Fallout New Vegas

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  1. MaxyBoii
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    Sticky
    Okay, 1.5 has been released in time for Christmas. It includes dialogue fixes for the Wastelander Quest Part II and a goodbye dialogue option for the Legion quest. Thanks for your patience with this broken mod, and happy Christmas!
  2. tracker2010
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    i realize there will probably be no reply to my comment but is there any chance this mod will get voice acting?
    1. MaxyBoii
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      As cool as it'd be it's not going to happen :/ Did respond to your comment though eyy :P
    2. tracker2010
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      whoa was not expecting a reply. since you did is there any way you could fix the quest involving the inteligent ghouls?
    3. StandUpnoice
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      Eleven Ai should do the trick
    4. MaxyBoii
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      Noo sorry, I don't really mod this game anymore :P Anyone's free to have a look at the code for it (do recall having problems trying to sort that quest out haha)
  3. CMButch
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    Quest with Jason 2 doesn't work at all. No ghouls in lab coats, Jason talks to me infinitely.
  4. schaedelhoergler
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    @MaxyBoii

    Do you still read posts here?
    1. MaxyBoii
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      Yeah?
    2. schaedelhoergler
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      Fine :-D 'cause I' ve a prob with the "Haven' t we met before" quest. The "intelligent ghouls" don' t show up at the campside. Any idea why?
    3. MaxyBoii
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      Yeah, I noticed a problem with that quest. I will definitely look into it, and find out the problem. I'm pretty sure I know what the problem is, so I'll get on it.

      EDIT-
      Alright, it should work now.
    4. schaedelhoergler
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      Wow that was quick very exemplary :-D Will dl and test asap. Anyway tx, endorsement and kudos for the service.
    5. MaxyBoii
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      Thanks mate.
    6. schaedelhoergler
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      Your welcome :-D

      BUT here' s the bad news: It still doesn' t work. I think it is a prob with a script for the intro scene repeats itself endlessly. Then I walk a few steps away from the place and then come near it again that guy (name forgotten, sorry) approach me again and the intro conversation starts again. The only difference between the first encounter and the other ones is one can' t negotiate a higher fee for killing the ghouls.

      If you haven' t already done so you might use FNV Edit to check for errors.

      Hope this desc is precise enough :-/
    7. MaxyBoii
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      So he endlessly greets? If so, it means that I forgot to set the variable 'talking' to 1. That'd be it.

      So

      begin ontriggerenter player

      if (talking ==0)
      set stage MorequestsWastelanderQuestII 10
      set talking to 1

      Or something like that anyway, I'll have another look.
    8. schaedelhoergler
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      Hahaha, your answer is rocket science to me like all of this stuff is :-D

      Yes he endlessly greets but only if you move away from the site a bit and then return.

      Edit: Checked for errors with FNV Edit, here is the result

      [00:00] Checking for Errors in [3F] MoreQuestsMojave.esp
      [00:00] [DIAL:00152CCA] -> Record marked as deleted but contains: Priority,
      [00:00]Above errors were found in :GRUP Top "DIAL"
      [00:00] VERT1JackalPrimmAmbush05REF [ACHR:00168A28] (in GRUP Cell Persistent Children of SLNHPStationINT "Nevada Highway Patrol Station" [CELL:001532F6]) -> Record marked as deleted but contains: Editor ID
      [00:00] VERT1JackalPrimmAmbush02REF [ACHR:00168A2A] (in GRUP Cell Persistent Children of SLNHPStationINT "Nevada Highway Patrol Station" [CELL:001532F6]) -> Record marked as deleted but contains: Editor ID
      [00:00] Above errors were found in :GRUP Cell Persistent Children of SLNHPStationINT "Nevada Highway Patrol Station" [CELL:001532F6]
      [00:00]Above errors were found in :GRUP Cell Children of SLNHPStationINT "Nevada Highway Patrol Station" [CELL:001532F6]
      [00:00] Above errors were found in :GRUP Interior Cell Sub-Block 0
      [00:00] Above errors were found in :GRUP Interior Cell Block 2
      [00:00]Above errors were found in :GRUP Top "CELL"
      [00:00] Item -> Found a GMST reference, expected: ALCH,AMMO,ARMO,BOOK,CCRD,CHIP,CMNY,IMOD,KEYM,LIGH,LVLI,MISC,NOTE,WEAP
      [00:00] Above errors were found in :CNTO - Item
      [00:00]Above errors were found in :Item
      [00:00] Above errors were found in :Items
      [00:00] Above errors were found in :MQCustomerB "Gambler" [NPC_:3F004CAF]
      [00:00]Above errors were found in :GRUP Top "NPC_"
      [00:00] Above errors were found in :[3F] MoreQuestsMojave.esp
      [00:00] All Done!

      Hope you' ll know what to do with it 'cause I don' t :-D
    9. MaxyBoii
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      By what you have told me, that would definitely be a variable that I forgot to set (as you said it occurs when you walk into a certain area, or a "trigger", which causes the mod to run scripts. The variable essentially bypasses the scripts from running. I'll look into it now. As for the errors in the NVEdit, they are most likely related to names or factions in the geck.

      Okay I went into the geck, and as I assumed, the variables were all wrong. I have changed them and it should work fine (it did for me.)
    10. schaedelhoergler
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      Okay dude will dl, check and report back asap :-D
    11. MaxyBoii
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      Alright, sweet.
    12. schaedelhoergler
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      Spended just a litle time to test (conversation bug is fixed :-D) but no ghouls appeared.

      Is that
      a. 'cause you' ve coded it so or
      b. due to the fact that Jason has far to often approached me?

      If the later is true, do I have to reinstall this mod?

      Another strange thing. I' ve loaded another save and therefore had to fast travel back to somewhere near the camp site. Unfortunately neither Jason nor the ghouls were there but I think that' s because of the save or that damn fast travel mode :-(
    13. MaxyBoii
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      I really couldn't say, as the ghouls spawn for me. It is probably due to you having a previous version, and therefore it has loaded using the previous version's data. I'd say, use an older save (where you didn't have more quests installed), and fast travel to Primm using the pipboy, and see if the quest functions then. If not, I will have to edit it again. The ghouls spawn through a trigger, so either you're not walking in it (Which I doubt), there is a conflict or it's just not loading.
    14. schaedelhoergler
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      Okay, will re-install it.
    15. MaxyBoii
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      Alright.
    16. schaedelhoergler
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      Damn the ghouls still don' t show up. Do I' ve to wait a while or do they appear in some other place than the feral ones?
    17. MaxyBoii
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      This is really strange. I went back there on a new profile and the trigger didn't function. I will have one last look to see if I can get it working. Sorry about this, I'm still kind of new to scripting and generally come across lots of errors :/

      EDIT-
      Yeah, my mistake. There was a problem with some of the dialogue options (don't know if you tried them all), but only the successful speech challenge would trigger the Ghouls. Should work now.
    18. schaedelhoergler
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      Will try BUT danger is lurking in the woods ;-) for I' ve exactly tried the speech challenge successfully and the ghouls didn' t appear :'-(. So start to shiver ;-)

      BTW: Your file is an esp but is marked as esm, pls correct, tx

      Happy Christmas to you and all who read this :-D
    19. MaxyBoii
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      I've set it to an esm. That's not an error, that corrects the head/body colour mismatch.

      Let me know if it works, and if not, I can't figure it out. (make sure that you 100% completed the first wastelander quest, as it will not work without that finished.)
    20. schaedelhoergler
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      About the esp/esm: Okay I see.

      I' ve performed a clean instal, repeated Quest 1 completely, solved the speech challenge successfully again and now have 2 probs :-(
      a. If I return from a place further away, let' s say Primm the old prob with endless greeting appears again.
      b. Still no ghouls: I think with is caused by a.

      Sorry to cause such inconvenience
    21. MaxyBoii
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      It's not your fault, it's mine for being a lousy mod maker. There's only one more thing I can suggest, which is start a new profile, which probably isn't worth it :/
    22. schaedelhoergler
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      What do you mean by "new profile" start a new game? If so I think Jason must solve his ghoul prob himself ;-) Do the other quests start if I' ve not solved this one?
    23. MaxyBoii
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      All the quests start when you meet the person who gives them. You don't have to finish that one to get the Legion quest for example.
    24. schaedelhoergler
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      Great to know this. I' ve shot Jason but even this didn' t stop him from talking to me again and again :-O, :-D
    25. MaxyBoii
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      Strange. Thought I fixed that problem, but apparently not. Meh, just nuke him or something because I'm calling it quits for now with that quest
    26. schaedelhoergler
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      Quote:
      I'm calling it quits for now with that quest
      End Quote

      ... and so do I :-D

      But it' s always could fun to talk to you :-D
    27. MaxyBoii
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      Yeah man, I tried to get this mod working, but as with most updates, it just caused more problems. Oh well, hope you enjoyed the working part of the mod.
    28. schaedelhoergler
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      Ooof, that was a quick reply :-D Yes I still have fun with the working part :-D

      Nuke Jason ... nah, I better use Companion Sandbox mod to "take" all his belongings
  5. Paramar
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    Cool mod! I am far from finished with it, but it's great fun :-)
    1. MaxyBoii
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      Glad you like it mate.
  6. brawler111
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    Hey, it's a really great collection of quests you have made there. The only thing I miss is voice acting. For me it sort of takes away from the experience, when the person who's urgently requesting my help, just stands there, silent. Then again, maybe it's just me.

    PS. I'm sure, if you just said that you were in need for some voice actors for this mod, in this comment thread (or forums), people would most likely lend you a helping hand. Just saying.
    1. MaxyBoii
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      Yeah, I get quite a few people offering voice acting. The thing is, I'd rather leave it for this mod as it would be rather a lot of work for nothing. Maybe once this mod grows to a larger state, I might look into the whole voice acting scene.
  7. KyleDude101
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    Can someone please post a list of all the quest locations -_- I have to download each version to find them and the information are obscure at best.
    1. MaxyBoii
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      I can make a downloadable location lest text file if you want? If I was to update the quest guy in Goodsprings, I'd have to make another update again.
  8. MaxyBoii
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    Version 1.3 is out, adding 3 new quests and various bugfixes!
    1. archanixex
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      No, thank you
    2. archanixex
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      How does "my" quest work right now? Any details?
    3. MaxyBoii
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      It's basically a never ending quest. There's teeth on the bodies of Fiends (decided that would be a relevant choice) and it randomizes depending on the players level (the amount of teeth and such). You can return the teeth in a variety of ways, and are rewarded with certain amounts of items. I will most likely add the update as it stands as another main file, as I can see you are interested in this mod.
    4. archanixex
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      When you talk about it in that way. I don't like it :/. The whole idea was to get use of silent weapons or perks to murder people to get fame for Legion. In that way it is another hunting quest. You know "Find animal and shoot it". I tried to make some quests more complex, to make game much more interesting than traditional "Hero goes to town -> 'Save us hero' -> Hero shoots bandits -> Hero leaves with evening". Looking for NCR civilians in town full of guards is much more interesting and difficult. For those who don't want to kill civilians are still Heavy armed soldiers and graves with characters who don't need teeth anyway. And for those who are not murderers... You want to help faction who crucifies alive people!
    5. MaxyBoii
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      I don't know. I don't play as Legion ever. To be honest, I think those who do will like this quest. I don't make mods as much as I did anymore, but if I ever fully return to mod making, I will update this mod with some ideas of my own.

      Anyway, you seem fairly loyal to modding, or at least ideas, so I recommend making your own mod. If you could put it together, it may turn out good.
  9. cysatoshi
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    you and Saxxon91 should work together to create 1 big Quest Mod. maybe even work with Thaiauxn, someguy2000, and Quetzlsacatanango to make one of the Biggest Mod's ever to come out!
    1. archanixex
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      I think it is not gonna work.
  10. archanixex
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    I tried to do mod like that, but nothing gone right
    So this is my idea for Legion Quest.

    "Tooth Fairy"

    One of Legionist talk to us and ask about what NCR use after their teeth go... bad. They of course use gold so from that moment Courier can take teeth made of gold from dead bodies of NCR soldiers, citizens and graves.

    Sometimes Courier can find Wooden Teeth.

    - For Every gold tooth Courier gets one Legion Coin
    - For every 10 wooden teeth Courier can get one "healing powder"
    1. MaxyBoii
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      Sounds good, I just need to figure out how to make a repeatable quest. Any Ideas? If not, I'll look in the GECK and figure it out
    2. archanixex
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      You can just do quest without end or you should check "NCR radio". For me it can be like note (used very often in Fallout 3), player got information what can he/she do but without bigger consequenses.
    3. MaxyBoii
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      I see. I will look into that. My main concern is how to set variables. For example, if player is rewarded for collecting a certain amount, like 5 of something, but has more than that, I have to figure out how to set a script and dialogue for it. I.e, like in fallout 3 when you collect scrap for the bloke in Megaton, by saying "Just take all the scrap I have".
    4. archanixex
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      This is probably basic of coding. I didn't check if that works in Geck but without it scripts would be too complicated.

      while(player.getitemcount "itemID" > 0){
      player.removeitem "itemID" 1;
      player.giveitem "ditemID" 1;
      player.addxp 10;
      }

      I don't remember how all those functions were called but "while" would be most usefull in those type of scripts.
    5. MaxyBoii
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      I see, so "While" is the variable? I'll check on Bethsoft to see if that is correct. What I'm seeing from this code is that it checks if the player has an amount higher than 0 of a certain item, removes one of the Items, rewards the player with a chosen item and also rewards player with xp. I'm taking a guess that this can be applied to the dialogue options for different amounts. I.e player.removeitem "ID" 10 for 10, or "player.removeitem "ItemID" for all? As mentioned, I have familiarity with the geck, but not to an expert level.#

      Also, thanks for providing that line of code
    6. archanixex
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      As I looked in, it isn't .
    7. MaxyBoii
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      I looked into those quests from Fallout 3 (like collecting technology for the Outcasts), and from what I saw, the scripting for it was extremely complicated. I am going to need some help with certain scripts, or at least find a solid source of them.
    8. archanixex
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      So "save us hero" isn't complicated but "I wanna beer" is?
    9. MaxyBoii
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      You've lost me now?
    10. archanixex
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      Uhmmm... Still wanna some ideas for quests?
    11. MaxyBoii
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      Yeah, if you have ideas feel free to post them, as I'm keeping all the ideas on a text document, so that when I learn all of the scripting, I can easily find them
    12. archanixex
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      What about copy your own quest?

      Some wastelander ask for help because some ghouls came to his tent. (If player got previous quest he/she can say "Sounds familiar... Didn't I met you before?")

      But on place we find out that those ghouls are inteligent. So inteligent that thay are sciencists testing radiation thanks to their own ability. They of course don't wanna fight but owner doesn't want to listen because when he was young his brother was killed by ghouls.

      We can solve this problem on few ways.

      a) kill the ghouls
      b) kill the owner
      c) Thanks to "Speech" we can explain the guy that he's old enough to fight for himself (ghouls die anyway)
      d) With help of Ghouls and their equipment thanks to high "Inteligence" Player can do a record in pre-war style to lie that "Brother" never existed and that was his nightmare after listening to tape.
    13. MaxyBoii
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      I like that idea, and I reckon I could pull that off. What I'm gathering is that if Player has finished the first quest of killing the ghouls to get Jasons tent back, he will then (at a later date), run up to the player again. The player then says he's met him before, and they travel to the tent where now intelligent ghouls are. Maybe theses intelligent ghouls placed the ghouls killed earlier there for research? I'll most likely start work on this first as it seems rather easy to make. Thanks for the idea.
    14. archanixex
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      Your Mod, do what you want.
      You can say that Ferals were sended to shack on south but radiation killed the rest of their minds. Those two in tent just got lost.

      I never liked idea of Feral ghouls. If I were you I would made ghouls rasicts like in Necropolis.

      "The Great hunter"

      One of people in Thorn is very interested in new hunter who never fight on area or got big gun but she prooved that she's able to beat Lurks or Casadors very easly. First objective is finding out how is she so good. At the night we can find her talking to man in mask so we can't say who he is.

      Talking to Woman we can find out (Perception, Inteligence, Survival) the man is real hunter who killed all those creatures. She gives him clean water and food for help in fight.
      a) we can order her to pay us to be quiet.
      b) we can force her to tell people the true, but than the man can be never found.
      c) we can talk to man first and thanks to high inteligence/perception find out that he is from legion
      -c1) we can use our speech to say that woman is NCR agent than he's going to assasined her
      -c2) we can find him a new place to get supplies
      -c3) with high legion reputation we can kill him the name of Ceasar (legion famy)
    15. MaxyBoii
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      Again, another unique sounding idea
    16. archanixex
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      Unique? I don't think so. Most important is that quest must be working with world of game. For example I don't like quest mods where power armor is really easy to find (I saw at liest 5 like it).

      Well because my last two quests are kind of linear there should be at liest one light without much dialogues with exploring a bit.
      I'm going to tell you if I find any .

      *Next Day...

      Got one, got one...

      Lets say. Another Legion quest.
      "Seeing a threat in Brotherhood of Steel Vulpes Inculta made plan of using some pre-war building as traps.

      He order to use Pulse mines in some places."

      Than you decided for who is that quest. You can make both but it is gonna be much more difficult to make.

      Legion version:
      -Player find note in Fort about death one of scouts. Player should be able to find the building where suppose to be trap.
      - Inside We can find Legion Scout (Lets name him Blame)
      and Brotherhood knight(name: Creeper) in combat armor (thats why he survived the trap, by the way Brotherhood was using those in Fallout 1&2 [their own version but still])
      -Player helps scout to kill knight that after talk Blame says that he should check other places to get any information of Brotherhood bunker.
      -Player can visit all those places to find out that some Paladins died some survived.
      -Quest ends when player visit all those places. If he wants to kill Paladins thats his/her choice.

      Brotherhood version:
      -Inside the bunker we can find two sister worried about their brother who didn't return.
      -Player should check right place to find he was ambushed by Legion Scout (what a twist).
      -After killing a scout heavly wounded knight ask for help to find the rest people who didn't return.
      -Two of them are dead, one is waiting for help, one lost his mind and attack everybody without power armor. When he took off his helmet, there is no longer skin on his face. He stayed on place to get revenge for what Legion did to him. The last of them is female and she left her armor where the trap was, deserted and moved to north Vegas to live peacfully getting money thanks to
      strength implant and armwrestling.
      -To finish quest player should find all dogtags and if Creeper survived sisters are gonna repair players inventory for free (but only once a day and only energy weapons with armors able to buy in Brotherhood bunker).
    17. MaxyBoii
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      I'll have to add these ideas to the list, and soon I'll start work on them.
    18. archanixex
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      For now I send few videos you could watch.

      http://www.youtube.com/watch?v=VJJaGSV75y0
      http://www.youtube.com/watch?v=wvwlt4FqmS0

      I'm thinking about quest about Gun Runners testing their weapons but so long no details.

      edit:

      Do you think you'll be able to make miniquests like kill bandits from Skyrim?
    19. MaxyBoii
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      Whenever I fully return to modding, definitely.
    20. archanixex
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      I was thinking more about STYLE than scripts.

      For example many side quests in skyrim looks like this.
      -Player talk to Bartender about job.
      -Bartender gives "Wanted!" poster to player.
      -Player kills bandits and goes to generic guy with cash for player.

      So long this is type of quest I dont like.
      I prefer quests without "find and kill".
      I got many ideas for short quest without any plot.
      Few of them are:

      "Past Job"
      -Player in Fort Mormon can meet one of Followers of Apocalypse who can't find anybody to be local postman.
      -If player got "animal friend" perk he/she hasn't to be popular between Followers (High reputation) to get that job.
      -Player has to deliver letter to special post box in Freeside, North Vegas or Westside.
      -As reward Follower gives random item based on how high reputation is.
      (Can be done once per week)

      "Dinner Tonight"
      -Somewhere in the desert Courier meet Very hungry person. (It would be cool to see many different people in different places)
      a)Hungry Hungry Mutie - Very inteligent Supermutant who really loves to eat. He says it because of FEV transformation. He loves to eat Brahmins steak, bighorner steak, ant egg or Crispy squirrel bits. As reward for one of those Items Supermutant (lets call him Alfie ) gives Courier ammo he didn't use whe he was in Masters Army(5mm ammo or Flamer Fuel). Alfie lives in Jacobstown.
      b)Princess Eve- One daughter of rich man run from house to teach him a lesson how to treat a lady. She lives in Novac and her job is cleaning toilets in town (oh, irony). Because nobody teached her how to cook she ask player for help. She likes "Cram", Dandy Boy Apples, Desert Salad, junk food and nuka cola. As reward she gives player every time one random magazine and one random toy.
      c) The Third- Third is 8 year old girl who lives in Westside. Her parents were part of caniball tribe. She survived attack of NCR and she came to Vegas hidden in one of caravans. She loves to eat human meat but she is affraid that someone would kill her for that. She's also worried that if she can't get some human flesh she will hurt someone innocent. For human blood, strange and human meat she can give throwing knifes and spears.
    21. MaxyBoii
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      SO many ideas. I will have to return at some point and get working on them (If I do, and I make all the ideas into quests, this mod will be huge)
  11. MaxyBoii
    MaxyBoii
    • supporter
    • 16 kudos
    This mod is on hold until I can create some More Quests (pun lol)
    1. archanixex
      archanixex
      • member
      • 8 kudos
      Do you wanna stay with that style of light one shot missions or you are gonna do something new?
    2. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      It's going to be a mix and match really. I suppose it's all down to what the quest actually is. There will be some more in depth quests, along with some repeatables (if I figure out how), but this mod will still focus on filling in empty spots Like wastelanders giving extra quests and so forth.
    3. archanixex
      archanixex
      • member
      • 8 kudos
      Well, I'm making my own mod called "CnC"(choices and consequenses). It doesn't give any new quests but it improve the old one a bit. For example; after Sunny Smiles dies some geckos, and coyotes can appier in Goodspring. I'm want to say that I never finded empty spot in New Vegas (In Fallout 3 sure every location is kind of space with enemies). Do you think you are gonna make some faction effect quests?
    4. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      Your idea sounds good in my opinion, however I don't tend to change the vanilla game, as it can sometimes lead to problems. As far as faction quests go, yes I will be making some. I have done so already but with a different faction (being The Jackals and Viper Gunslinger Raider factions). As soon as I get my Mod thinking cap on, I will start to produce-hopefully- more fully functional quests.
    5. archanixex
      archanixex
      • member
      • 8 kudos
      I'm just saying what I'm doing. I don't wanna change endings of quests or alternative ways to finish them. But make world more effected by players actions.
    6. MaxyBoii
      MaxyBoii
      • supporter
      • 16 kudos
      Yeah, like I said that's a good idea, so proceed with it