Well, a few typo bugs have been fixed in the meanwhile but I'm not sure if I applied them. If you notice any, deffinitely post or pm.
You can find everything I did easily. If you can raise a 1000 gold and a bit of speech and buy Vic from Metzger, just ask him how he was captured, save game and go to the Slaver Camp and tell Metzger sent you. Then keep going along towards VC and once you're there talk to the Bartender at "the Tap" in VC about booze, and talk to the information center guy. The talk to Stark, do Gecko scouting, and return. Then pick up the BH scouting, save game and start the Vault Village quest. BH scouting is just that, a scouting like Gecko and NCR, you can see if it's working after you do VV, and you can try out different stuff with VV, there's a million ways to solve it with varying degrees of closure (I made it so you can deliver the guns and still do the diplomatic part). Since I left the original speech check with McClure if you get there with 80% speech it's probably going to be really really easy to solve, but I tuned up other variations.
Not sure if I adjusted the XP low enough, though. Anyway, play around with the various scenarios, you'll be pointed to various players, I mainly rewrote Connar in the Village and tweaked Seargeant Stark and McClure a bit.
And that's all pretty much.
The Vic dialogue worked just fine, no issues and I didn't notice any typos or glaring grammatical errors. The Stark quest worked quite well and gave me a reason to go to Broken Hills - other than getting a Super Mutant with a minigun as a companion. I ran through the VV quest as I always have, though I couldn't just go straight to The Brain, I had to talk to Mcclure first (which makes sense - good call on that change!). I also talked to the Vault City Librarian to find the Abbey, instead of having to stumble upon it or Father Tully.
I don't think an 80% is too low of a requirement. If you were to alter anything, I would keep it under 100.
All of this to say - excellent changes! I found the overall flow to be very intuitive, and I think it works well within the purity of Killap's RP.
I'm glad I got to see this plan pan out, lujo. I've been on board since day one!
Ty, so relieved someone tested and liked it ^^
I tried to go along with the core "Vic is a useless mechanic" running gag that pays off when he turns into an incredible shot later on, and I wanted it to come off as a moment of utter panic on part of the CO, like "life flashing before my eyes" desparation bluff (at the slavers). Glad you liked it.
Also, I shook that VV quest up quite a bit, made stark less of a moustache twirling villan (whoever wrote that thing originally had a problem w tact/tone), made it completable in many ways (you can even straight give up, it's, like, a dialogue option!). Not entirely proud on all my dialogue, a few places could use a bit of work (and shotening, I always scold people in-game textwalls, but I'm a bit guilty here and there). I didn't actually touch the brain much, if he's messy he's messy because he's originally like that. I did add a way to find EPA buried in his dialogue, but it's a bit obscure
As for the BH - well, it's more than that, since you'd get the NCR scouting in it's place you'd visit BH anway, this way you do, can take the mine parts into new reno hook, give tully his wine, find the map, take out raiders on the way back and not really be too tempted or feel too obliged to crack NCR (and possibly loot up Vault 15 and 13 while you're there) before you're get a chance to play out the midgame a bit.
Glad you found it unobtrusive, it's the one thing I'm most interested in getting into the RP.
And phobos made a tweak to the raiders map in E&R (probably under gameflofixes section) which I've tested 2 times so far, and is kinda working well - we put the trap corridor at the other entrance. Flavor reason is that if the raiders have a well guarded and wholly unguarded entrance, and if I had a mine filled scorpion pit corridor I'd be guarding the other way. Anyone coming through the mines would be herd a mile off. Metagame reason is - the fight is incredibly easy if you come through the gas station entrance, and the corridor is more of a non-combat challenge, so if you arrange it like we did you have an easy to find entreance which leads to a tough cobat challenge, and a hard to find entrance which leads to an easy fight but you have to navigate the mines and the pits to get there. It's not in the package I sent Killap, but maybe it could be, who knows, there's pro's and cons to it.
Anywho - very glad you liked the fixes, and I'm glad they got made. Hope more people try and confirm them.
I'm thinking that maybe Khol could reward you symbolicaly for bringing him the totaly out of place and unused random books lying around the abbey (there's 2 or 3). Just a 100 XP or something, doesn't have to even be marked in the pipboy or anything, but a tangible and rewarding little hook.
EDIT: Also, woudn't have ever done it without phobos!
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