I love seeing the agents around and loved having them in the game... but I'm like 90% sure this os why my games keep having me be hostile to the RR. Running around carpetbombing with an explosive minigun might not play well with this mod
I really like this mod. Out of everything I expected to happen with it however what did end up happening in my game I did not expect. I was doing the Tradecraft quest. On the way onto the highway I notice a agent. I figure he's just wandering the highway or something. Nope. He decides to follow Deacon the entire quest and all the way back to the church like a lost puppy. It was quite entertaining.
This a great idea as you don't really see any rail road agents doing their thing in the world.
I would say though that the agents shouldn't be called agents, the Institute has them on the ropes and they are suppose to be under cover.
They also shouldn't have that synth hack as they make a point that such things are out of their grasp, instead there should either be in groups or other agents nearby who will show up to help.
well,the thing is only you can see their names and given that there is a good chance you are a friend of the railroad, it would be reasonable for you to know other agents too, beside if I had named them Settler or Resident, you probably wouldn't have even noticed them! maybe if one of the random customs were too ridiculous or obvious,like fashion glasses,formal hat and a cage armor, you would be able to guess what's going on,but that doesn't always happen... and if they attack you, you would be confused as to why a settler is attacking me!? afterall it's not like they drop a synth component after death! so the only way for the player to know who they are, is to label them as what they are! about your suggestion, at first it was my intention to do exactly what you're asking,but the problem is, if you see other NPCs appearing out of thin air to help the agent, not only it wouldn't be immersive, but it wouldn't be lore friendly either, cause deacon is one of the leaders and even he works alone! so why would a scout have bodyguards and protection?...
You could label them 'Totally Not Railroad Agents' which would be enough to throw off Institute spies. But, if the player has a high enough Intelligence and Perception (say, at least 8 in each) you can give them a small chance to see through the clever deception. Immersion preserved!
In my game they do the simple animations like they're acknowledging but there is no voice. You probably need to map the voice files, I don't think setting the faction automatically assigns it.
Correct, they would need dialogue from HQ and/or safehouse. Right now they are trying to use lines they don't have, presumably settlers, instead of Railroad idle.
12 comments
I would say though that the agents shouldn't be called agents, the Institute has them on the ropes and they are suppose to be under cover.
They also shouldn't have that synth hack as they make a point that such things are out of their grasp, instead there should either be in groups or other agents nearby who will show up to help.
and if they attack you, you would be confused as to why a settler is attacking me!? afterall it's not like they drop a synth component after death! so the only way for the player to know who they are, is to label them as what they are!
about your suggestion, at first it was my intention to do exactly what you're asking,but the problem is, if you see other NPCs appearing out of thin air to help the agent, not only it wouldn't be immersive, but it wouldn't be lore friendly either, cause deacon is one of the leaders and even he works alone! so why would a scout have bodyguards and protection?...
Right now they are trying to use lines they don't have, presumably settlers, instead of Railroad idle.
The mod space is lacking Railroad NPC's and quests, thank you!
Also Railroad Gen 1's and 2's,
[Glory Loved That]