Thieves' Guild + Modoc Rebuild

Of course!! I had to put that one on hold as I'm waiting for the scenery to be completed. (I don't mind making small bits of scenery,but not large ones that need to look good!)

I'll concentrate on completing this mod first, and then I'll be straight back to the sub mod. All the scripts are prepared for it. Just needs graphics and testing.
 
And don't forget about the village outside vault city and the primitive tribe :P

I seriously love your work and I'm looking forward to see your modifications. your ideas seem ok to me.

Off topic: any news on the toxic mod seeing that jargo and wild_qwerty are back?
 
Oracle, the Primitve Tribe has already been completed!! Though in the future, I may revisit that mod and see what I can do with it.

I don't intend to do the village outside vault city as killap already has one version of that to work with.

I have no news on Toxic Mod. That's up to Wild_qwerty and JArgo to sort out.

I'm glad you like my work and I'm sure this mod will live up to your expectations! :D
 
Well in regards to the toxic mod I've now found all the source files for the scripts that coljack started to make.

I could try and bundle everything up into one zip file and post a link if someone would like to download the bit and put back together.
 
Wild_qwerty said:
I could try and bundle everything up into one zip file and post a link if someone would like to download the bit and put back together.

Please do!!
 
Blacksmith and Thieve's Guild. The blacksmith makes sense as is a very low-tech form of modelling the Iron.So good choice for Modoc. A foundry would be too advanced.Someone said from where people of Modoc would learn about blacksmithing. LEt me think, let me think...Vault City, being close, I'd say that would be a source of pre-war knowledge.Maybe some disgruntled citizens moved in and formed Modoc a long time ago and than some others came on the way. Perfect logical answer. Also let's not forget that there are many enclaves that are keeping alive the science and the technology, enclaves like Brotherhood of Steel or the Enclave, The Shi and the Hubologists, Vault City also...And the Brotherhood spreads the technology wherever they can get some raw recruits. So take your pick from where a small community like Modoc would get her tech. The Thieve's Guild should have been in some other town, but for a covert HQ, Modoc wouldn't be ideal. Let me explain why: small community, any newcomer attracts a lot of undesired attention. For a Thieve's Guild, anonimity it's a must. That's something that Modoc can not offer. A big city like San Francisco or New Reno would be the ideal for that. The mod idea is great, just needed a bit more background and to be shown the weakness of a Thieve's Guild with an HQ in Modoc. Hope you will relocate that somewhere else, otherwise the idea it's great.
 
@ wolfsrain,

Nice ideas for why the Blacksmith is there. I never thought it was out of place anyway, as people would need items like that in a post nuclear society.

As for relocation... No, I won't be moving it from Modoc. Two much work has been done already on the mod to make such a drastic change. You will see when it's complete why the guild has anonimity. Modoc aren't aware of its presence.
 
I played Fallout yesterday and I discovered that there's a blacksmith in Adytum. He said that he was self-taught and that he made his tools himself.
 
While I do agree that "Blacksmith" sounds a bit medieval, I later thought that farmers do need them for all the tools: plow and such. You could even have quests that would make you get iron somewhere , then help at the forge because the blacksmith is old, perhaps get Davin (for exemple) or that lost kid (the on you find in ghost farm) to become his apprentice,...all sorts of possible quests.

I'd also like to see a tunnel being dug between Modoc and the Ghost Farm, with water pipes bringing water in for exemple. Perhaps some of the local powers might also set up an office, for exemple NCR providing the tunneling tools or Vault City providing medical care.
 
Stormcrow,

I have already included a quest that requires you to get sufficient iron from the mines before he can make anything for you.

The idea with linking Modoc and Ghost town later on is really good and there's a large scope for quests and ideas.

Whereabouts would people like to see the tunnel enter Ghost town exactly, just to give me a few ideas?
 
Are you keeping the giant chicken?

If you are could you introduce some sort of quest to kill it or free it or just generally do something with it. As it is now it is really just something extra - it has no story about how it got there - its only real influence on the game is the fact it lays giant eggs. Is there a chance of having one of the other townsfolk become suspicious (or in the case of Cornielious just downright paranoid and crazy) of Rose and wanting something done about it. Or maybe Rose herself giving you a quest to feed it or something dangerous. I want some intrigue!
 
For the Ghost Town-Modoc tunnel, I think he best idea is making the tunnel end up where the trapped floor had you fall. The idea being that since the farm no longer needs to hide itself, the traps arent necessariy, the room can become an official entrance. It would also be neat to add a proper staircase to get up to the ground floor, perhaps with some sort of arrival desk at the surface.

Perhaps an intermediate tunnel map might be a good idea, to show the pipeline going there, some tunneling machines, and perhaps some local quests such as:
-stumbling on a iron vein (for the blacksmith)
-a miner missing, got attacked by some wierd beast in the recently dug tunnels
 
The tunnel needs to be here:
- Modoc in the cave where you find the kids BB gun.
- Underground town, just pick a wall that was looking like bare cave wall and go from there, maybe up by the cave area where the water is?

hehehe - Release the deathclaw down the new tunnel straight to the underground town...
 
Okay. I was browsing through Fallout Bible, last night. As Vault 42 location being unknown, you could suggest that some people from Ghost Farm are descendants of the people who lived in that Vault. Which would also explain their sensibility to light. The Vault 42 was the one were all the light bulbs were of 40 watts.
 
File "mcVegeir.msg"
{197}{}{Once, long ago, we were once like the surfacers. We too dwelled above ground, until the world
above caught fire. Our ancestors -- who were part of a secret militia -- sealed themselves and their
families down here for protection. For generations, down here we’ve remained, safely hidden within
the womb of Mother Earth.}
Thought you might find it useful.
 
Good one. After i finish reading the fallout bible, I will start looking in the msg files. Here is another little thing that i dug out for Chris: In New Reno, at the Maltese falcon was intended a NPC singer named Hope. She had the purpose of being the link to the Hub underground. So you could tie the Thieve's Guild from Modoc to that, as you have some experience with getting out the locations and people that didn't make it in the F2 from vary reasons(see the EPA project)
 
I guess we can add as many vaults as we want as long as they have a decent reason for existing. As I've said somewhere, a list of positions of the Vaults could be retrieved at the Enclave, and then using the opening codes you'd get from the same place, you couldenter them.
 
@ Hotel California,

Yes the ckicken is staying. I don't intend to destroy anything in Modoc, just add to it and rework some of the area to make it more interesting. The majority of people I've spoken to down the years said they used to visit Modoc once or twice in playing the game so I wanted to make it more of a worthy town to visit.

From all the opinions that people have thrown in, the most impressice one I would say is linking Modoc and Ghost farm if you take the good option and save the farm in the first place.

This is something that I hope to work into the mod. Atm, I'm not sure if I will wait and do this in one go or release the first bit of the mod and work on that afterwards.

@stormcrow

Yes, there is scope for adding in many vaults to the game. Although this is something that intrigues me, it's not a huge priority. All the vaults were based on the same design docs, so essentially you'd be getting another duplicated area.

Also, in reading the design docs for the EPA again, it mentioned something about a vault under New Reno, does anybody know anything more about that?
 
Maybe put a vault door in a reno somewhere, when the player aproaches he can here tapping on the other side. Too bad he cant get the door open :)
 
Back
Top