attack" you.
This is merely them turning to face you while still performing an animation once their intended target dies or leaves line of sight.
Shotguns are especially dangerous when this happens, so please be aware.
Each follower has one attack each that could behave this way Leon: Magneto Round, Malachi: Glacial Shot, Ms. Mystery: Cloaking Shell.
Be careful when fighting near Leon and he is crackling with Electricity, the primary reason being Riposte, He gains a Ricohet chance. THe second reason is Discharge, a
shock explosion at his location. You DO NOT want to be near him when this happens.




!!!Note The following Mods will alter difficulty!!!
http://www.nexusmods.com/fallout4/mods/9103/? Raider Overhaul WIPby MadMAX713 - joemitchell320 - Thirdstorm
Effect: Raiders in 101 will have better gear though the kill priority remains the same (Scumbag or Scrappy , Mayo, Honey, then Lorelei)
http://www.nexusmods.com/fallout4/mods/11853/? Super Mutant Redux v1.1by MadMAX713 - joemitchell320 - Thirdstorm
Effect: The Mutants in 105 are much stronger. The difference is like night and day. Be Prepared.
http://www.nexusmods.com/fallout4/mods/23064/? Skibadaa Weapon Pack REDUX by Skibadaa
Effect: at least one of the Turrets in 105 may be an MK-22, and Lorelei from 101 has a decent chance to raid a nerby container and whip out one of Skibadaa's guns.

Any mod that add weapons or armor via leveled lists may effect what gear certain enemies carry.



Known bugs:
I am sure I will find one soon.