Ideas for Fallout 2 modding

What I'd like to see as a 'mod' for fallout would be adding a little more depth to the game, rather than adding loads of new stuff.

1) Finish adding all those missing places from the FO bible. I know this is sort of in progress, so lets hope it gets completed.

2) Art upgrade. Well I'd really like to see a 'static head' added for every person the player can talk to in the game. A Static head is a talking head that doesnt move, because it's only a single frame only one render is required per npc. Also I dont think you will need any LIP files because there would be no syncronising nessacary. So the only thing required is a face per character and small ammount of scripting. Of course I'm not a scripter, so if you can find someone willing to script this I could find a face to use for a test run.
 
adding faces to the dialoges is a neat idea, but isn't it hard to find propriet pictures ? I really like the idea though.

offtopic : Wild qwerty do you still own the stuff thats done on the toxic mod ? I sended you a pm about it, but it seems you don't read them. Chris doing a mighty fine job so he might be able to finnish it ?
 
@ Oracle,

I managed to speak with jargo about that. He said he would be completing the mod as soon as he's got some time.
 
A thieves guild would be nice, I missed that in F2. The one in FO was great. If I were a thieves guild in FO2, I would probably be in modoc. Its quite far from trouble but close enough to vault city for "excursions" Quests involving humiliating Lynette and planting laughing gas on Salvatore would be cool (as a test of skill)

Also, I put a few small ideas to MIB: Scalping mutants for money or maybe even honour points with the racists in Broken Hills. But I think selling them to the BOS makes more sense.

Laser surgery to remove the Slaver mark: this way you can have your pie and eat it i.e. be a slaver then come back later and kill them for the anti-slavers. This is even more evil :twisted: -1 to Charisma from scar, with the option for having the scar removed for 5k +1 Ch.

Konig15 said:
6. Save Private Dobbs. I'd rather have a 21st century soldier as an NPC than the robot anyday. His floating diolouge would be priceless..

I like the idea of saving this guy as well.

Edit

Wild_qwertys idea for BOS bunkers: http://www.nma-fallout.com/forum/viewtopic.php?t=13618
 
I think this is mentioned before, but the idea of "complete slaver training" was very interesting from the the very beginning of playing and exploring fallout's world.
what i mean is that the player after being a slaver could have that "special" training for enslaving people and sell them to the various ingame slaver-buyers rather than sell his
mates(cassidy,vic,etc.) which I don't think anyone does so makes this feature(slaver-buiseness)rather unusable.

Technically after hitting someone unconscious (where you can loot him) and by having a rope at your inventory you could implement a skill om him , or the rope itself or otherwise.
This would force him into a temporary "ally" or something, to just follow you (as the slavers parties encounters appear).
For being kind of scripting-friendly this technique would be achievable only to out of town "simple" encounters like farmers and whatever other kind you like.

But again one should modify many things(buyer's scripts,the slaves,the rope 8) ) so I don't know if this could be.
Anyway, just an idea, I'm not really that bad!! :twisted: :D

Cheers

(ps:nice thread)
 
Lyer said:
I think this is mentioned before, but the idea of "complete slaver training" was very interesting from the the very beginning of playing and exploring fallout's world.
what i mean is that the player after being a slaver could have that "special" training for enslaving people and sell them to the various ingame slaver-buyers rather than sell his
mates(cassidy,vic,etc.) which I don't think anyone does so makes this feature(slaver-buiseness)rather unusable.

Technically after hitting someone unconscious (where you can loot him) and by having a rope at your inventory you could implement a skill om him , or the rope itself or otherwise.
This would force him into a temporary "ally" or something, to just follow you (as the slavers parties encounters appear).
For being kind of scripting-friendly this technique would be achievable only to out of town "simple" encounters like farmers and whatever other kind you like.

But again one should modify many things(buyer's scripts,the slaves,the rope 8) ) so I don't know if this could be.
Anyway, just an idea, I'm not really that bad!! :twisted: :D

Cheers

(ps:nice thread)

This was something I was trying to implement. And it wouldn't be that hard. This is why I asked a couple of times for a picture of a guy like the one for Tandi that goes into the inventory slot. One for male slaves...one for female slaves. My idea was to be able to take slaves just as you say: use the rope on them (on an unconscious body for sure, or a conscious body against certain checks). He or she would then just go into an inventory slot. While in your inventory, the player would get certain perks: I was thinking strongback - something to allow you to carry more gear. Then, when you came across certain people who trafficked in slaves, they would offer to buy them from you. Sadly, I still don't have the picture for a male slave...

Edit: Chris Parks sent me a head that I can use for the male slave. Looks like I now have a reason to do some scripting for this idea...
 
I think something needs to be done in the later towns on the map.

Most of the mods avaiable mod areas like klamath, den, arroyo and add new areas close to the starting area. I think more needs to be done in areas such as NCR, mutants and San fran, which was very bland.

One option for NCR would be to expand on the NCR rangers with some more quests and so on.

I don't know what could be done with San fran, but aside from the shops and the Dragon in the entrance, the town is next to useless.
 
Chris Parks said:
I think something needs to be done in the later towns on the map.

Most of the mods avaiable mod areas like klamath, den, arroyo and add new areas close to the starting area. I think more needs to be done in areas such as NCR, mutants and San fran, which was very bland.

One option for NCR would be to expand on the NCR rangers with some more quests and so on.
It's very good idea :D
 
Has anyone ever thought of having to rebuild a car, instead of just getting the one that Smitty guards? I've thought about it, and all you would need are the items from certain scavenge-able wrecks around New California. Of course, you would need a place to do it, like T-Ray's Garage, and a certain amount of Intelligence and Repair skill to do it. It would make having high Intelligence a good thing for once, as during the playthroughs I've had, I haven't ever needed it (even though I always have it, just in case...).

Another one would just be some simple special encounters, like maybe encountering the caravans without actually signing on to them, and possibly being able to trade with them; finding some ghost towns that could actually have stuff like Nuka Cola and food, to make it look like it was lived in and died recently; and perhaps an observer post from when nukes were being tested in Nevada (so, you would find them anywhere north of New Reno. Personally, I would have no idea how to actually make these, but they are just some small ideas that popped into my head. Hope they inspire. ^_^
 
Nology5890 said:
Has anyone ever thought of having to rebuild a car, instead of just getting the one that Smitty guards? I've thought about it, and all you would need are the items from certain scavenge-able wrecks around New California. Of course, you would need a place to do it, like T-Ray's Garage, and a certain amount of Intelligence and Repair skill to do it.

Actually something that is on my list, in the long term. Not the car, but another vehicle I recently got from this site: the buggy. I figure it could go where the Highwayman couldn't. So, once the buggy was fully operational, then it would open up other areas.
 
MIB88 said:
Nology5890 said:
Has anyone ever thought of having to rebuild a car, instead of just getting the one that Smitty guards? I've thought about it, and all you would need are the items from certain scavenge-able wrecks around New California. Of course, you would need a place to do it, like T-Ray's Garage, and a certain amount of Intelligence and Repair skill to do it.

Actually something that is on my list, in the long term. Not the car, but another vehicle I recently got from this site: the buggy. I figure it could go where the Highwayman couldn't. So, once the buggy was fully operational, then it would open up other areas.

Is it possible to add other vehicle(s) ? :|

Take some ideas from here please.

A garage we could use to build cars and might sell (or not) would be the best, really. We would have "plenty" of different junk around the wastes we could collect to build different cars, rare junk to make more "secret" and/or economic cars. We would have to drive a truck to collect the junt of course, and have a garage to deploy it. Maybe space to build 3 cars at a time..

(Well this is really what would be my job if i survived a post nuclear war, i love junkyards with "dead" cars :wink: )

Well but i guess you aren't able to do this, are you MIB88?
 
Demonslayer said:
MIB88 said:
Nology5890 said:
Has anyone ever thought of having to rebuild a car, instead of just getting the one that Smitty guards? I've thought about it, and all you would need are the items from certain scavenge-able wrecks around New California. Of course, you would need a place to do it, like T-Ray's Garage, and a certain amount of Intelligence and Repair skill to do it.

Actually something that is on my list, in the long term. Not the car, but another vehicle I recently got from this site: the buggy. I figure it could go where the Highwayman couldn't. So, once the buggy was fully operational, then it would open up other areas.

Is it possible to add other vehicle(s) ? :|

Take some ideas from here please.

It's easy to add stuff to the game. I can add all sorts of stuff to my work. But, um, who's gonna create the scenery?! Not my thing. I added in the buggy to be used later. Lich added in the APC from Tactics in his mod, so I can use that. I supposed I could go through Tactics and get some vehicles. However, I don't recall any of them having that Mad Max vibe. Feel free to create something, and I'd consider adding it. But, here is the real thing: while I can add all sorts of stuff to the game, what would be the point? What is the point of adding in 10 different vehicles. You saw my idea above how the buggy might give you access to areas inaccessible by Highwayman. But what are all these other vehicles really going to add to the game?
 
Thanks for the fast reply, i said the use on the edit :|

But you're kinda right, there's not really a use for it beside a side game after you completed the game, i guess (could be done before the end of the game also but would be a main thing to do after finishing the game as there isn't much to do after it).
 
Oh, MIB88, I wasn't restricting the idea to just cars. I mean, if there's a vehicle which you have the schematics for, and you have the right parts and high enough Intelligence and Repair, you can make it, possibly with a modifier that runs off your Repair, so that the higher your Repair is, the more efficient that vehicle could be. As I said, I don't have experience with the code you're using, as I've just started trying to mod this, but it may be cool if it was possible.
 
Nology5890 said:
Oh, MIB88, I wasn't restricting the idea to just cars. I mean, if there's a vehicle which you have the schematics for, and you have the right parts and high enough Intelligence and Repair, you can make it, possibly with a modifier that runs off your Repair, so that the higher your Repair is, the more efficient that vehicle could be. As I said, I don't have experience with the code you're using, as I've just started trying to mod this, but it may be cool if it was possible.

I wasn't referring to just cars either. That's why I mentioned Tactics. I'm just saying that is the only other vehicle I have included into the game so far. I don't think differing efficiencies of the vehicles is something that can be changed too much. You have the car efficiency as the base efficiency. Then global variables signal to the game engine if this is to be different, as is the case if you have the fuel regulator (upgrade 1) installed or the upgrade from Ratch (upgrade 2) outside the NCR. Essentially, this means that only 4 speeds (or efficiencies) are possible: base, base + 1, base + 2, and base + 1 + 2. That's it.

As a side quest, adding in more vehicles might work. Alright, Demonslayer, time to prove your mettle. PM me with some quests and other ideas that would be related to more vehicles. Nothing insane or too fancy. For now, just give me a simple list.
 
MIB88 wrote:
But what are all these other vehicles really going to add to the game?

They could have some use, surely. Maybe you could sell them at the chop shop the same way you can sell NPC's as slaves? Or trade them in for a lower price on a new vehicle? Or perhaps pulling in to certain towns in a certain vehicle would give you a better inital standing with the town?

Just a few thoughts...
 
@ MIB88:
Sorry. I should have clarified something that I said, but I got rushed off the computer. What I meant was that when you would build vehicles in this hypothetical mod situation, if you had a certain Repair level while building it, you could then increase the efficiency of the vehicle in question. This would only be a one-time boost, possibly temporary, if that would be possible. This would provide an actual use to tagging or significantly raising Repair.
Or, there could maybe be some added 'vehicle no longer operable' situations other than running out of gas. Perhaps flat tires, damaged axle, something wrong with the ignition, stuff like that. Then, you could repair those with only a sufficient Repair skill. I mean no disrespect if I anger you in any way with this, MIB.
 
Nology5890 said:
@ MIB88:
Sorry. I should have clarified something that I said, but I got rushed off the computer. What I meant was that when you would build vehicles in this hypothetical mod situation, if you had a certain Repair level while building it, you could then increase the efficiency of the vehicle in question. This would only be a one-time boost, possibly temporary, if that would be possible. This would provide an actual use to tagging or significantly raising Repair.
Or, there could maybe be some added 'vehicle no longer operable' situations other than running out of gas. Perhaps flat tires, damaged axle, something wrong with the ignition, stuff like that. Then, you could repair those with only a sufficient Repair skill. I mean no disrespect if I anger you in any way with this, MIB.

You aren't angering me in any way! I swear. This is good, bouncing ideas back and forth. The only way people get on my nerves is when they ask things over and over about the Megamod that has already been answered. ;) And the above is a cool idea. I don't know how to work in damage to the car, though. Critters have a 'heartbeat', so to speak. Time passes for them on a map. I don't know if a 'heartbeat' can be given to the car script. Maybe I could do it using a new global variable. I could always script it to break down in a particular town or towns. But, I think it would be better if it was random and occurred even on the worldmap. I will have to look into this.
 
Well, it's pretty cool that I'm able to contribute ideas, since I have very little to no skill in actually contributing assets. I'll post more stuff if I come up with anything.

Edit: I had to change the engrish, you know? :p
 
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