(This is an edited version of a post I made on the FO3 Nexus mod forum)
I rampaged through Evergreen Mills recently and felt as if I had eaten a Big Mac when I could have had prime
rib. A potentially interesting location was just another dungeon crawl. As I thought about the physical assets
present in EM, a lot of ideas popped up for a much more interesting area that could be incorporated into a modified Main Quest.
I'll bullet some thoughts then briefly describe the scenario-
> The complex structure of EM implies a more organized Raider group than the normal groups. But there doesn't seem
to be any hierarchy,leaders,etc there, aside from the trader, beyond the generic mobile-targets-that-shoot-at-you rabble with a bit of slave trading.
>Why are raiders bothering to keep a Behemoth captive?
>The foundry building is a potentially useful industrial facility being used as a cheap hotel with rec facilities.
So- what could EM be?
If there is a possibility that the wasteland could be restored then the question arises- who is going to serve/rule/administer/exploit/enslave the greater community that would follow? And it's easy to envision rumors leaking about Project Purity and the GECK from the Enclave, BOS, etc. Much harder to imagine them being able to confine that information to their groups.
It makes it much more interesting to have the various groups- including the SuperMutants- be contending to dominate the revived Wasteland. After all, that's what war is all about and "War Never Changes".
The actual restoration of the Wasteland becomes a necesssary plot goal but the real meat is in the choices of which faction to support- if it's practical to have more than the Enclave and the BoS contending- and the quests to keep the other factions from mounting a serious challenge.
The Raiders want to have the whole pie and there is some sort of Raider organization with EM as it's headquarters. They are working on a weapon- a group of brainwashed/mind-controlled/?? Behemoths clad in a super size new type of Power armor made possible by the following:
>Raiders find a prewar cache of a unique alloy and realize it's potential for armor.
>Raiders kidnap 2 scientists + families from the Commonwealth(or other offstage place)-one a specialist in
metallurgy/power armor/weapons and the other a specialist in mind control/drugs/brainwashing.
>Raiders capture a Behemoth, as a first test of the process, to be conditioned, armed, and armored.
The Brotherhood learns about the project but they are stretched to the limit have no resources available to deal with the threat. Until that threat is neutralized they can't move against other opponents
You can infiltrate- using a Raider outfit, haircut, and a possible dummy item that changes your faction with the Raiders to neutral- from there you can use speech, evidence of kills such as Brotherhood holotags, etc to gain trust and get access to a lab area where the scientists are doing their work or use
sneak/lockpicking/hacking or science skills to become an assistant to the scientists.
From that point you could save the scientists + hostage families from their captors while sabotaging the
project, use a self destruct system to destroy the equipment/materials/etc. or follow some other path to deal
with the threat, It would seem impractical to allow siding with the Raiders for an evil PC.
The Stop The Raiders quest could be only accessible after the PC has gotten to a certain point in the main quest and has the skills to deal with a lot of skill checks in conversations(preferably in an modded environment that forces the kind of skill choices that FO1/2 forced you to make)/combat/etc.
I have no modding experience but I am interested in helping more experienced folks make such an area a
reality.
txriddle
I rampaged through Evergreen Mills recently and felt as if I had eaten a Big Mac when I could have had prime
rib. A potentially interesting location was just another dungeon crawl. As I thought about the physical assets
present in EM, a lot of ideas popped up for a much more interesting area that could be incorporated into a modified Main Quest.
I'll bullet some thoughts then briefly describe the scenario-
> The complex structure of EM implies a more organized Raider group than the normal groups. But there doesn't seem
to be any hierarchy,leaders,etc there, aside from the trader, beyond the generic mobile-targets-that-shoot-at-you rabble with a bit of slave trading.
>Why are raiders bothering to keep a Behemoth captive?
>The foundry building is a potentially useful industrial facility being used as a cheap hotel with rec facilities.
So- what could EM be?
If there is a possibility that the wasteland could be restored then the question arises- who is going to serve/rule/administer/exploit/enslave the greater community that would follow? And it's easy to envision rumors leaking about Project Purity and the GECK from the Enclave, BOS, etc. Much harder to imagine them being able to confine that information to their groups.
It makes it much more interesting to have the various groups- including the SuperMutants- be contending to dominate the revived Wasteland. After all, that's what war is all about and "War Never Changes".
The actual restoration of the Wasteland becomes a necesssary plot goal but the real meat is in the choices of which faction to support- if it's practical to have more than the Enclave and the BoS contending- and the quests to keep the other factions from mounting a serious challenge.
The Raiders want to have the whole pie and there is some sort of Raider organization with EM as it's headquarters. They are working on a weapon- a group of brainwashed/mind-controlled/?? Behemoths clad in a super size new type of Power armor made possible by the following:
>Raiders find a prewar cache of a unique alloy and realize it's potential for armor.
>Raiders kidnap 2 scientists + families from the Commonwealth(or other offstage place)-one a specialist in
metallurgy/power armor/weapons and the other a specialist in mind control/drugs/brainwashing.
>Raiders capture a Behemoth, as a first test of the process, to be conditioned, armed, and armored.
The Brotherhood learns about the project but they are stretched to the limit have no resources available to deal with the threat. Until that threat is neutralized they can't move against other opponents
You can infiltrate- using a Raider outfit, haircut, and a possible dummy item that changes your faction with the Raiders to neutral- from there you can use speech, evidence of kills such as Brotherhood holotags, etc to gain trust and get access to a lab area where the scientists are doing their work or use
sneak/lockpicking/hacking or science skills to become an assistant to the scientists.
From that point you could save the scientists + hostage families from their captors while sabotaging the
project, use a self destruct system to destroy the equipment/materials/etc. or follow some other path to deal
with the threat, It would seem impractical to allow siding with the Raiders for an evil PC.
The Stop The Raiders quest could be only accessible after the PC has gotten to a certain point in the main quest and has the skills to deal with a lot of skill checks in conversations(preferably in an modded environment that forces the kind of skill choices that FO1/2 forced you to make)/combat/etc.
I have no modding experience but I am interested in helping more experienced folks make such an area a
reality.
txriddle