Hi! I'm not really sure how to start the coop quest. I bought the supplies from Blake and finished the Union Office and Shelter, but I still cant do anything with the cafe's front door.
Nice little mod for a good karma independent play through. Some of the things on the various shopping lists were confusing though. I was not clear on where to get lumber, wiring, or spare parts, since there are no such items in the game, so I went and got scrap metal and scrap electronics, and that seemed to work. Otherwise, I would recommend this mod to anyone who wants to do more for Freeside.
Thanks so much! I like to play as a good person and be able to materially help people approach an anarchist (in the political and not Hollywood sense) society, and this is perfect for that, It should work fine with the mods I'm using and if not I'll use my limited GECK knowledge for door patches.
I've discovered a point in the quest I need to make clearer. You'll find clues at the King's; but you can't just read the note, you'll need to activate it. Click E on the note, and see what happens.
This seems like an interesting quest, I do feel like there is a lack of content in the spirit of supporting an independent Vegas (that isn't just propping up the Courier to become a dictator). Nice job with it!
I do have some questions, though. The most important one is that I'm worried whether this is compatible with Simple Open Freeside or not, though the fact that it's listed as incompatible with the original Freeside Open doesn't give me high hopes... Besides that, are the NPCs here voiced, or do some of them lack voice lines? Is the quest automatically started when you enter Freeside, or does it start through a different method? And you mentioned something about only being able to get NCR reputation up to Accepted, why is that? Does the quest prevent you from progressing if your NCR reputation is too high?
If so, I think it'd be a better idea to gate it behind the player having progressed too far into the NCR quest, as just because one has high rep with the NCR doesn't necessarily mean they're siding with them - for example, I always tend to get Idolized with them even in Independent runs, as one could say I'm incentivizing them to lower their guard around me and not expect me to usurp the Mojave from them :p
Useful questions -- some of which I can even answer! I'm still collecting information on compatibility. That's proving to be a much bigger problem than I expected when I built this mod (also true of my True Detective and Guys and Dolls mods.) If I were doing it over again, I might put the revisions in the more distant areas of Freeside; but then, those are mostly free from conflicts because that's an unattractive place to put stuff. In this mod, I've tried to avoid any need to add voicing. I did some work on voicing in Guys and Dolls, and without access to good voice actors it's really hard. I can cut-and-paste existing voice using the Audacity program, but that limits me to phrases which already exist in the game. The reputation issue is a tricky one. I worked with the assumption that a character built with this mod and working toward an Independent Vegas ending would wind up at odds with all the factions in the game except the Followers. In addition, this mod assumes that the character will be working closely with people the other factions ignore, and would be easy for faction leaders to write off as insignificant; so my working assumption was that any reputation gain would be transient and quickly forgotten. However, reaching an acceptable ending does require an "Accepted" reputation with the NCR (the least appalling of the major factions), so I made that possible. In the end, though, this mod moves toward an Independent Vegas ending, which the NCR is not going to be happy with. If the current leaders of the NCR were more concerned with people and less with their own power, I might have made different choices. But "war never changes," and the Fallout series certainly doesn't assume that it will lead to unambiguous results. As you note, turning the player character into one more dictator seemed to me an unnecessarily bad result; and if this mod plausibly allows avoiding that, I'm reasonably satisfied.
Very fun albeit short mod, I really liked the whole building Freeside from the ground up approach you took (even if some folks cant understand/appreciate the union stuff). I would love to see more from this mod even if its just more quests or maybe a union worker follower who comments on Freeside, I feel like the union from the mod could use a bit more presence in the streets of Freeside so maybe an npc that gives out flyers like the Mick and Ralph kid could be a fun idea.
Thank you for your note! There are a number of things I'd *like* to do with the mod, but my modding skills aren't advanced enough. NPCs in particular are a bottleneck for me; the ones I've made so far are rather static, and if they do move their movements turn out not to be what I expected. I am also limited on conversations. I can edit sound files, but I need to be able to find something in the game's existing files that's close enough to what I want that I can modify it. Which usually means I need to work with rather generic NPCs. As opposed to, for example, someone like the King. It would be a stronger mod if I could lead up to an actual alliance between the Kings and the Union; but I don't see the pieces I'd need to build a new conversation. Well, for that matter, the few times I've tried to edit conversations with major NPCs, the changes didn't work in-game. No idea why. So at this point I'm running into the limits of my ability.
Leftists? Its been a few decades since the self-designated left was proworker anything. Every policy they advocate is for lower wages and fewer rights.
I don't have a report on Freeside Open yet. Have you found the other buildings in the mod? The building which can be converted into a CoOp is just across the street from the Old Mormon Fort.
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I do have some questions, though. The most important one is that I'm worried whether this is compatible with Simple Open Freeside or not, though the fact that it's listed as incompatible with the original Freeside Open doesn't give me high hopes... Besides that, are the NPCs here voiced, or do some of them lack voice lines? Is the quest automatically started when you enter Freeside, or does it start through a different method? And you mentioned something about only being able to get NCR reputation up to Accepted, why is that? Does the quest prevent you from progressing if your NCR reputation is too high?
If so, I think it'd be a better idea to gate it behind the player having progressed too far into the NCR quest, as just because one has high rep with the NCR doesn't necessarily mean they're siding with them - for example, I always tend to get Idolized with them even in Independent runs, as one could say I'm incentivizing them to lower their guard around me and not expect me to usurp the Mojave from them :p
I'm still collecting information on compatibility. That's proving to be a much bigger problem than I expected when I built this mod (also true of my True Detective and Guys and Dolls mods.) If I were doing it over again, I might put the revisions in the more distant areas of Freeside; but then, those are mostly free from conflicts because that's an unattractive place to put stuff.
In this mod, I've tried to avoid any need to add voicing. I did some work on voicing in Guys and Dolls, and without access to good voice actors it's really hard. I can cut-and-paste existing voice using the Audacity program, but that limits me to phrases which already exist in the game.
The reputation issue is a tricky one. I worked with the assumption that a character built with this mod and working toward an Independent Vegas ending would wind up at odds with all the factions in the game except the Followers. In addition, this mod assumes that the character will be working closely with people the other factions ignore, and would be easy for faction leaders to write off as insignificant; so my working assumption was that any reputation gain would be transient and quickly forgotten. However, reaching an acceptable ending does require an "Accepted" reputation with the NCR (the least appalling of the major factions), so I made that possible.
In the end, though, this mod moves toward an Independent Vegas ending, which the NCR is not going to be happy with. If the current leaders of the NCR were more concerned with people and less with their own power, I might have made different choices. But "war never changes," and the Fallout series certainly doesn't assume that it will lead to unambiguous results. As you note, turning the player character into one more dictator seemed to me an unnecessarily bad result; and if this mod plausibly allows avoiding that, I'm reasonably satisfied.
Well, for that matter, the few times I've tried to edit conversations with major NPCs, the changes didn't work in-game. No idea why.
So at this point I'm running into the limits of my ability.
blueboar
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