to have the help of neil in black mountain i need to cure the nightkin schizophrenia, but to make keene calm down, i need to deal with tabitha...odd thing but ok, cool mod
"unfriendly persuasions," the quest needed for the check with neil, doesn't involve keene's questline -- it just requires you to have gone to jacobstown a second time. wiki link here
I think the way described it is actually cooler. It forces the player to make choice with dramatic consequences either way between two quests that I think should be linked in an interesting way. Neil telling the player there's no where for the mutants to go because because Jacobstown doesn't actually have a cure and the Nightkin there are already extremely on edge. Now I wish that's the way it had worked in Vanilla.
This always one of the biggest problems of new vegas, speech basically makes you skip parts of the game or just makes them easier, without any sort of interactivity. Games like The Witcher 3 did it a lot better, wasn't perfect, but "speech" in witcher 3 had much more interactivity. By interactivity i mean the player needs to be involved more in the game, making decisions outside of the dialogue box which can heavily influence dialogue and adds more paths to take. I'd also love to see *some* speech checks completely removed and replaced with you needing to do something, instead of just leveling up speech. Thank you so much for soing this, and i really hope you make more speech checks better.
sounds like good ideas, id love for you to tackle the speech checks for Lanius, like having killed certain high ranking Legionaries or stats other than Speech or Barter is required for him to take you seriously.
So happy this is back up! If you don't mind me asking, what was your rationale for some of the changes you removed, like requiring good legion rep to convince Lanius, completing My Kind of Town to convince Nash, or requiring Mr. House to be dead to convince the Omertas to turn on each other? Edit: Also, I think the conditions for the failure dialogue need to be fixed. It should have an OR between the conditions, so that the failure dialogue still shows if the PC only meets one of the conditions required to pass. Otherwise it won't even be possible to fail in that situation.
I assume this is an alternate account you're writing from? Lol, anyways, I'm pretty sure checking the global "VStoryEventMrHouseNeutralized" allows you to determine if Mr. House has been eliminated. Anything above 0 means Mr. House is a goner. But I agree that the Omertas wouldn't really need that kind of convincing, and it contradicts the established dialogue anyway. Racket is partially an attempt to depose Mr. House, and Cachino even brings up helping Mr. House as a reason for why you'd want to stop the bosses' plans.
For the Lanius change, I think I will make it a separate mod, since I want this mod to be as compatible as possible and I know there are other mods which edit the final conversation. Plus, the endgame conversation trees are very complicated and hard to playtest.
Most of the ones I removed were too minor to actually make much of a difference. The Nash one specifically I felt could be annoying because of how it railroads the player even if you already helped out Primm in other ways. I would like to change it to something related to Primm reputation, but that does not actually exist.
The Omertas change was one of my favorites, but it was a little bit convoluted with how it fit into the lore, as the Omertas were already distrustful of each other anyway. Still, I would like to re-add it at some point, but the biggest obstacle (as far as I know) is the lack of a single variable which checks if Mr. House is dead.
Thank you for the ongoing support through all this time! I plan on leaving the mod up this time.
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the quest with keene is instead "guess who i saw today," and the two aren't linked. wiki link for that quest here
Edit: Also, I think the conditions for the failure dialogue need to be fixed. It should have an OR between the conditions, so that the failure dialogue still shows if the PC only meets one of the conditions required to pass. Otherwise it won't even be possible to fail in that situation.
Most of the ones I removed were too minor to actually make much of a difference. The Nash one specifically I felt could be annoying because of how it railroads the player even if you already helped out Primm in other ways. I would like to change it to something related to Primm reputation, but that does not actually exist.
The Omertas change was one of my favorites, but it was a little bit convoluted with how it fit into the lore, as the Omertas were already distrustful of each other anyway. Still, I would like to re-add it at some point, but the biggest obstacle (as far as I know) is the lack of a single variable which checks if Mr. House is dead.
Thank you for the ongoing support through all this time! I plan on leaving the mod up this time.