Evil mod for Fallout 2

oxidize

It Wandered In From the Wastes
Just an idea. I think that Fallout 2, while having very open world compared to other games is still made mainly for good characters. The only really evil stuff you can do in game is becoming a slaver. I would like to see a mod in which you could do much more evil things and where you could maybe join the Enclave and do some dirty jobs for them or something like that. Great idea for a mod. More evil quests. I think that the whole main quest in the original is made for good characters.
 
i like it too, altho personally i dont care much about joining the enclave (altho it wouldnt be a too-ludicrous prospect, they need recruits too)
but the only time i did join with the slavers, i was very dissapointed at how finite it was - you join, and thats it.
i really wanted more out of it, like the possibility to actually enslave people (and not with some stupid "mesmetron" either, but with brute force and sheer persecution!)
 
Where is the design document? I want super awesome stuff as well, but if you want anyone to seriously consider making it then give us a serious design document.

Remember the super awesome idea for an expanded raiders mod? well me and CP were going to make it, but the dude who suggested it never came through with any solid ideas, other than "make some cool stuff". We had other projects to work on so we dropped it.
 
Then those people interested in this mod should give ideas in orde to create it. During the next days/weeks i'll post my ideas in order to discuss what could and couldn't be done.
 
Ok, i'll start to give a few ideas so that we could discuss about the chance to create this mod.
First of all, many quests don't have the chance to be completed in a evil way. That means that we should start to propose alternative solutions about solving quests.
If i forgot some quests tell me, of course you should propose something too :).

1)Arroyo [Temple of trials]

-Defeat the tribal in order to get the V13 suit:
We can complete it (1)defeating the tribal in unarmed combat (2)If you have a good Speech skill you can convince to avoid this fight.
Now an alternative with an evil character maybe (1) If you decide to fight him, as soon as you defeat him (he always runs away when you defeat him) a dialog starts so that you can decide to kill him or leaving him in peace (2) With a high value in Speech you can try to threaten him/his family so that you don't have to fight

2)Arroyo [Village]

-Akunin has troubles with plants:
You kill plants in Akunin's garden and you get karma for this.
An evil solution maybe that you find several seeds in the area around Arroyo and you show them to Akunin. He declares that those seeds would add new evil plants in his garden. SO if you decide to use them in the ground, new evil plants would grow and Akunin would get angry with you.

-Get the dog back for your cousin:
Instead of taking back the dog to your cousin, you could (if you have a high speech skill) attract him toward the geckos so that they eat him. Then you get his collar, take it back to your cousin and tell him that you couldn't save him.

-Get flint in order to improve you spear:
(1)With a high speech skill we could threaten the tribal guarding the bridge to give us the spear he's holding/We could ask him to follow us in the forest and then kill him in order to get the spear.
(2)The same thing for our aunt Morlis: Threathen her for flint/Killing her for Flint (of course they would both need good speech value...what's the point of killing both of them in front of the village and turning into a criminal?).

3)Klamath [technically we could introduce a couple of new evil quests for Klamath]

-I wouldn't bother with the quest concerning Brahmins, we already have the evil option here (if i remember correctly).

-We could threathen the whore inside the bathouse (Jenny) in order to tell us where Vic is located (we should be able to beat her too!).

-Instead of killing the god rat in the undrground, we could set explosive so that rats find an easy way to the surface and invade the town.

-Instead of repairing the stew for Whisky Bob, we could destroy it and totally ruining him.

-After saving Smiley from the Toxic Caves, before the entrance of the cave if we have a good Speech skill/high combat skill, we could persuade him to teach us the Skinning perk and then killing him. Then we take something from his body and take it back to the widow in Klamath. With a high Speech skill we can convince her that we couldn't save him, but we did all what we could and we get a reward for this.

Ok,now about The Den...this is gonna be interesting :D

[CONTINUE]
 
Yes, that sounds really good. Too bad there probably won't be anyone willing to actually spend a lot of time to make this happen. But although an evil character is possible in all Fallout games, it is always really less rewarding than playing on the good side, xp-wise.
 
Can't stay and type much, but evil options should be mostly smart evil, not retarded insane evil. I would say we should usually have thuggish evil, cunning evil and anti-villainic. Douchebaggery can stay, too.
 
Slaughter Manslaught said:
Can't stay and type much, but evil options should be mostly smart evil, not retarded insane evil. I would say we should usually have thuggish evil, cunning evil and anti-villainic. Douchebaggery can stay, too.

I second that.

Ddrenai said:
1)Arroyo [Temple of trials]
[...]
Now an alternative with an evil character maybe (1) If you decide to fight him, as soon as you defeat him (he always runs away when you defeat him) a dialog starts so that you can decide to kill him or leaving him in peace

I'd rather leave the interface on, so you can just press the attack button and finish the job yourself. You get combat XP and bad karma as an added bonus.

(2) With a high value in Speech you can try to threaten him/his family so that you don't have to fight

This sounds more like a Charisma check, but that's only a technical remark. However, threatening doesn't sound like a good idea - he's there just to fight you, so I imagine any threats would only piss him off or prompt him to laugh at you, or something like that. A more plausible option (IMHO) would be to try to scare him with the wrath of ancestor spirits or some such crap ("Let's not fight. If you kill me by accident, the spirit of the Vault Dweller will torment you forever"). With enough Speech/Charisma you could convince him to let you pass, just like you do with reasoning, only this would be an "evil" role-playing option.

2)Arroyo [Village]

-Akunin has troubles with plants:
You kill plants in Akunin's garden and you get karma for this.
An evil solution maybe that you find several seeds in the area around Arroyo and you show them to Akunin. He declares that those seeds would add new evil plants in his garden. SO if you decide to use them in the ground, new evil plants would grow and Akunin would get angry with you.

Sorry for being blunt, but that sounds kinda stupid. I mean, it's a retarded/insane-evil solution which makes little sense, as Slaughter Manslaught pointed out. The evil-making should be done via role-playing - you can do the quest for Hakunin, but talk to him like a real jackass (and get some evil karma). As for the seeds, maybe you can sell them to some other tribal, telling him the Shaman said they would bear plentiful fruit in his garden. Thus, not only do you scam the tribal for some extra cash, but also bring misery upon him a few months later, and you could even kill the newly grown spore plants and trick him into rewarding you again.

-Get the dog back for your cousin:
Instead of taking back the dog to your cousin, you could (if you have a high speech skill) attract him toward the geckos so that they eat him. Then you get his collar, take it back to your cousin and tell him that you couldn't save him.

You can do just that without any modifications.

-Get flint in order to improve you spear:
(1)With a high speech skill we could threaten the tribal guarding the bridge to give us the spear he's holding/We could ask him to follow us in the forest and then kill him in order to get the spear.

Threatening would never work with a person like Mynoc - he's way too proud to be scared and actually - NOT being scared is like the best what he can do. The other idea, with him following you into the forest is much better, but it would still require him to desert his oh-so-important bridge guard duty, so you'd need heroic Charisma to convince him (or heroic sex appeal if you're playing a girl, possibly).

(2)The same thing for our aunt Morlis: Threathen her for flint/Killing her for Flint (of course they would both need good speech value...what's the point of killing both of them in front of the village and turning into a criminal?).

You can just steal the flint. Isn't that evil enough? Threatening could be a good option here too. But killing her is insane - you should face the consequences if you do that (i.e. being branded as a traitor and murderer).

3)Klamath [technically we could introduce a couple of new evil quests for Klamath]

-We could threathen the whore inside the bathouse (Jenny) in order to tell us where Vic is located (we should be able to beat her too!).

Quite a lot of threatening in your proposal - but beating up could be the way to go, provided you had to face some goons or some other confrontation. You could of course talk/fight your way out of the situation if you were a real badass.

-Instead of killing the god rat in the undrground, we could set explosive so that rats find an easy way to the surface and invade the town.

Or just leave the passage door open, contradicting Slim's request to close the door behind you. This is a good idea, although I don't see any benefit for the player in here, so it needs some work.

-Instead of repairing the stew for Whisky Bob, we could destroy it and totally ruining him.

There's already an evil outcome - the one in which you tell Sajag where the still is located. This is more plausible, because your evil Dude gets something in return. Destroying the still for the sake of destroying it is again insane/retarded evil.

-After saving Smiley from the Toxic Caves, before the entrance of the cave if we have a good Speech skill/high combat skill, we could persuade him to teach us the Skinning perk and then killing him. Then we take something from his body and take it back to the widow in Klamath. With a high Speech skill we can convince her that we couldn't save him, but we did all what we could and we get a reward for this.

Sorry, but this is pretty lame - you have no reason to kill Smiley except for the sake of killing him, so it's not good quest design. I could see it more that perhaps you can mooch some stuff off the old widow Buckner telling her that you're on the lookout for Smiley and that you just need "a little extra to keep you going". Finally, you become such a nuisance that Ardin tells you to fuck off. Thus, you get some free stuff and you put Ardin Buckner in misery == evil.

Ok,now about The Den...this is gonna be interesting

Den is already very evil-oriented, so I wouldn't touch it in order to avoid overkill.
 
I happen to have some ideas for evil quests, mostly Reno and Den related things, but there are some for almost every location. Also some involving Killap's Restoration Project locations (and possibly even some yet-to-be-created ones).
There is a littlebit of everything in it, slaving, spying, stealing, ambushing, slaughtering 'weaklings', blackmailing, conspiracy, drug business and other maffia related activities, assassinations, regular- and bio-terrorism and all that fun stuff.
I also have some ideas for a new ending for Arroyo, tweaks of existing quests, karmic titles and some misc stuff. I may even think of new ones, as I still find new things in FO2 occasionally.
It's a quite long list for a forum post so if you, the competent modders are interested, write me a pm with your e-mail adress and I'll send the document right over.
 
It's not THAT evil compared to the original solution, but maybe you could trick a mutant to test the mutagenic serum instead of just injecting it by your own means. That way, you could avoid any bad consequences if you're charismatic enough.
Some dumb mutant might believe it's vitamins or something.
 
Oppen said:
It's not THAT evil compared to the original solution, but maybe you could trick a mutant to test the mutagenic serum instead of just injecting it by your own means. That way, you could avoid any bad consequences if you're charismatic enough.
Some dumb mutant might believe it's vitamins or something.

It wouldn't be any more evil than the normal, I think. But it would be a good option-walk up to some really. Stupid. Mutant. and trick him into thinking it's some kind of medicine.
 
What about capturing say 50 females slaves and then use them to start a new brothel outskirts of vault city or in redding.

You take staating capital to rent the empty hotel in redding.. oncedyou locked up over 50 female slaves in the rooms there, you get huge amount of money when it starts opeartions and your partner, Metzger, buys you out.
 
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