Fallout New Vegas

This article is to serve as a platform for your valuable suggestions and feedback.

Article information

Added on

Edited on

Written by

StealthDick

13 comments

  1. Squidfest
    Squidfest
    • supporter
    • 53 kudos
    Could there be a submod for Subjugation that stipulates a target (like capture a Fiend or whatever), maybe stipulating a level or something?
  2. zmatlik117
    zmatlik117
    • member
    • 1 kudos
    Great mod overall, though for more immersion i'd like to propose following:
    When you complete a quest, you won't know how long it would take to post a new job on a board. If you complete all of them you'd just be given information 'no one had posted a job yet'
    if it would be too much of a hassle coding a simple message 'no one had yet posted job on a kanban' for each jb slot would be good enough for rock'n'roll. I imagine settlements have their hands full so having a prioritized backlog of issues / requests, focusing on a few most important makes a sense

    But thing is: you won't know whether they have their hands full or not so here goes creme de la creme: have a cooldown time between jobs vary randomly between set of two values. Each configurable. That way you can have settlements screaming for help by setting time from 1 hour to 8 hours tops (for sake of immersion i'm going to assume job board will be checked every hour, give or take, or have settlements needing help just from time to time by setting that time from 8h to 48h

    And because you won't know how long it would take to post a job, you'd be actually forced to skipping towns randomly if you want to make a living of it.

    Being able to set those values for each settlement separately to differentiate between somewhat stable settlements (like Rivet City, Megaton or Novac) and settlements in dire need of help (like Big Town or Bitter Springs refugee camp) would be awesome.

    And if i expand on that idea, you can tinker with probabilities certain job type appears on a board. For example, Rivet City or Tenpenny Tower with professional security probably won't need that much of Kill or Eliminate jobs but a Deliver jobs would be frequent. At the same time Bitter Springs refugee camp would need lots of supplies so Scavenge and Gather jobs would be frequent. Nellis AFB is in dire need of spare parts and for quite obvious reason they really don't need to kill, hunt or eliminate anyone. The Citadel though would obviously prefer to Eliminate or Kill.

    Just an idea though :)
  3. Spartanfox01
    Spartanfox01
    • premium
    • 0 kudos
    1 Add an ini setting for quests to fail after x amount of time, so we have to do the quest in a configurable amount of time. Disabled by default (obviously) 

    2 When the quest fails add an ini setting that we lose karma for not completing it with that faction. and a seperate one that makes us loose karma for quitting the job after we started it. Configurable to ON or OFF

    3 Random NPC events, where an npc will spawn near us and run over to us asking I need x or I need you to do x kind of like the beggers in fallout 3 that ask for water. Adding good and evil tasks to these random spawns would be interesting too, like "I need someone dead right now" example. Which gives evil karma, or Save my husband, friend, person, from super mutants raiders which gives good karma.

    4 Have those random npc events have much smaller radius then normal job board events. and shorter times to get them done before they fail. let it be configurable in the ini but like a default of 3 hours and 5 cells away or less.

    5 frameworkable so people can add modded npc events, tbh idc if its even voice acted, its just a really really cool roleplay idea so I could get over silent actors

    6 INI setting for an xp multiplier and money multipler for quest rewards so we can turn them down for hardcore playthroughs, or up depending. 
  4. JonFrenger
    JonFrenger
    • member
    • 1 kudos
    I think there should be configuration options for caps like the exp ones in the ini. Great mod btw.
  5. GalenKnight56
    GalenKnight56
    • premium
    • 3 kudos
    I really like this mod, and I do have a couple suggestions that I think would make it even better:

    1. Provide support for FPGE and The Living Desert. For example, if the Khans or Legion are eradicated as a result of siding with the NCR, then you shouldn't be able to do notice board quests for the Khans or Legion anymore.

    2. Add a setting in the ini where if your overall reputation with a faction is negative or is at least Vilified, you can't do any radiant quests for that faction anymore or until you have somehow gotten positive reputation and have reached at least Wild Child.
    1. StealthDick
      StealthDick
      • premium
      • 174 kudos
      I like this idea
  6. jimmyjenkins59
    jimmyjenkins59
    • premium
    • 0 kudos
    A setting for scaling the cap rewards would be really sick. It's kind of broken on a harsh economy setup.
    1. jimmyjenkins59
      jimmyjenkins59
      • premium
      • 0 kudos
      Ok idk maybe that was just a one off 100 cap reward for nothing it's been fine since
  7. Jarecyrel
    Jarecyrel
    • member
    • 0 kudos
    Kill boss/legendary creature or exterminate all creatures in caves, sewage or dungeon like areas. For example, the quest is "Eliminate nightstalkers in the morning star cavern", that cave would reset its creatures inside if they already eliminated and even add in some unique or legendary ones.

    Freeside, Westside and The thorn could maybe give you a quest to clear some part of their underground sewer which players rarely explore.
  8. Gnimbvs
    Gnimbvs
    • member
    • 1 kudos
    How about a radiant quest where you have to beat a random, generic NPC at a game of caravan?
  9. vorransen
    vorransen
    • member
    • 0 kudos
    I don't know how practical it would be, but it might be interesting if there was an optional component that made your reputation with factions *very* slowly decay over time, making it so that if you want to remain in good standing with a particular faction, you need to complete a couple jobs for them every now and then.
    1. ByteSix
      ByteSix
      • member
      • 8 kudos
      I really like this.
      Having to maintain relations with settlements/factions by doing some work in their name over the course of a playthrough makes quite a bit of sense and would fall in line with the whole choices and consiquences NV is known for. You'd get rewarded by free stuff or just overall better prices or something, but those perks would be lost if you let them be lost or if you move to the Mojave/CW.
      But that would maybe be more fit for the Reputations author to implement.

      I can definitely see this as being anti-fun for some tho, having to constatly back-paddle to maintain it all seems a bit hardcore-ish in nature.
    2. vorransen
      vorransen
      • member
      • 0 kudos
      It definitely wouldn't be everyone's cup of tea, that's why I figured it would work best as an optional component. Personally, I love mods that add new challenges to the gameplay, and since this mod gives you a way to work your own way up to a better standing with a faction, that actually opens up possibilities for making faction's opinion of you itself a new element to be maintained sort of like your H2o, food, ect.

      As a safeguard against it becoming too tedious or hardcore to maintain, I wonder if it would be possible to establish tiered thresholds for the reputation decay, making it so that your reputation can only drop by one tier if you go too long without helping a faction.

      In other words, If you achieve 'liked' status with a faction, over time it will eventually lower back to 'accepted', but never past that down to 'neutral'.

      So the decay theshold limits would be:

      Idolized can only drop to 'liked'.
      'Liked' can only drop to 'accepted'.
      'Accepted' can drop to 'neutral'.