Share your head-cannons for Fallout

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I've been coming up with different Fallout games for a while, although it's hard for me to stick to one game because I have a lot of ideas and many locations could work. Although most of my ideas are pretty bad, I still like some of it.

I've made at least 3 different types of humanoid mutants so far, only drew 2 of them though:

Apex humans, which are basically gorillas and super mutants combined now that I think about it but that wasn't my original intention. Their origins are of FEV, I know that's been overused but I was still a Beth fanboy when I came up with it. They were supposed to be better versions of super mutants created by a Unity remnant. I could drop a bad drawing I made if anyone wants.

These weird gooey things, these were recent and I haven't put that much thought into them, they like to wear armor that covers every inch of their body so they look normal. Their supposed to be apart of a eusocial hivemind. Created by this giant blob that moves around everywhere and consumes everything, the more it eats the bigger it gets. When it's big enough it will split in half and one piece turns into people or animals or something. It's kinda weird and I don't know how I came up with it.

And the newest, still only a day or two old in my imagination, rat/bat hybrids that are as big and as smart as people. I'm still drawing these, but I think they're pretty cool. They'd originate from a cave system in Idaho. The radiation has caused bats and rats to be able to interbreed and that's what happened. I still haven't given a reason for sentience, though I could just say evolution did it to them.

I came up with the last one because I was thinking about different playable races that would be interesting, although even deathclaws and robodogs aren't as interesting as they used to be, so of course the next step is bat rat person. If anyone would be interested I could drop a list of all playable races I'd like to see.
I’d be interested! I’d also like to see some of those drawings. And the idea of radiation allowing rats and bats to breed reminds me of my headcanon for how pig rats came to be.

Ever seen that show Primal on adult swim? There’s some humanoid bat type creatures in one episode.
 
Yeah, but there are no new human mutants to make. They'd just be an alteration of ghouls or Super mutants. The creative well is all dried up.
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None of those are as classic as ghouls and SM. There mainstays of Fallout

I don't think they are bad additions but I think they are very "local" if that makes sense. Types of mutant you only find in one or a couple of locations.

I still fear Bethesda will want to make Psykers common so that they have psionic users in Fallout, a post-apocalypse version of magic users.

Again I still would like to have added something like the Mole Men (perhaps looking a bit like the Fallout 76 mutant but not in personality/intelligence), humans who went hiding in old mines and as a result turned into albinos with excellent night vision and other senses (echo location?) that give them an edge in moving in the darkness but to whom direct exposure to sunlight is painful and health diminishing as well as almost having a phobia for being out in the open.
They are treated as boogeymen by regular humans who have seen them, monsters that slaughter cattle and kidnap children when they are quite peaceful and prefer to be left alone.
But perhaps a little too much like the tunnelers.

As for Ghouls, for some time now I have been walking around with the idea for "Cyber Ghouls"; Ghouls who use robotic/cybernetic parts to patch up their body to compensate for their weaknesses and keep it together.
Ghouls that through implants could actually be as strong as a Super Mutant.

Other humanoid mutants. Well something like the Fluke Man from the X Files?
Not all humanoid mutants necessarily have to be related to humans, what if FEV introduced human DNA into some other creature?
 
None of those are as classic as ghouls and SM. There mainstays of Fallout

The only reason they're iconic and the Vegas-specific mutants aren't is because of exposure/repetition. If Ghouls had truly only been from Necropolis and as such Fallout 3, 4 and New Vegas didn't have them they'd be the exact same type of location-specific weirdo mutant that people would go "Hey, remember these?".
 
I don't think they are bad additions but I think they are very "local" if that makes sense. Types of mutant you only find in one or a couple of locations.

I still fear Bethesda will want to make Psykers common so that they have psionic users in Fallout, a post-apocalypse version of magic users.

Again I still would like to have added something like the Mole Men (perhaps looking a bit like the Fallout 76 mutant but not in personality/intelligence), humans who went hiding in old mines and as a result turned into albinos with excellent night vision and other senses (echo location?) that give them an edge in moving in the darkness but to whom direct exposure to sunlight is painful and health diminishing as well as almost having a phobia for being out in the open.
They are treated as boogeymen by regular humans who have seen them, monsters that slaughter cattle and kidnap children when they are quite peaceful and prefer to be left alone.
But perhaps a little too much like the tunnelers.

As for Ghouls, for some time now I have been walking around with the idea for "Cyber Ghouls"; Ghouls who use robotic/cybernetic parts to patch up their body to compensate for their weaknesses and keep it together.
Ghouls that through implants could actually be as strong as a Super Mutant.

Other humanoid mutants. Well something like the Fluke Man from the X Files?
Not all humanoid mutants necessarily have to be related to humans, what if FEV introduced human DNA into some other creature?
I had an idea for cyber ghouls too! Aesthetically they would be pretty cool, imagine like zombie robocop. My own cyber ghoul faction was a BOS type organization of that believed in ghoul supremacy, did you ever flesh out a cyber ghoul faction or is it just a nascent idea you had?
 
I had an idea for cyber ghouls too! Aesthetically they would be pretty cool, imagine like zombie robocop. My own cyber ghoul faction was a BOS type organization of that believed in ghoul supremacy, did you ever flesh out a cyber ghoul faction or is it just a nascent idea you had?

More of a nascent idea but they were not going to be Ghoul supremacists (that would have been Black Isle's Children of the Wasteland) but they would also be a bit BOS like, being interested in and dealing in technology and scientific knowledge. An alternative tech faction so that the BOS don't have to be brought back the whole time.

Edit: perhaps some sort of Ghoul "protectors" of a Ghoul community.

It does get a little too close to another idea I had for a faction of para military transhumanist traders that are made up of cybernetically enhanced humans that are led by an artificial intelligence that wants to start a new age of science and technology.

But I want to move away from the BOS as I feel that they have been played out. Basically they are just the source of power armor and better weapons in Fallout now.

In my Fallout Texas idea the player would instead be able to get such equipment through the (new) Texas Rangers, their off-shoot the Black Hats, the mentioned traders; the Followers of the ATLANTIS, or recover Advanced Power Armor and weapons from a flooded Enclave base located near Houston. No need for the BOS to return.
 
went hiding in old mines and as a result turned into albinos with excellent night vision and other senses (echo location?) that give them an edge in moving in the darkness but to whom direct exposure to sunlight is painful and health diminishing as well as almost having a phobia for being out in the open.
Be careful giving bethesda ideas like this or we'll see the Falmer from Skyrim direct ported into Fallout 5.
 
More of a nascent idea but they were not going to be Ghoul supremacists (that would have been Black Isle's Children of the Wasteland) but they would also be a bit BOS like, being interested in and dealing in technology and scientific knowledge. An alternative tech faction so that the BOS don't have to be brought back the whole time.

Edit: perhaps some sort of Ghoul "protectors" of a Ghoul community.

It does get a little too close to another idea I had for a faction of para military transhumanist traders that are made up of cybernetically enhanced humans that are led by an artificial intelligence that wants to start a new age of science and technology.

But I want to move away from the BOS as I feel that they have been played out. Basically they are just the source of power armor and better weapons in Fallout now.

In my Fallout Texas idea the player would instead be able to get such equipment through the (new) Texas Rangers, their off-shoot the Black Hats, the mentioned traders; the Followers of the ATLANTIS, or recover Advanced Power Armor and weapons from a flooded Enclave base located near Houston. No need for the BOS to return.
Yeah, I pretty much agree with the idea of retiring the BOS. It would make sense that many tech-cults would form in the aftermath of the war (Union of Atomic Workers is mentioned in fallout 1) and there are plenty of different twists you can throw on their beliefs, like for example our cybernetic ghoul ideas.

And yes, my ghoul faction was effectively Children of the Wasteland crossed with Brotherhood of Steel. The only somewhat original idea I had for them was that they divided themselves into a caste system based on their cybernetic enhancements. There’d be Soldiers (effectively walking tanks), Scouts (those who focus on cybernetics that make them faster or improve their senses), and then there’d be the Brain caste, which are the leaders and have modified themselves to be essentially a brain in a jar inside a ZAX supercomputer.
 
re: unique mutants...

Dead-Heads

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Dead-Heads are the "signature mutants" of the Colorado Wasteland: compare the Tunnelers of the Divide, the Ghost People of the Sierra Madre, or the Lobotomites of Big MT. Like the Lobotomites of Big MT, however, it is perhaps not entirely correct to call the Dead-Heads 'mutants': rather, they are the victims of pre-War Super Science, whose detrimental effects continue to be repeated to this day.

Origins

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Most Dead-Heads come from Siena Supermax. The first of these were literally so - as a means of control over their slave-prisoners, the guards of Siena Supermax would use the brain-draining capabilities of the Zenith supercomputer that controlled the facility. Indeed, Siena Supermax had been constructed by Acme and the Government (with only limited knowledge for the ever squeamish Greenway) with four experimental purposes in mind beyond its public claims of being the prison of the future: one, to use death row inmates and the Zenith Supercomputer. Two, to give Acme and the government an attempt to advance the field of computer science - rather than ripping out the brains of dogs and humans and using them as central processors, they wanted to build off of some of the innovative discoveries by RobCo and Poseidon and discover how the human mind itself worked. Third, (and closely linked to the second), as a semi-phrenelogical endeavor to understand the mind of the criminal, the psychopath, and the communist.

Fourthly (and EXTREMELY closely linked to the third), as a part of the US government's ongoing research into brainwashing, its brain-draining would use some of the CODE research being developed in the Boulder Dome. After having their mind pumped and their brain permanently scarred from the large needle shoved through their temple, the inmates subjected to brain-drain were left dazed, but largely pleasant and compliant. Pre-War, this made them the perfect inmates to be subjected to the Blue Flu. Post-War, it made them the perfect servants for the ruling guards.

This is not to say that the brain-drain was a full proof lobotomy: in addition to the obvious effects (loss of self and loss of memories), inmates would suffer from some stranger effects. Seizures, accompanied by the babbling of inhuman sounds and alphanumeric sequences, would occur from time to time. Inmates seemed to possess knowledge (especially about computers) that they should have no way of knowing. And at least on one occasion, one brain-drained inmate ran amok, killing all in his path with the single minded purpose of gaining access to Zenith before being shot dead.

When the socialists took control of Siena Supermax, they found the brain-drain to be quite delightful. Like the guillotine of the French revolutionaries, the leaders of Siena hailed the brain-drain as a humane form of execution - those that did wrong by the body politic could have their asocial tendencies wiped out, and have their bodies repurposed to serve the people and act as the model of the New Sienan Man. It also helped that the intellectuals and thugs that made up Siena's ruling cabal had no idea how to keep Zenith running without supplying it with constant brain-drains.

However, as Zenith's performance began to break down, so too did the well being of those whose brains it drained. What had once been rare occurrences became the norm: victims lost nearly all grasp on the human language, instead descending into a bizarre mixture of ticks, clicks, and RobCo termlink that was decipherable only to those who had been brain-drained. Further, they became even more single mindedly obsessed with computers, becoming almost totally incapable of functioning in the real world. Worst of all, the number of violent incidents by them increased.

Unable to stop conducting brain-drains lest the prison's automated systems begin to collapse, the Sienans devised a simple solution: simply dump the victims outside of the walls of the prison once they were done pumping them, leting them fend for themselves. The Sienans figured that they would starve to death in a matter of weeks, unable to fend for themselves in the harsh wasteland. How far they were from the truth.

Behavior & Characteristics

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Dead-Heads spend most of their time below ground in their cyber-hives. Generally, they can only stand to be above ground during the night on account of their extremely pale skin and sensitive eyes. Most of this time is spent scavenging any technology they can get their hands on, in addition to Mentats. Occasionally, they will kidnap humans (often but not always children) to be converted into new Dead-Heads.

One of the most prominent features of Dead-Heads are their goggles. The RobCo Virtuoso was their attempt to beat Virtual Strategic Solutions to the civilian virtual reality market. Connected to wiring by a wrist-mounted PIP-Boy, the device boasted realistic wire-frame graphics, full sound integration, and even intra-cranial magnetics to stimulate the brain and make the user feel as if they really are in delightful worlds of fancy. The product was slated for a limited release in Colorado where it was manufactured before nation wide release.

Unfortunately, the Virtuoso was a massive failure. Users reported nausea, blurred vision, memory loss, and hallucinations both during and after their use of the Virtuoso. Even those that didn't have such poor side effects complained about the limited games and capabilities of the Virtuoso. After a particularly unfortunate incident where a young boy walked straight off a cliff while using his Virtuoso. The product was scrapped, only a few remaining in circulation while the rest sat unused in warehouses. Meanwhile, VSS released the Hypno-Rama virtual reality cabinet in the Colorado market, to greater (albeit still limited) success. The "VR Wars" would be nullified, as so many things were, by the Great War.

One of the first things the Dead-Heads did when they were released from Siena, without hesitation, was beeline for the nearest Virtuoso warehouse they could find and, alongside their PIP-Boys, put them on. Afterwards, they dispersed across the Rocky Mountain Wasteland and set about the work of digging their hives and scavenging every scrap of technology they could get their hands on. It seems that the Dead-Heads require the mediation of the Virtuoso in order to handle and be competent in the real world. Whatever they're looking at is incomprehensible to the normal viewer, however, a mess of green and red vectors accompanied by occasional white flashes that leave the user dazed.

The only clothing that the Dead-Heads wear are circuit boards, circuit boards and scattered consumer electronics. All of this is hooked up to their PIP-Boy and their Virtuoso, and aids not only in enhancing their virtual reality but running constant inscrutable calculations. The layers of circuit boards and seemingly random household electronics and appliances act as a makeshift armor.

In addition to the loose electronics, Dead-Heads will often make use of body augmentation. The most common of these is a set of retractable rabbit ears, drilled directly into the skull, likely for communicating with each other and whatever alien intelligence(s) govern them. They will also often wire their computers directly into their central nervous systems, both to heighten their perception and reaction times in addition to hooking their brain directly up to whatever strange calculations are being made.

The eyes of the Dead-Head are beady. The skin is pallid, nearly transluscent. The genitalia have atrophied to almost nothing, making conventional reproduction impossible. Physically they tend to be quite weak, many using makeshift or scavenged power-armor parts to augment their limb strength.

The Dead-Heads seem to communicate with themselves in a strange computer language that Boulderite scientists have dubbed "Tic Xenotation." Consisting of ticks and clicks that bear a strong resemblance to the non-ordinal non-cardinal numeracies that dominate their computers, along with a smattering of RobCo termlink. The language is completely and totally untranslateable, it would take a purpose built Super-Computer to decode it. Even if you did, it's not clear how much good you'd get out of it - through their rabbit ears, they seem to be capable of communing with one another silently.

Beyond their hives, Dead-Heads can be found almost only in the wee hours of the night scavenging technology and kidnapping children, occasionally squatting in sufficiently dark ruined buildings if their ranging takes them too far from a hive. There are two main variants one is likely to encounter in the wild: Slave Minds and Master Minds. Slave Minds are the more feeble, usually poorly equipped with power tools (especially nail guns), power fists, and occasionally arc welders. They have few if any augments. Master Minds are the real threat - a thick layer of technology, heavily augmented, and often equipped with ad-hoc power armor. In terms of weaponry, they will use the arc welders, thermic lances, and modified energy weapons. However, all of the Slave Minds are linked directly to their respective Master Mind (assuming one is present), operating as external memory drives and processors in addition to human (?) shields. As you kill the Slave Minds the Master Mind is softened up, but still poses a formidable threat.

Dead-Heads possess a super human (?) acument for electronics, being able to hack or reprogram equipment without a thought. For devices with voice recognition software - especially consumer grade robots - Dead-Heads are capable of reprogramming them simply by speaking in tic xenotation, making robots a common sight among Dead-Head scavenging parties - and a dicey prospect for would-be Wasteand adventurers to take along with them. Also extremely coon are Cyber-Dogs, captured and reprogrammed from the Denver ruins.

Cyber-Hives

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Dead-Heads spend most of their time inside of their Cyber Hives. Cyber hives are usually found in caves, in basements, or in radio stations or make-shift bunkers dug below radio towers. From the ground, one of the key signs of a Dead-Head is wires leading into the ground, strange towers made up of scavenged electronics, and inscrutable signs carved into the earth.

The interior of cyber hives are encrusted with machinery wherever it can be fit, and often stretch much deeper into the earth then previously thought. Aside from the flashing lights of the electronics, the caverns are totally dark. Even when a cyber hive is cleared out, it is impossible to determine what these computers are doing - they seem to be operating on an entirely unknown language, that itself is based on a largely inscrutable numeric system. Even when scraps of decipherable RobCo term-link can be found amid the chaos, their translations come out as nonsensical, if vaguely forboding.

The Dead-Heads spend most of their time within the hive plugged into computers - specifically, they like to utilize cobbled together VSS Hypno-Rama pods. What they do when in these pods remains a mystery: according to brain scans conducted by the Boulderites on captured Dead-Heads, they appear to be totally brain-dead while hooked up to their pods, hence the name. We can only assume that they are wandering through cyber space in a strange state that can only be allowed by undeath.

When not plugged into their pods, Dead-Heads conduct perfunctory repairs and reprogramming of the vast arrays that make up their hives. Each hive has a dedicated space for food processing. The diet of the Dead-Head is rather unappetizing to noral humans, consisting of Salient Green (how they worked out Big MT's secret recipe remains unknown), Bio-Med gel (invented in Boulder and plentiful in the Rocky Mountain Wasteland), and a whole heck of a lot of crushed up mentats. If a human can get past the taste (imagine the smell!), it is a perfectly nutritious food source and is in fact quite beneficial for the mind - though prolonged use can lead to exhibiting certain symptoms not dissimilar from the Dead-Heads. Nevertheless, despite its poor protein content (accounting for their weak physique), it seems to contribute to the extremely long lifespan enjoyed by Dead-Heads.

All hives also have a set up to create new dead heads, consisting of a needle, make-shifting brain scanner and magnetics, all hooked up to the vast computing power of the Hive and, presumably, the Dead-Head hive mind writ large.

At the center of Dead-Head hives are the so called Mother Minds. Fed on a modified form of the normal Dead-Head sustenance, and augmented to a godly amount, one could scarcely imagine they're human when looking upon them, all metal and flashing screens and tubes of biogel. They seem to act as the mother board and governing intelligence behind each individual hive. They also possess a wicked electrical discharge, making them a real challenge for anyone trying to take out a hive with minimal casualties.

Dead-Head Technicals

When the Boulderites emerged, they found the Dead-Heads to be a fascinating nuisance. They were a constant hazard to Boulderite tech scavenging efforts, and on several occasions have assaulted or attempted to hack the Boulder Dome itself.

Often coming into conflict with them, it was inevitable that a few would be taken back alive. Realizing their dangerous capacity, the Boulderites made sure to keep them totally isolated from any machine that could possible operate the Boulder Dome. After years of study, the Boulderites discovered that while tic xenotation was indecipherable, both it and the white flashes bore some of the tell tale signs of the CODE brainwashing technique developed in the Boulder Dome pre-War.

After a lot of trial and error, the Boulderites found a way to successfully re-program the Dead-Heads. About half the time, it results in the violent death of the Dead-Head due to brain hemorraging. However, when it does work, the results are fantastic - tic xenotation is wiped from their mind, and they speak a patois consisting of RobCo termlink and English. Generally, they closely resemble the earliest iterations of the Dead-Heads, being only too happy to help their masters.

Still possessing their superhuman technical skill, "Deprogrammed" Dead-Heads became essential as tecnicals. Though they could not explain how they did it, they were able to repair or alter just about any technical system. Reasoning that they were not human, the Boulderites were willing to sell or lease the less talented of the Dead-Head technicals - for the right price.

Adventure Hooks
-The Grateful Dead-Head: At some point, the player is presented with the opportunity to either buy, steal, or free a Dead-Head technical. An immensely useful companion that unlocks a lot of main story plot points and gives access to otherwise unaccessible computer interactions, this Dead-Head's quest consists of figuring out who he originally was. The ultimate reward (in addition to lots of fascinating information) is access to the only useable suit of Dead-Head power armor in the game, the rest being tied to tic xenotation and thus unuseable by a normal human.
-Radio Free Wasteland: Dead-Heads occupy many of the Rocky Mountain Wasteland's radio towers. Clear them out to help different factions, or to gain access to new radio stations. Alternatively, you could listen to the Dead-Head radio station - an original, eerie synthwave soundtrack, permeated by a robotic voice saying cryptic things as well as hidden messages.
-Dead-Head Gruel: If you can figure out how to make this stuff, you could become the smartest guy in the Wasteland, and a long-lived one at that - just don't be surprised when it makes you socially retarded.
-Siena Origins: Why did the Sienan Deadheads change? Only the records of Zenith holds the answer.
-Slave Race: Caesar's Legion wants to udnerstand the principle behind the Dead-Heads, as they could make the perfect slaves if you could just get them more interested in carrying heavy packs and less interested in high level neural networking.
-Mistaken Identity: That PIP-Boy on your wrist is going to make an awful lot of Wastelanders mighty uncomftorable around you, but will also open up new opportunities. And say, didn't that white flash at the beginning of the game look a bit like CODE?
-Pest Control: Dead-Heads are a perpetual nuisance, and settlers pay those who wipe out their hives handsomely. But keep in mind that though Dead-Heads are almost universally hostile, you do possess a faction reputation with them that may come in handy down the line.
-Deprogramming: Can Dead-Heads be saved in a more humane way?
-Robot City: Dead-Heads are integral to the main plot, linked deeply to whatever Robot City is planning.
 
re: unique mutants...

Dead-Heads

Vertual-reality.png


Dead-Heads are the "signature mutants" of the Colorado Wasteland: compare the Tunnelers of the Divide, the Ghost People of the Sierra Madre, or the Lobotomites of Big MT. Like the Lobotomites of Big MT, however, it is perhaps not entirely correct to call the Dead-Heads 'mutants': rather, they are the victims of pre-War Super Science, whose detrimental effects continue to be repeated to this day.

Origins

30720d3c4794210eb4c7a95ecb57a070.jpg


Most Dead-Heads come from Siena Supermax. The first of these were literally so - as a means of control over their slave-prisoners, the guards of Siena Supermax would use the brain-draining capabilities of the Zenith supercomputer that controlled the facility. Indeed, Siena Supermax had been constructed by Acme and the Government (with only limited knowledge for the ever squeamish Greenway) with four experimental purposes in mind beyond its public claims of being the prison of the future: one, to use death row inmates and the Zenith Supercomputer. Two, to give Acme and the government an attempt to advance the field of computer science - rather than ripping out the brains of dogs and humans and using them as central processors, they wanted to build off of some of the innovative discoveries by RobCo and Poseidon and discover how the human mind itself worked. Third, (and closely linked to the second), as a semi-phrenelogical endeavor to understand the mind of the criminal, the psychopath, and the communist.

Fourthly (and EXTREMELY closely linked to the third), as a part of the US government's ongoing research into brainwashing, its brain-draining would use some of the CODE research being developed in the Boulder Dome. After having their mind pumped and their brain permanently scarred from the large needle shoved through their temple, the inmates subjected to brain-drain were left dazed, but largely pleasant and compliant. Pre-War, this made them the perfect inmates to be subjected to the Blue Flu. Post-War, it made them the perfect servants for the ruling guards.

This is not to say that the brain-drain was a full proof lobotomy: in addition to the obvious effects (loss of self and loss of memories), inmates would suffer from some stranger effects. Seizures, accompanied by the babbling of inhuman sounds and alphanumeric sequences, would occur from time to time. Inmates seemed to possess knowledge (especially about computers) that they should have no way of knowing. And at least on one occasion, one brain-drained inmate ran amok, killing all in his path with the single minded purpose of gaining access to Zenith before being shot dead.

When the socialists took control of Siena Supermax, they found the brain-drain to be quite delightful. Like the guillotine of the French revolutionaries, the leaders of Siena hailed the brain-drain as a humane form of execution - those that did wrong by the body politic could have their asocial tendencies wiped out, and have their bodies repurposed to serve the people and act as the model of the New Sienan Man. It also helped that the intellectuals and thugs that made up Siena's ruling cabal had no idea how to keep Zenith running without supplying it with constant brain-drains.

However, as Zenith's performance began to break down, so too did the well being of those whose brains it drained. What had once been rare occurrences became the norm: victims lost nearly all grasp on the human language, instead descending into a bizarre mixture of ticks, clicks, and RobCo termlink that was decipherable only to those who had been brain-drained. Further, they became even more single mindedly obsessed with computers, becoming almost totally incapable of functioning in the real world. Worst of all, the number of violent incidents by them increased.

Unable to stop conducting brain-drains lest the prison's automated systems begin to collapse, the Sienans devised a simple solution: simply dump the victims outside of the walls of the prison once they were done pumping them, leting them fend for themselves. The Sienans figured that they would starve to death in a matter of weeks, unable to fend for themselves in the harsh wasteland. How far they were from the truth.

Behavior & Characteristics

a849db61df42b3c111d3fd773522c0e6.jpg


Dead-Heads spend most of their time below ground in their cyber-hives. Generally, they can only stand to be above ground during the night on account of their extremely pale skin and sensitive eyes. Most of this time is spent scavenging any technology they can get their hands on, in addition to Mentats. Occasionally, they will kidnap humans (often but not always children) to be converted into new Dead-Heads.

One of the most prominent features of Dead-Heads are their goggles. The RobCo Virtuoso was their attempt to beat Virtual Strategic Solutions to the civilian virtual reality market. Connected to wiring by a wrist-mounted PIP-Boy, the device boasted realistic wire-frame graphics, full sound integration, and even intra-cranial magnetics to stimulate the brain and make the user feel as if they really are in delightful worlds of fancy. The product was slated for a limited release in Colorado where it was manufactured before nation wide release.

Unfortunately, the Virtuoso was a massive failure. Users reported nausea, blurred vision, memory loss, and hallucinations both during and after their use of the Virtuoso. Even those that didn't have such poor side effects complained about the limited games and capabilities of the Virtuoso. After a particularly unfortunate incident where a young boy walked straight off a cliff while using his Virtuoso. The product was scrapped, only a few remaining in circulation while the rest sat unused in warehouses. Meanwhile, VSS released the Hypno-Rama virtual reality cabinet in the Colorado market, to greater (albeit still limited) success. The "VR Wars" would be nullified, as so many things were, by the Great War.

One of the first things the Dead-Heads did when they were released from Siena, without hesitation, was beeline for the nearest Virtuoso warehouse they could find and, alongside their PIP-Boys, put them on. Afterwards, they dispersed across the Rocky Mountain Wasteland and set about the work of digging their hives and scavenging every scrap of technology they could get their hands on. It seems that the Dead-Heads require the mediation of the Virtuoso in order to handle and be competent in the real world. Whatever they're looking at is incomprehensible to the normal viewer, however, a mess of green and red vectors accompanied by occasional white flashes that leave the user dazed.

The only clothing that the Dead-Heads wear are circuit boards, circuit boards and scattered consumer electronics. All of this is hooked up to their PIP-Boy and their Virtuoso, and aids not only in enhancing their virtual reality but running constant inscrutable calculations. The layers of circuit boards and seemingly random household electronics and appliances act as a makeshift armor.

In addition to the loose electronics, Dead-Heads will often make use of body augmentation. The most common of these is a set of retractable rabbit ears, drilled directly into the skull, likely for communicating with each other and whatever alien intelligence(s) govern them. They will also often wire their computers directly into their central nervous systems, both to heighten their perception and reaction times in addition to hooking their brain directly up to whatever strange calculations are being made.

The eyes of the Dead-Head are beady. The skin is pallid, nearly transluscent. The genitalia have atrophied to almost nothing, making conventional reproduction impossible. Physically they tend to be quite weak, many using makeshift or scavenged power-armor parts to augment their limb strength.

The Dead-Heads seem to communicate with themselves in a strange computer language that Boulderite scientists have dubbed "Tic Xenotation." Consisting of ticks and clicks that bear a strong resemblance to the non-ordinal non-cardinal numeracies that dominate their computers, along with a smattering of RobCo termlink. The language is completely and totally untranslateable, it would take a purpose built Super-Computer to decode it. Even if you did, it's not clear how much good you'd get out of it - through their rabbit ears, they seem to be capable of communing with one another silently.

Beyond their hives, Dead-Heads can be found almost only in the wee hours of the night scavenging technology and kidnapping children, occasionally squatting in sufficiently dark ruined buildings if their ranging takes them too far from a hive. There are two main variants one is likely to encounter in the wild: Slave Minds and Master Minds. Slave Minds are the more feeble, usually poorly equipped with power tools (especially nail guns), power fists, and occasionally arc welders. They have few if any augments. Master Minds are the real threat - a thick layer of technology, heavily augmented, and often equipped with ad-hoc power armor. In terms of weaponry, they will use the arc welders, thermic lances, and modified energy weapons. However, all of the Slave Minds are linked directly to their respective Master Mind (assuming one is present), operating as external memory drives and processors in addition to human (?) shields. As you kill the Slave Minds the Master Mind is softened up, but still poses a formidable threat.

Dead-Heads possess a super human (?) acument for electronics, being able to hack or reprogram equipment without a thought. For devices with voice recognition software - especially consumer grade robots - Dead-Heads are capable of reprogramming them simply by speaking in tic xenotation, making robots a common sight among Dead-Head scavenging parties - and a dicey prospect for would-be Wasteand adventurers to take along with them. Also extremely coon are Cyber-Dogs, captured and reprogrammed from the Denver ruins.

Cyber-Hives

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Dead-Heads spend most of their time inside of their Cyber Hives. Cyber hives are usually found in caves, in basements, or in radio stations or make-shift bunkers dug below radio towers. From the ground, one of the key signs of a Dead-Head is wires leading into the ground, strange towers made up of scavenged electronics, and inscrutable signs carved into the earth.

The interior of cyber hives are encrusted with machinery wherever it can be fit, and often stretch much deeper into the earth then previously thought. Aside from the flashing lights of the electronics, the caverns are totally dark. Even when a cyber hive is cleared out, it is impossible to determine what these computers are doing - they seem to be operating on an entirely unknown language, that itself is based on a largely inscrutable numeric system. Even when scraps of decipherable RobCo term-link can be found amid the chaos, their translations come out as nonsensical, if vaguely forboding.

The Dead-Heads spend most of their time within the hive plugged into computers - specifically, they like to utilize cobbled together VSS Hypno-Rama pods. What they do when in these pods remains a mystery: according to brain scans conducted by the Boulderites on captured Dead-Heads, they appear to be totally brain-dead while hooked up to their pods, hence the name. We can only assume that they are wandering through cyber space in a strange state that can only be allowed by undeath.

When not plugged into their pods, Dead-Heads conduct perfunctory repairs and reprogramming of the vast arrays that make up their hives. Each hive has a dedicated space for food processing. The diet of the Dead-Head is rather unappetizing to noral humans, consisting of Salient Green (how they worked out Big MT's secret recipe remains unknown), Bio-Med gel (invented in Boulder and plentiful in the Rocky Mountain Wasteland), and a whole heck of a lot of crushed up mentats. If a human can get past the taste (imagine the smell!), it is a perfectly nutritious food source and is in fact quite beneficial for the mind - though prolonged use can lead to exhibiting certain symptoms not dissimilar from the Dead-Heads. Nevertheless, despite its poor protein content (accounting for their weak physique), it seems to contribute to the extremely long lifespan enjoyed by Dead-Heads.

All hives also have a set up to create new dead heads, consisting of a needle, make-shifting brain scanner and magnetics, all hooked up to the vast computing power of the Hive and, presumably, the Dead-Head hive mind writ large.

At the center of Dead-Head hives are the so called Mother Minds. Fed on a modified form of the normal Dead-Head sustenance, and augmented to a godly amount, one could scarcely imagine they're human when looking upon them, all metal and flashing screens and tubes of biogel. They seem to act as the mother board and governing intelligence behind each individual hive. They also possess a wicked electrical discharge, making them a real challenge for anyone trying to take out a hive with minimal casualties.

Dead-Head Technicals

When the Boulderites emerged, they found the Dead-Heads to be a fascinating nuisance. They were a constant hazard to Boulderite tech scavenging efforts, and on several occasions have assaulted or attempted to hack the Boulder Dome itself.

Often coming into conflict with them, it was inevitable that a few would be taken back alive. Realizing their dangerous capacity, the Boulderites made sure to keep them totally isolated from any machine that could possible operate the Boulder Dome. After years of study, the Boulderites discovered that while tic xenotation was indecipherable, both it and the white flashes bore some of the tell tale signs of the CODE brainwashing technique developed in the Boulder Dome pre-War.

After a lot of trial and error, the Boulderites found a way to successfully re-program the Dead-Heads. About half the time, it results in the violent death of the Dead-Head due to brain hemorraging. However, when it does work, the results are fantastic - tic xenotation is wiped from their mind, and they speak a patois consisting of RobCo termlink and English. Generally, they closely resemble the earliest iterations of the Dead-Heads, being only too happy to help their masters.

Still possessing their superhuman technical skill, "Deprogrammed" Dead-Heads became essential as tecnicals. Though they could not explain how they did it, they were able to repair or alter just about any technical system. Reasoning that they were not human, the Boulderites were willing to sell or lease the less talented of the Dead-Head technicals - for the right price.

Adventure Hooks
-The Grateful Dead-Head: At some point, the player is presented with the opportunity to either buy, steal, or free a Dead-Head technical. An immensely useful companion that unlocks a lot of main story plot points and gives access to otherwise unaccessible computer interactions, this Dead-Head's quest consists of figuring out who he originally was. The ultimate reward (in addition to lots of fascinating information) is access to the only useable suit of Dead-Head power armor in the game, the rest being tied to tic xenotation and thus unuseable by a normal human.
-Radio Free Wasteland: Dead-Heads occupy many of the Rocky Mountain Wasteland's radio towers. Clear them out to help different factions, or to gain access to new radio stations. Alternatively, you could listen to the Dead-Head radio station - an original, eerie synthwave soundtrack, permeated by a robotic voice saying cryptic things as well as hidden messages.
-Dead-Head Gruel: If you can figure out how to make this stuff, you could become the smartest guy in the Wasteland, and a long-lived one at that - just don't be surprised when it makes you socially retarded.
-Siena Origins: Why did the Sienan Deadheads change? Only the records of Zenith holds the answer.
-Slave Race: Caesar's Legion wants to udnerstand the principle behind the Dead-Heads, as they could make the perfect slaves if you could just get them more interested in carrying heavy packs and less interested in high level neural networking.
-Mistaken Identity: That PIP-Boy on your wrist is going to make an awful lot of Wastelanders mighty uncomftorable around you, but will also open up new opportunities. And say, didn't that white flash at the beginning of the game look a bit like CODE?
-Pest Control: Dead-Heads are a perpetual nuisance, and settlers pay those who wipe out their hives handsomely. But keep in mind that though Dead-Heads are almost universally hostile, you do possess a faction reputation with them that may come in handy down the line.
-Deprogramming: Can Dead-Heads be saved in a more humane way?
-Robot City: Dead-Heads are integral to the main plot, linked deeply to whatever Robot City is planning.

This dudes a genius
 
I've been playing more of Fallout 2 lately, and I started thinking that some of the companions could be changed a bit. Four of them don't need to exist, one of them doesn't need to be a rapist, and they all need a companion quest that you get for increasing an affinity system. It could be like Fallout 4's companion system or Fallout New Vegas's, a bar vs a specific amount of points.

I also thought about the emperor a bit and have a change for him after the companions

Companions:
Dog Companions
So, in my mind, dogmeat and robodog don't exist in Fallout 2. Dogmeat is already non-cannon anyway, I just kind of wish he wasn't even in the game. Then he wouldn't been carried over to PoS, then the writer Fallout 3 and 4 wouldn't assume that having a Dogmeat in each game is apart of the "Fallout experience".

Robodog can just be merged with K-9, doc Henry just won't talk to you unless he sees you with K-9. He will tell you to use his FEV cure and then he'll upgrade K-9. I think there should be 3 stages to this quest, each stage after the first would net in a significant karma loss, or reputation loss in Broken Hills. Stage 1: test doc Henry's cure. Stage 2: test doc Henry's refined cure. Stage 3: okay, doc Henry is fairly confident this time. Each time the mutant would just melt. However, each time K-9 would get a new upgrade. Upgrade 1 would just be a general upgrade to K-9 as he is, increase his speed, bite force, armor class, and the such. Upgrade 2 would add guns to K-9, whether they're shoulder-mounted, back mounted, beside his eye, whatever. Upgrade 3 would add a flame thrower to K-9's mouth, so K-9 can breathe fire. I'd also like to change his name since it's pop-culture reference, but I don't have a better idea. I'd also change his fate from being disassembled and killed by the NCR, to becoming the Chosen One's permanent companion, much like ED-E to the Courier.

The Pariah dog could've been so much better, I think many people have come up with this, but what if the more the Pariah dog likes you, the less you get screwed over by the jinked trait. I'd like to call it Pariah instead of "The Pariah Dog", so how about he has a collar with the name Pariah on it. Maybe you kill all of the fleas on it, disinfect it's wounds, bathe it, bandage it, stimpak it, then play with it, give it a toy, and some treats, then you can never get a failure from jinxed. Or maybe you just no longer have jinxed. I think Pariah's fate after this change could be that it follows the Chosen to Arroyo and dies at 24 or something, living so long because of the Chosen. Keeping it around brings good luck so they stuff it and it gets passed down to each elder of Arroyo.

Stupid dumb idiot companions
Miria and Davin for the shotgun wedding are cool, but they shouldn't be companions. They should wait in Modoc for you to finish your quest, then once they hear the Chosen One destroyed the Enclave and used a GECK or two to build Arroyo, they head out and become the parent of the Chosen's first born child(according to the male Chosen's knowledge).

Skynet
Skynet needs a couple changes in my opinion. The quest to get Skynet has you put in waay more effort than it is worth. I think if we include Fallout 4's automatron system in the game, then Skynet becomes much less useless because you could upgrade Skynet to have two massive shoulder mounted missile launchers and give it laser hand and treads that move faster than light. Or you could just add more robobrain animations for the various weapons and give a small buff. I also came up with an idea I really like. What if Skynet isn't named as Terminator reference and is reffered to as the "Sierra AI". So the AI would assume that's it's name. Sierra would also associate the name with femininity and assume that it's a female AI, but Sierra would have a male voice. I'm not trying to add pandering to wider audiences into the game, I just think it would be a little funny. Sierra would also want to wear bows and a dress if their torso can fit one. And if it has the Fallout 4 design, where there is an eye in front of the brain, then I'd give it(her?) eyelashes.

Myron
Myron, baby boy Myron. Make him 18, and not a rapist. I also would like a different fate for him, maybe you could have dialogue options with him that aren't aggressive. If you don't choose a rude dialogue option with him while he's following you for an in-game week, he would question why you're so nice. You could explain people are supposed to be nice or whatever, just talk with Myron, and he would learn so much and become a better person. If he becomes a good person (I.E. not an arrogant whimpy self entitled bastard) then he would try to make a career outside of drugs, maybe become an NCR ranger and help people. If he stays a bad person then I'm fine with him getting stabbed to death.

Sullik
For Sulik, I wouldn't change much of him, I'd just increase his buy-out price and make it so you need to rescue Torr from the Mr Handy before you can recruit Sulik. Maybe his price is $500, then he would need you to prove yourself by saving Torr, or if you have a guardian of the damned karma title then Grampy bone would say you're all right. Afterwards I'd make him have an affinity system and if he likes you enough then he will mention his sister and say he gave up on finding her once he made it to Klamath. His freak out at the bar was what came right before acceptance. You could convince him that she's still out there and then search for her with Sulik, and eventually rescue her.

Vic
I'd like it if Vic could actually open a repair shop like he constantly says he will. I also want an explanation as to how the village elder knows Vic. Maybe I wasn't paying enough attention, but it just felt very random. So maybe Vic trades with Arroyo, and talks to the village elder, maybe flirts a little or something, maybe not since she's so old. Other than that he's fine the way he is.

Cassidy
For Cassidy, I'd like it if people referred to him as John, and his daughter Rose, so it get's less confusing. I'd also want you to have to pay off his debt to Vault City before he just abandons his bar. I do want him to have a companion quest, but I don't know what it would be. The most obvious thing would be his heart problem, but how would you fix that? Give Cassidy a cybernetic heart? I'd also like it if Rose's mom was a tribal from Arroyo, after saving Arroyo, Cassidy would get it on with Chosen's sister or something. That last one is unnecessary

Lenny
For Lenny, I'd flesh out his personality and relationship with his father a bit more. Maybe after digging up his dad in Golgotha and Lenny asking him what he's doing there, you could talk to Lenny about his dad. His dad has serious chem addictions, and Lenny's relationship with his father has never been great because of it. So his dad would make his way to Gecko, and you would have to have to fix his chem addiction somehow. Maybe you would have to find a recipe for fixer that tailors to Lenny's dad's specific addictions. I'm sure Brain would have a good idea, but you would need to optimize the power plant for him first. After fixing up Lenny's dad, Lenny and his dad would have a healthy relationship.

Marcus
For Marcus, I would also add an alternative way to get to the air purifier than you needing power armor, and in turn I would also add a new incentive to take out the wanamingos in the wanamingo mine. I also don't want wanamingos to have a death clock. So Marge LeBarge wouldn't offer any money to take out the wanamingos, but the "excavator suit". I don't think excavator power armor from Fallout 76 should be cannon, but I really like it's design and idea. In my mind, the excavator suit is the mech Ripley uses when fighting the xeno queen, so I'd combine that with the excavator power armor. You could convince Marge LeBarge to let you use the excavator suit to kill the wanamingos. The excavator suit could also be used to cycle air so you can enter the uranium mine with it. Before, that was always endgame content, with the excavator suit, it no longer is and you can get Marcus by the time you're able to kill wanamingos.

So I'd give Marcus a few quests that have to do with xenophobia. Marcus would ask you to help him make Redding and Vault City less xenophobic. And I think to do that, you would need Vault City to become an NCR territory, and Redding would probably choose to join NCR, because they would then have the benefits of NCR and Vault City. Tandi had already passed a law that discrimination isn't okay, and that's why you would need Vault City to become NCR. So Marcus would ask you to take him to Tandi and bring up the matter with her, she wouldn't see much interest in Vault City and tell Marcus no. So you would need to optimize the Gecko power plant which would also benefit Vault City, and make Vault City more appealing to NCR. You would need to get McClure to try to convince the council to join NCR, I'm sure Brain would play some part in this also.

Goris
And lastly Goris. I already mentioned how I would change Goris in another thread, and it includes replacing the intelligent deathclaws of vault 13 with second gen super mutants. I will copy and paste my idea and add some minor changes.
Well honestly, talking deathclaws could've worked if executed differently. Although, I think Goris being the last of his kind makes him even more unique, he's a scholar which is rare in the wasteland, and he's a an albino deathclaw which is also rare, then you remember he's a talking talking deathclaw and he uses a robe to blend in with humans, making him really unique. The next way to make him more unique would be to make him the entire population of a species, the intelligent deathclaw species.

I do think that the bug where Xarn never warns the vault 13 deathclaws of the Enclave finding them out should've been fixed. However, I agree with Atomic Postman on this:

(and here is the quote of Atomic Postman saying:Their role (strange things asking for help despite the players inherent antagonism) would have been better served by Super Mutants (Helping the former villains hold control of their life in Vault 13, the failure state of the prior game).)

I still like Goris as well, but maybe he could've been the deathclaw being held captive at Navarro. Goris could've been the first deathclaw to be apart of the deathclaw FEV experiments, the FEV turns him albino, allows him to parrot human speech, and gives him sentience. He's going to be euthanized because he's just a test product, but if you help him escape then he will meet you outside Navarro, after killing the guy who directs the new Enclave recruits to Navarro and taking his robes. He will ask to join you because he doesn't know what's out there.

A possible ending for Goris is that he becomes Arroyo's official scholar. The reason he would choose to join Arroyo would be that he doesn't want to leave the Chosen One's side, because Goris still has mental age of a 4 year old and the Chosen would be the only parental-type figure Goris can remember.

Maybe, just maybe... Goris convinces a female deathclaw to join Arroyo, and there is then a very linear line of intelligent deathclaws that don't leave the tribe ever. Maybe one leaves the tribe but doesn't reproduce outside of it.

Mod Companions
I haven't played much of Megamod and Restoration Project, but I know there are companions in there and I wouldn't mind including some of them if they're good enough. Klint is the only one I found, and I don't feel like he works that well.

New Companion
I'd also add some companions to the game if I could remake it. There is a major lack of female companions, which is partially why I turned Skynet into Sierra. I would also add an option to join the Enclave, so why not a female Enclave companion? Daisy Whitman from New Vegas. She could also be how the player acquires a vertibird, which is a mod for Fallout 2 currently. And maybe doc Henry would talk to you if you have Daisy as well, considering they are in the same team. I also feel like she would play a similar role to Joshua Graham in Van Buren, being the strongest companion but having everyone be terrified of her, only because she is enclave and comes with power armor. As to how and where you would recruit her, I don't know I haven't thought about adding new companions as much as I have changing existing ones. I want to say Navarro badly, but there's already K-9 and my head cannon Goris. Maybe she could be the enclave soldier at the crashed vertibird, just not a dead soldier, and you have to help her repair her vertibird. She could play a role in saving Torr. The Mr Handy AI protects Daisy and sees Torr as a threat, so you could get her to assist in shutting it off. You'd need to go to Navarro and stealthily rip out an essential part of a vertibird, then bring it back to Daisy to repair her's. You would get to her to join you by convincing her what they do is wrong, especially since they kidnapped your tribe and (as far you know at this point) killed all the residents of vault 13.

Emperor:
I'm thinking that after you talk to the BoS AI about AI sentience, you could ask the Emperor about it, and the Emperor wouldn't be "sentient", but still feels boredom. And if you bring Skynet (Or Sierra) with you, then the Emperor would ask you to give it a vessel like you did to Skynet. The body would be one that can fit in the throne, I mean, why build it if no one's going to sit in it, right? So the vessel would have to be either an eyebot or a protectron. I'd choose a protectron because I'd assume that a large city like San Fran would have quite a few laying about, plus you can't really dress up an eyebot and make it look like an emperor. So find a broken down pretectron and get it working again, then transfer the Emperor's AI into it, or set up the bluetooth or something. Next time you visit, they decorated the protectron a bit to look more like an actual emperor.

The reason I came up with this was because I was disappointed that the Shi would make such a good looking throne and never use it. I also feel like the "Emperor" should be able to think freely instead of just be a large database and predictor thing.


I'm not a professional so I know that quite a few of these are pretty bad ideas, just tell me which ones are then I'll try to avoid ideas like those in the future. There may some typos as well, I'm sorry.
 
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I feel like I should also copy paste a comment I made on another thread here, I say that I don't have a head cannon for it but then started to craft a head cannon so ignore that part. This is in reference to everyone talking about ghouls being exclusive to necropolis.:
I don't have a head cannon for this, but I think we could just combine many other head cannons. Mainly the recessive gene, and airborne FEV, then make it so even if you are infected and have the gene, there's only a 50/50 chance you will become a ghoul. Vault Tek rounds up as many people with this recessive gene into vault 12 as they can, then make the door not seal correctly. The direct hit to the Glow causes airborne FEV to go flying all over the place, and since vault 12 is so close to the Glow, the FEV got everyone in the vault. Then half of the vault's residents died of the radiation poisoning, and the other half became ghouls.

Although, I don't think all of the ghouls we see in the other games need to be ghouls. Mainly Raul and Dean Domino. I think Dean Domino could just be mutated from the pink clouds, but he's a one-in-a-million type guy, so even though he wasn't wearing a hazmat suit, and the people IN hazmat suits became monsters, Dean just became more of an asshole. Raul could be a mutant that's mostly exclusive to Mexico. Lenny says ghouls can't run, but Raul can run pretty fast. Or maybe after his sister dies he tries to commit suicide by sending electric volts in his heart or something. 50's sci-fi logic makes Raul a unique mutant that looks similar to ghouls because the electricity burnt all of his skin, and some of his skin melts or flakes off. Raul is a handyman so I'm sure he would be able to find a battery and some jumper cables and know what to do with them.

I don't know, tell me if these are bad ideas.
 
I've been playing more of Fallout 2 lately, and I started thinking that some of the companions could be changed a bit. Four of them don't need to exist, one of them doesn't need to be a rapist, and they all need a companion quest that you get for increasing an affinity system. It could be like Fallout 4's companion system or Fallout New Vegas's, a bar vs a specific amount of points.

I also thought about the emperor a bit and have a change for him after the companions

Companions:
Dog Companions
So, in my mind, dogmeat and robodog don't exist in Fallout 2. Dogmeat is already non-cannon anyway, I just kind of wish he wasn't even in the game. Then he wouldn't been carried over to PoS, then the writer Fallout 3 and 4 wouldn't assume that having a Dogmeat in each game is apart of the "Fallout experience".

Robodog can just be merged with K-9, doc Henry just won't talk to you unless he sees you with K-9. He will tell you to use his FEV cure and then he'll upgrade K-9. I think there should be 3 stages to this quest, each stage after the first would net in a significant karma loss, or reputation loss in Broken Hills. Stage 1: test doc Henry's cure. Stage 2: test doc Henry's refined cure. Stage 3: okay, doc Henry is fairly confident this time. Each time the mutant would just melt. However, each time K-9 would get a new upgrade. Upgrade 1 would just be a general upgrade to K-9 as he is, increase his speed, bite force, armor class, and the such. Upgrade 2 would add guns to K-9, whether they're shoulder-mounted, back mounted, beside his eye, whatever. Upgrade 3 would add a flame thrower to K-9's mouth, so K-9 can breathe fire. I'd also like to change his name since it's pop-culture reference, but I don't have a better idea. I'd also change his fate from being disassembled and killed by the NCR, to becoming the Chosen One's permanent companion, much like ED-E to the Courier.

The Pariah dog could've been so much better, I think many people have come up with this, but what if the more the Pariah dog likes you, the less you get screwed over by the jinked trait. I'd like to call it Pariah instead of "The Pariah Dog", so how about he has a collar with the name Pariah on it. Maybe you kill all of the fleas on it, disinfect it's wounds, bathe it, bandage it, stimpak it, then play with it, give it a toy, and some treats, then you can never get a failure from jinxed. Or maybe you just no longer have jinxed. I think Pariah's fate after this change could be that it follows the Chosen to Arroyo and dies at 24 or something, living so long because of the Chosen. Keeping it around brings good luck so they stuff it and it gets passed down to each elder of Arroyo.

Stupid dumb idiot companions
Miria and Davin for the shotgun wedding are cool, but they shouldn't be companions. They should wait in Modoc for you to finish your quest, then once they hear the Chosen One destroyed the Enclave and used a GECK or two to build Arroyo, they head out and become the parent of the Chosen's first born child(according to the male Chosen's knowledge).

Skynet
Skynet needs a couple changes in my opinion. The quest to get Skynet has you put in waay more effort than it is worth. I think if we include Fallout 4's automatron system in the game, then Skynet becomes much less useless because you could upgrade Skynet to have two massive shoulder mounted missile launchers and give it laser hand and treads that move faster than light. Or you could just add more robobrain animations for the various weapons and give a small buff. I also came up with an idea I really like. What if Skynet isn't named as Terminator reference and is reffered to as the "Sierra AI". So the AI would assume that's it's name. Sierra would also associate the name with femininity and assume that it's a female AI, but Sierra would have a male voice. I'm not trying to add pandering to wider audiences into the game, I just think it would be a little funny. Sierra would also want to wear bows and a dress if their torso can fit one. And if it has the Fallout 4 design, where there is an eye in front of the brain, then I'd give it(her?) eyelashes.

Myron
Myron, baby boy Myron. Make him 18, and not a rapist. I also would like a different fate for him, maybe you could have dialogue options with him that aren't aggressive. If you don't choose a rude dialogue option with him while he's following you for an in-game week, he would question why you're so nice. You could explain people are supposed to be nice or whatever, just talk with Myron, and he would learn so much and become a better person. If he becomes a good person (I.E. not an arrogant whimpy self entitled bastard) then he would try to make a career outside of drugs, maybe become an NCR ranger and help people. If he stays a bad person then I'm fine with him getting stabbed to death.

Sullik
For Sulik, I wouldn't change much of him, I'd just increase his buy-out price and make it so you need to rescue Torr from the Mr Handy before you can recruit Sulik. Maybe his price is $500, then he would need you to prove yourself by saving Torr, or if you have a guardian of the damned karma title then Grampy bone would say you're all right. Afterwards I'd make him have an affinity system and if he likes you enough then he will mention his sister and say he gave up on finding her once he made it to Klamath. His freak out at the bar was what came right before acceptance. You could convince him that she's still out there and then search for her with Sulik, and eventually rescue her.

Vic
I'd like it if Vic could actually open a repair shop like he constantly says he will. I also want an explanation as to how the village elder knows Vic. Maybe I wasn't paying enough attention, but it just felt very random. So maybe Vic trades with Arroyo, and talks to the village elder, maybe flirts a little or something, maybe not since she's so old. Other than that he's fine the way he is.

Cassidy
For Cassidy, I'd like it if people referred to him as John, and his daughter Rose, so it get's less confusing. I'd also want you to have to pay off his debt to Vault City before he just abandons his bar. I do want him to have a companion quest, but I don't know what it would be. The most obvious thing would be his heart problem, but how would you fix that? Give Cassidy a cybernetic heart? I'd also like it if Rose's mom was a tribal from Arroyo, after saving Arroyo, Cassidy would get it on with Chosen's sister or something. That last one is unnecessary

Lenny
For Lenny, I'd flesh out his personality and relationship with his father a bit more. Maybe after digging up his dad in Golgotha and Lenny asking him what he's doing there, you could talk to Lenny about his dad. His dad has serious chem addictions, and Lenny's relationship with his father has never been great because of it. So his dad would make his way to Gecko, and you would have to have to fix his chem addiction somehow. Maybe you would have to find a recipe for fixer that tailors to Lenny's dad's specific addictions. I'm sure Brain would have a good idea, but you would need to optimize the power plant for him first. After fixing up Lenny's dad, Lenny and his dad would have a healthy relationship.

Marcus
For Marcus, I would also add an alternative way to get to the air purifier than you needing power armor, and in turn I would also add a new incentive to take out the wanamingos in the wanamingo mine. I also don't want wanamingos to have a death clock. So Marge LeBarge wouldn't offer any money to take out the wanamingos, but the "excavator suit". I don't think excavator power armor from Fallout 76 should be cannon, but I really like it's design and idea. In my mind, the excavator suit is the mech Ripley uses when fighting the xeno queen, so I'd combine that with the excavator power armor. You could convince Marge LeBarge to let you use the excavator suit to kill the wanamingos. The excavator suit could also be used to cycle air so you can enter the uranium mine with it. Before, that was always endgame content, with the excavator suit, it no longer is and you can get Marcus by the time you're able to kill wanamingos.

So I'd give Marcus a few quests that have to do with xenophobia. Marcus would ask you to help him make Redding and Vault City less xenophobic. And I think to do that, you would need Vault City to become an NCR territory, and Redding would probably choose to join NCR, because they would then have the benefits of NCR and Vault City. Tandi had already passed a law that discrimination isn't okay, and that's why you would need Vault City to become NCR. So Marcus would ask you to take him to Tandi and bring up the matter with her, she wouldn't see much interest in Vault City and tell Marcus no. So you would need to optimize the Gecko power plant which would also benefit Vault City, and make Vault City more appealing to NCR. You would need to get McClure to try to convince the council to join NCR, I'm sure Brain would play some part in this also.

Goris
And lastly Goris. I already mentioned how I would change Goris in another thread, and it includes replacing the intelligent deathclaws of vault 13 with second gen super mutants. I will copy and paste my idea and add some minor changes.


Mod Companions
I haven't played much of Megamod and Restoration Project, but I know there are companions in there and I wouldn't mind including some of them if they're good enough. Klint is the only one I found, and I don't feel like he works that well.

New Companion
I'd also add some companions to the game if I could remake it. There is a major lack of female companions, which is partially why I turned Skynet into Sierra. I would also add an option to join the Enclave, so why not a female Enclave companion? Daisy Whitman from New Vegas. She could also be how the player acquires a vertibird, which is a mod for Fallout 2 currently. And maybe doc Henry would talk to you if you have Daisy as well, considering they are in the same team. I also feel like she would play a similar role to Joshua Graham in Van Buren, being the strongest companion but having everyone be terrified of her, only because she is enclave and comes with power armor. As to how and where you would recruit her, I don't know I haven't thought about adding new companions as much as I have changing existing ones. I want to say Navarro badly, but there's already K-9 and my head cannon Goris. Maybe she could be the enclave soldier at the crashed vertibird, just not a dead soldier, and you have to help her repair her vertibird. She could play a role in saving Torr. The Mr Handy AI protects Daisy and sees Torr as a threat, so you could get her to assist in shutting it off. You'd need to go to Navarro and stealthily rip out an essential part of a vertibird, then bring it back to Daisy to repair her's. You would get to her to join you by convincing her what they do is wrong, especially since they kidnapped your tribe and (as far you know at this point) killed all the residents of vault 13.

Emperor:
I'm thinking that after you talk to the BoS AI about AI sentience, you could ask the Emperor about it, and the Emperor wouldn't be "sentient", but still feels boredom. And if you bring Skynet (Or Sierra) with you, then the Emperor would ask you to give it a vessel like you did to Skynet. The body would be one that can fit in the throne, I mean, why build it if no one's going to sit in it, right? So the vessel would have to be either an eyebot or a protectron. I'd choose a protectron because I'd assume that a large city like San Fran would have quite a few laying about, plus you can't really dress up an eyebot and make it look like an emperor. So find a broken down pretectron and get it working again, then transfer the Emperor's AI into it, or set up the bluetooth or something. Next time you visit, they decorated the protectron a bit to look more like an actual emperor.

The reason I came up with this was because I was disappointed that the Shi would make such a good looking throne and never use it. I also feel like the "Emperor" should be able to think freely instead of just be a large database and predictor thing.


I'm not a professional so I know that quite a few of these are pretty bad ideas, just tell me which ones are then I'll try to avoid ideas like those in the future. There may some typos as well, I'm sorry.

I actually had an idea for a female companion which I was trying to mod into the game. Wrote down her backstory as well.

“Christina Anders is a former Vault City citizen, who is currently living in Redding. She was originally a scientist in Vault City, working for along with Dr. Troy and Phyllis. Unfortunately, she was exiled after being caught with a sample of Jet, which she was using to try and create a Jet antidote. After her exile, she decided to migrate southwestwards to Redding, a town already being affected by the drug. She’d meet up with one Dr. Johnson in the town. They’d work together for a short amount of time on putting a stop to the Jet Epidemic, until personal disagreements led to them splitting up.

After her breaking up with Doc Johnson, Christina would eventually settle into freelance work as a small-time caravan guard, mainly working with Enrico Savinelli in the New Reno-Redding Caravan Company. She isn’t happy with her life as a merchant, however, and will jump at the opportunity to join the Chosen One, granted he isn’t a murderous childkiller.”
 
I've been playing more of Fallout 2 lately, and I started thinking that some of the companions could be changed a bit. Four of them don't need to exist, one of them doesn't need to be a rapist, and they all need a companion quest that you get for increasing an affinity system. It could be like Fallout 4's companion system or Fallout New Vegas's, a bar vs a specific amount of points.

I also thought about the emperor a bit and have a change for him after the companions

Companions:
Dog Companions
So, in my mind, dogmeat and robodog don't exist in Fallout 2. Dogmeat is already non-cannon anyway, I just kind of wish he wasn't even in the game. Then he wouldn't been carried over to PoS, then the writer Fallout 3 and 4 wouldn't assume that having a Dogmeat in each game is apart of the "Fallout experience".

Robodog can just be merged with K-9, doc Henry just won't talk to you unless he sees you with K-9. He will tell you to use his FEV cure and then he'll upgrade K-9. I think there should be 3 stages to this quest, each stage after the first would net in a significant karma loss, or reputation loss in Broken Hills. Stage 1: test doc Henry's cure. Stage 2: test doc Henry's refined cure. Stage 3: okay, doc Henry is fairly confident this time. Each time the mutant would just melt. However, each time K-9 would get a new upgrade. Upgrade 1 would just be a general upgrade to K-9 as he is, increase his speed, bite force, armor class, and the such. Upgrade 2 would add guns to K-9, whether they're shoulder-mounted, back mounted, beside his eye, whatever. Upgrade 3 would add a flame thrower to K-9's mouth, so K-9 can breathe fire. I'd also like to change his name since it's pop-culture reference, but I don't have a better idea. I'd also change his fate from being disassembled and killed by the NCR, to becoming the Chosen One's permanent companion, much like ED-E to the Courier.

The Pariah dog could've been so much better, I think many people have come up with this, but what if the more the Pariah dog likes you, the less you get screwed over by the jinked trait. I'd like to call it Pariah instead of "The Pariah Dog", so how about he has a collar with the name Pariah on it. Maybe you kill all of the fleas on it, disinfect it's wounds, bathe it, bandage it, stimpak it, then play with it, give it a toy, and some treats, then you can never get a failure from jinxed. Or maybe you just no longer have jinxed. I think Pariah's fate after this change could be that it follows the Chosen to Arroyo and dies at 24 or something, living so long because of the Chosen. Keeping it around brings good luck so they stuff it and it gets passed down to each elder of Arroyo.

Stupid dumb idiot companions
Miria and Davin for the shotgun wedding are cool, but they shouldn't be companions. They should wait in Modoc for you to finish your quest, then once they hear the Chosen One destroyed the Enclave and used a GECK or two to build Arroyo, they head out and become the parent of the Chosen's first born child(according to the male Chosen's knowledge).

Skynet
Skynet needs a couple changes in my opinion. The quest to get Skynet has you put in waay more effort than it is worth. I think if we include Fallout 4's automatron system in the game, then Skynet becomes much less useless because you could upgrade Skynet to have two massive shoulder mounted missile launchers and give it laser hand and treads that move faster than light. Or you could just add more robobrain animations for the various weapons and give a small buff. I also came up with an idea I really like. What if Skynet isn't named as Terminator reference and is reffered to as the "Sierra AI". So the AI would assume that's it's name. Sierra would also associate the name with femininity and assume that it's a female AI, but Sierra would have a male voice. I'm not trying to add pandering to wider audiences into the game, I just think it would be a little funny. Sierra would also want to wear bows and a dress if their torso can fit one. And if it has the Fallout 4 design, where there is an eye in front of the brain, then I'd give it(her?) eyelashes.

Myron
Myron, baby boy Myron. Make him 18, and not a rapist. I also would like a different fate for him, maybe you could have dialogue options with him that aren't aggressive. If you don't choose a rude dialogue option with him while he's following you for an in-game week, he would question why you're so nice. You could explain people are supposed to be nice or whatever, just talk with Myron, and he would learn so much and become a better person. If he becomes a good person (I.E. not an arrogant whimpy self entitled bastard) then he would try to make a career outside of drugs, maybe become an NCR ranger and help people. If he stays a bad person then I'm fine with him getting stabbed to death.

Sullik
For Sulik, I wouldn't change much of him, I'd just increase his buy-out price and make it so you need to rescue Torr from the Mr Handy before you can recruit Sulik. Maybe his price is $500, then he would need you to prove yourself by saving Torr, or if you have a guardian of the damned karma title then Grampy bone would say you're all right. Afterwards I'd make him have an affinity system and if he likes you enough then he will mention his sister and say he gave up on finding her once he made it to Klamath. His freak out at the bar was what came right before acceptance. You could convince him that she's still out there and then search for her with Sulik, and eventually rescue her.

Vic
I'd like it if Vic could actually open a repair shop like he constantly says he will. I also want an explanation as to how the village elder knows Vic. Maybe I wasn't paying enough attention, but it just felt very random. So maybe Vic trades with Arroyo, and talks to the village elder, maybe flirts a little or something, maybe not since she's so old. Other than that he's fine the way he is.

Cassidy
For Cassidy, I'd like it if people referred to him as John, and his daughter Rose, so it get's less confusing. I'd also want you to have to pay off his debt to Vault City before he just abandons his bar. I do want him to have a companion quest, but I don't know what it would be. The most obvious thing would be his heart problem, but how would you fix that? Give Cassidy a cybernetic heart? I'd also like it if Rose's mom was a tribal from Arroyo, after saving Arroyo, Cassidy would get it on with Chosen's sister or something. That last one is unnecessary

Lenny
For Lenny, I'd flesh out his personality and relationship with his father a bit more. Maybe after digging up his dad in Golgotha and Lenny asking him what he's doing there, you could talk to Lenny about his dad. His dad has serious chem addictions, and Lenny's relationship with his father has never been great because of it. So his dad would make his way to Gecko, and you would have to have to fix his chem addiction somehow. Maybe you would have to find a recipe for fixer that tailors to Lenny's dad's specific addictions. I'm sure Brain would have a good idea, but you would need to optimize the power plant for him first. After fixing up Lenny's dad, Lenny and his dad would have a healthy relationship.

Marcus
For Marcus, I would also add an alternative way to get to the air purifier than you needing power armor, and in turn I would also add a new incentive to take out the wanamingos in the wanamingo mine. I also don't want wanamingos to have a death clock. So Marge LeBarge wouldn't offer any money to take out the wanamingos, but the "excavator suit". I don't think excavator power armor from Fallout 76 should be cannon, but I really like it's design and idea. In my mind, the excavator suit is the mech Ripley uses when fighting the xeno queen, so I'd combine that with the excavator power armor. You could convince Marge LeBarge to let you use the excavator suit to kill the wanamingos. The excavator suit could also be used to cycle air so you can enter the uranium mine with it. Before, that was always endgame content, with the excavator suit, it no longer is and you can get Marcus by the time you're able to kill wanamingos.

So I'd give Marcus a few quests that have to do with xenophobia. Marcus would ask you to help him make Redding and Vault City less xenophobic. And I think to do that, you would need Vault City to become an NCR territory, and Redding would probably choose to join NCR, because they would then have the benefits of NCR and Vault City. Tandi had already passed a law that discrimination isn't okay, and that's why you would need Vault City to become NCR. So Marcus would ask you to take him to Tandi and bring up the matter with her, she wouldn't see much interest in Vault City and tell Marcus no. So you would need to optimize the Gecko power plant which would also benefit Vault City, and make Vault City more appealing to NCR. You would need to get McClure to try to convince the council to join NCR, I'm sure Brain would play some part in this also.

Goris
And lastly Goris. I already mentioned how I would change Goris in another thread, and it includes replacing the intelligent deathclaws of vault 13 with second gen super mutants. I will copy and paste my idea and add some minor changes.


Mod Companions
I haven't played much of Megamod and Restoration Project, but I know there are companions in there and I wouldn't mind including some of them if they're good enough. Klint is the only one I found, and I don't feel like he works that well.

New Companion
I'd also add some companions to the game if I could remake it. There is a major lack of female companions, which is partially why I turned Skynet into Sierra. I would also add an option to join the Enclave, so why not a female Enclave companion? Daisy Whitman from New Vegas. She could also be how the player acquires a vertibird, which is a mod for Fallout 2 currently. And maybe doc Henry would talk to you if you have Daisy as well, considering they are in the same team. I also feel like she would play a similar role to Joshua Graham in Van Buren, being the strongest companion but having everyone be terrified of her, only because she is enclave and comes with power armor. As to how and where you would recruit her, I don't know I haven't thought about adding new companions as much as I have changing existing ones. I want to say Navarro badly, but there's already K-9 and my head cannon Goris. Maybe she could be the enclave soldier at the crashed vertibird, just not a dead soldier, and you have to help her repair her vertibird. She could play a role in saving Torr. The Mr Handy AI protects Daisy and sees Torr as a threat, so you could get her to assist in shutting it off. You'd need to go to Navarro and stealthily rip out an essential part of a vertibird, then bring it back to Daisy to repair her's. You would get to her to join you by convincing her what they do is wrong, especially since they kidnapped your tribe and (as far you know at this point) killed all the residents of vault 13.

Emperor:
I'm thinking that after you talk to the BoS AI about AI sentience, you could ask the Emperor about it, and the Emperor wouldn't be "sentient", but still feels boredom. And if you bring Skynet (Or Sierra) with you, then the Emperor would ask you to give it a vessel like you did to Skynet. The body would be one that can fit in the throne, I mean, why build it if no one's going to sit in it, right? So the vessel would have to be either an eyebot or a protectron. I'd choose a protectron because I'd assume that a large city like San Fran would have quite a few laying about, plus you can't really dress up an eyebot and make it look like an emperor. So find a broken down pretectron and get it working again, then transfer the Emperor's AI into it, or set up the bluetooth or something. Next time you visit, they decorated the protectron a bit to look more like an actual emperor.

The reason I came up with this was because I was disappointed that the Shi would make such a good looking throne and never use it. I also feel like the "Emperor" should be able to think freely instead of just be a large database and predictor thing.


I'm not a professional so I know that quite a few of these are pretty bad ideas, just tell me which ones are then I'll try to avoid ideas like those in the future. There may some typos as well, I'm sorry.
Wait when was Myron a rapist?
 
I've been playing more of Fallout 2 lately, and I started thinking that some of the companions could be changed a bit. Four of them don't need to exist, one of them doesn't need to be a rapist, and they all need a companion quest that you get for increasing an affinity system. It could be like Fallout 4's companion system or Fallout New Vegas's, a bar vs a specific amount of points.

I also thought about the emperor a bit and have a change for him after the companions

Companions:
Dog Companions
So, in my mind, dogmeat and robodog don't exist in Fallout 2. Dogmeat is already non-cannon anyway, I just kind of wish he wasn't even in the game. Then he wouldn't been carried over to PoS, then the writer Fallout 3 and 4 wouldn't assume that having a Dogmeat in each game is apart of the "Fallout experience".

Robodog can just be merged with K-9, doc Henry just won't talk to you unless he sees you with K-9. He will tell you to use his FEV cure and then he'll upgrade K-9. I think there should be 3 stages to this quest, each stage after the first would net in a significant karma loss, or reputation loss in Broken Hills. Stage 1: test doc Henry's cure. Stage 2: test doc Henry's refined cure. Stage 3: okay, doc Henry is fairly confident this time. Each time the mutant would just melt. However, each time K-9 would get a new upgrade. Upgrade 1 would just be a general upgrade to K-9 as he is, increase his speed, bite force, armor class, and the such. Upgrade 2 would add guns to K-9, whether they're shoulder-mounted, back mounted, beside his eye, whatever. Upgrade 3 would add a flame thrower to K-9's mouth, so K-9 can breathe fire. I'd also like to change his name since it's pop-culture reference, but I don't have a better idea. I'd also change his fate from being disassembled and killed by the NCR, to becoming the Chosen One's permanent companion, much like ED-E to the Courier.

The Pariah dog could've been so much better, I think many people have come up with this, but what if the more the Pariah dog likes you, the less you get screwed over by the jinked trait. I'd like to call it Pariah instead of "The Pariah Dog", so how about he has a collar with the name Pariah on it. Maybe you kill all of the fleas on it, disinfect it's wounds, bathe it, bandage it, stimpak it, then play with it, give it a toy, and some treats, then you can never get a failure from jinxed. Or maybe you just no longer have jinxed. I think Pariah's fate after this change could be that it follows the Chosen to Arroyo and dies at 24 or something, living so long because of the Chosen. Keeping it around brings good luck so they stuff it and it gets passed down to each elder of Arroyo.

Stupid dumb idiot companions
Miria and Davin for the shotgun wedding are cool, but they shouldn't be companions. They should wait in Modoc for you to finish your quest, then once they hear the Chosen One destroyed the Enclave and used a GECK or two to build Arroyo, they head out and become the parent of the Chosen's first born child(according to the male Chosen's knowledge).

Skynet
Skynet needs a couple changes in my opinion. The quest to get Skynet has you put in waay more effort than it is worth. I think if we include Fallout 4's automatron system in the game, then Skynet becomes much less useless because you could upgrade Skynet to have two massive shoulder mounted missile launchers and give it laser hand and treads that move faster than light. Or you could just add more robobrain animations for the various weapons and give a small buff. I also came up with an idea I really like. What if Skynet isn't named as Terminator reference and is reffered to as the "Sierra AI". So the AI would assume that's it's name. Sierra would also associate the name with femininity and assume that it's a female AI, but Sierra would have a male voice. I'm not trying to add pandering to wider audiences into the game, I just think it would be a little funny. Sierra would also want to wear bows and a dress if their torso can fit one. And if it has the Fallout 4 design, where there is an eye in front of the brain, then I'd give it(her?) eyelashes.

Myron
Myron, baby boy Myron. Make him 18, and not a rapist. I also would like a different fate for him, maybe you could have dialogue options with him that aren't aggressive. If you don't choose a rude dialogue option with him while he's following you for an in-game week, he would question why you're so nice. You could explain people are supposed to be nice or whatever, just talk with Myron, and he would learn so much and become a better person. If he becomes a good person (I.E. not an arrogant whimpy self entitled bastard) then he would try to make a career outside of drugs, maybe become an NCR ranger and help people. If he stays a bad person then I'm fine with him getting stabbed to death.

Sullik
For Sulik, I wouldn't change much of him, I'd just increase his buy-out price and make it so you need to rescue Torr from the Mr Handy before you can recruit Sulik. Maybe his price is $500, then he would need you to prove yourself by saving Torr, or if you have a guardian of the damned karma title then Grampy bone would say you're all right. Afterwards I'd make him have an affinity system and if he likes you enough then he will mention his sister and say he gave up on finding her once he made it to Klamath. His freak out at the bar was what came right before acceptance. You could convince him that she's still out there and then search for her with Sulik, and eventually rescue her.

Vic
I'd like it if Vic could actually open a repair shop like he constantly says he will. I also want an explanation as to how the village elder knows Vic. Maybe I wasn't paying enough attention, but it just felt very random. So maybe Vic trades with Arroyo, and talks to the village elder, maybe flirts a little or something, maybe not since she's so old. Other than that he's fine the way he is.

Cassidy
For Cassidy, I'd like it if people referred to him as John, and his daughter Rose, so it get's less confusing. I'd also want you to have to pay off his debt to Vault City before he just abandons his bar. I do want him to have a companion quest, but I don't know what it would be. The most obvious thing would be his heart problem, but how would you fix that? Give Cassidy a cybernetic heart? I'd also like it if Rose's mom was a tribal from Arroyo, after saving Arroyo, Cassidy would get it on with Chosen's sister or something. That last one is unnecessary

Lenny
For Lenny, I'd flesh out his personality and relationship with his father a bit more. Maybe after digging up his dad in Golgotha and Lenny asking him what he's doing there, you could talk to Lenny about his dad. His dad has serious chem addictions, and Lenny's relationship with his father has never been great because of it. So his dad would make his way to Gecko, and you would have to have to fix his chem addiction somehow. Maybe you would have to find a recipe for fixer that tailors to Lenny's dad's specific addictions. I'm sure Brain would have a good idea, but you would need to optimize the power plant for him first. After fixing up Lenny's dad, Lenny and his dad would have a healthy relationship.

Marcus
For Marcus, I would also add an alternative way to get to the air purifier than you needing power armor, and in turn I would also add a new incentive to take out the wanamingos in the wanamingo mine. I also don't want wanamingos to have a death clock. So Marge LeBarge wouldn't offer any money to take out the wanamingos, but the "excavator suit". I don't think excavator power armor from Fallout 76 should be cannon, but I really like it's design and idea. In my mind, the excavator suit is the mech Ripley uses when fighting the xeno queen, so I'd combine that with the excavator power armor. You could convince Marge LeBarge to let you use the excavator suit to kill the wanamingos. The excavator suit could also be used to cycle air so you can enter the uranium mine with it. Before, that was always endgame content, with the excavator suit, it no longer is and you can get Marcus by the time you're able to kill wanamingos.

So I'd give Marcus a few quests that have to do with xenophobia. Marcus would ask you to help him make Redding and Vault City less xenophobic. And I think to do that, you would need Vault City to become an NCR territory, and Redding would probably choose to join NCR, because they would then have the benefits of NCR and Vault City. Tandi had already passed a law that discrimination isn't okay, and that's why you would need Vault City to become NCR. So Marcus would ask you to take him to Tandi and bring up the matter with her, she wouldn't see much interest in Vault City and tell Marcus no. So you would need to optimize the Gecko power plant which would also benefit Vault City, and make Vault City more appealing to NCR. You would need to get McClure to try to convince the council to join NCR, I'm sure Brain would play some part in this also.

Goris
And lastly Goris. I already mentioned how I would change Goris in another thread, and it includes replacing the intelligent deathclaws of vault 13 with second gen super mutants. I will copy and paste my idea and add some minor changes.


Mod Companions
I haven't played much of Megamod and Restoration Project, but I know there are companions in there and I wouldn't mind including some of them if they're good enough. Klint is the only one I found, and I don't feel like he works that well.

New Companion
I'd also add some companions to the game if I could remake it. There is a major lack of female companions, which is partially why I turned Skynet into Sierra. I would also add an option to join the Enclave, so why not a female Enclave companion? Daisy Whitman from New Vegas. She could also be how the player acquires a vertibird, which is a mod for Fallout 2 currently. And maybe doc Henry would talk to you if you have Daisy as well, considering they are in the same team. I also feel like she would play a similar role to Joshua Graham in Van Buren, being the strongest companion but having everyone be terrified of her, only because she is enclave and comes with power armor. As to how and where you would recruit her, I don't know I haven't thought about adding new companions as much as I have changing existing ones. I want to say Navarro badly, but there's already K-9 and my head cannon Goris. Maybe she could be the enclave soldier at the crashed vertibird, just not a dead soldier, and you have to help her repair her vertibird. She could play a role in saving Torr. The Mr Handy AI protects Daisy and sees Torr as a threat, so you could get her to assist in shutting it off. You'd need to go to Navarro and stealthily rip out an essential part of a vertibird, then bring it back to Daisy to repair her's. You would get to her to join you by convincing her what they do is wrong, especially since they kidnapped your tribe and (as far you know at this point) killed all the residents of vault 13.

Emperor:
I'm thinking that after you talk to the BoS AI about AI sentience, you could ask the Emperor about it, and the Emperor wouldn't be "sentient", but still feels boredom. And if you bring Skynet (Or Sierra) with you, then the Emperor would ask you to give it a vessel like you did to Skynet. The body would be one that can fit in the throne, I mean, why build it if no one's going to sit in it, right? So the vessel would have to be either an eyebot or a protectron. I'd choose a protectron because I'd assume that a large city like San Fran would have quite a few laying about, plus you can't really dress up an eyebot and make it look like an emperor. So find a broken down pretectron and get it working again, then transfer the Emperor's AI into it, or set up the bluetooth or something. Next time you visit, they decorated the protectron a bit to look more like an actual emperor.

The reason I came up with this was because I was disappointed that the Shi would make such a good looking throne and never use it. I also feel like the "Emperor" should be able to think freely instead of just be a large database and predictor thing.


I'm not a professional so I know that quite a few of these are pretty bad ideas, just tell me which ones are then I'll try to avoid ideas like those in the future. There may some typos as well, I'm sorry.
Wait what is K9’s name a reference too?
 
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