Post Your Ideas For Quest Mods

Post » Tue Feb 01, 2011 9:44 pm

[img]http://i54.tinypic.com/2n65jlv.png[/img]

--------------------Suggested Guidelines For This Thread--------------------

I've been upset with the calibur of the quests in New Vegas, so I'd like to see what everyone else had in mind, post your own ideas for quest mods large or small, doesn't matter.

But please post with precsion, by which I mean organized and to the point. So try to split up different ideas like putting a space in between

Like this:

Blah and Vault Blah (Idea 1)

Blah And Blah Enclave. etc. (Idea 2)

So that way people who may be interested in your idea don't have to look so hard, after all the more convieniant your post is the higher chance of it being made or recognized and easier to discuss.



--------------------Join A Rogue Brotherhood, Rise In The Ranks--------------------


I'll start with my own.

My idea was a counter idea to the large Enlcave joining mod being discussed on another forum.

I thought why not Join the Brotherhood of Steel, only not the one found in game, perhaps a Rogue brotherhood, or the one from Fallout Tactics.

As a recruit you do various quests involving tech, muties, enclave, and vaults, and work your way up through the ranks, eventually you can become a scribe, knight, etc.

And depending on your choice you can get more quests, maybe different rewards, different companions, etc. So that people would replay it.

And as with all quest mods, I believe you should have options on how to finish every quest like
Evil option (Murder everything in sight)
Good option (Hug everyone nearby)
Neutral Option (Just do as your ordered)
Lazy option (Doing the bare minimum, like you SHOULD protect someone, but you don't have to)
Insane option (Set off the nuke that your not supposed to...and then laugh at the pretty explosion)

Obviously I've exagerated those options but I hope the point was clear.

Eventually in the mod you maybe can become head scribe or elder and thats about the end of my idea, It's only a thought at the moment.

Edit Heres a link to the thread for this:
http://www.thenexusforums.com/index.php?/topic/269137-join-the-brotherhood-rise-to-elder/
http://www.fallout3nexus.com/downloads/file.php?id=12927
http://www.fallout3nexus.com/downloads/file.php?id=14551
http://www.fallout3nexus.com/downloads/file.php?id=14052
http://www.fallout3nexus.com/downloads/file.php?id=13313
http://www.fallout3nexus.com/downloads/file.php?id=9794
http://www.fallout3nexus.com/downloads/file.php?id=14033
http://www.newvegasnexus.com/downloads/file.php?id=36910
http://www.newvegasnexus.com/downloads/file.php?id=36867
http://www.fallout3nexus.com/downloads/file.php?id=4309
http://www.fallout3nexus.com/downloads/file.php?id=6063 (Could be New genetic experiment from Enclave Researchers..)
http://fallout3nexus.com/downloads/file.php?id=14030

[img]http://fc03.deviantart.net/fs44/f/2009/115/d/5/BoS_Propaganda_Poster_1_by_RadiationZombie.jpg[/img]




--------------------Gangster/Mob Quests And Promotion Systems--------------------

Yeah i've said it before but;
Gangster quests like in Fallout 2 with New Reno
Similar to your brotherhood one, where you progress slowly, until eventually you take out the boss and run the place (get cash every week or so or something)

But really this could be the skeleton to a dozen different types, Courier, Caravaneer, Enclave, Tribals (In fact any faction really.)

Sad to see that they didn't add more stuff like this, or even just the option to not be the courier, but a gangster, or a brotherhood of steel member who was "locked out" or something.


I was also thinking, that new vegas needs more "base" areas, with patrolling guards, and tactful ways of getting in and out,

Whether you're going in to blow the whole place up, or just steal something of importance.

I remember thinking about all the times in Fallout Tactics, where I would sneak in, plant bombs on alcohol distilleries, or fuel tanks, then sneak out and watch the fireworks, before sneaking in the other side and assassinating the rest of the chumps.

Is it just me or are there not enough bases around the place. Just think, if more faction "bases" were added, there is more opportunity to add faction based quests

Like, "Brotherhood Initiate!, you must take back the stolen tech from the raider encampment by any means necessary!"
... or on the other end of the scale "You're new to the gang, so you gotta deal with the squatters that are holed up in the building over there, its gonna be our new hangout!"

I mean there is a lot you can do with fetch and retrieve.. It's highly underrated IMO


--------------------Reply And Resource To Adman85--------------------

Good ideas Adman85,
Along those lines I'd link this thread to that http://www.thenexusforums.com/index.php?/topic/257817-req-daily-jobs-mod/ thread, you posted there recently I see.

But yeah its a shame that you really cannot join any of the factions in the wasteland, you can help them or destroy them, but no one ever says,

Congrats your a true (not honorary or anything) member of the faction! Welcome brother/citizen/recruit/slave etc.

Your always seen as an outsider who just happens to be the biggest help ever in advancing their goals =P

Edit: Oh also heres a link to a thread where you can dicuss what you like most in a good quest mod.

http://www.gamesas.com/index.php?showtopic=1144535&st=

LoL the whole Pariah/Messiah thing.
Yep it's weird, they're willing to put their lives in your hands but they won't call you a friend really.
Yeah that post is awesome.. I'm able to place people and mess with items and stuff,
But i've never got a full grasp of how dialogue works in this (i remember in the NWN editors, it was so simple.. "add node, node has x conditions and does x actions etc") and I haven't really tried "building" anything (like encampments) in the editor.



--------------------Firefly/Serenity Qust Mod And Ideas--------------------


As a part of the http://www.thenexusforums.com/index.php?/topic/259367-firefly-serenity-anyone/ I've thought up some explanations for a quest or questline

The crew of Serenity crashes (not surprising if you've seen the show/movie) on what they call "Earth That Was" somehow, which is of course convenitly the Mojave.

You (The Courier) are the local they shanghai into helping them, each crew member may have a quest or two for you involving their particular niche. And each may give the player unique rewards. (Based of whatever people want most from certain members, like Malcoms gun and coat, Zoe's Rifle, etc.) Perks could be involved as well.

Such as Kaylee may be interested in you collecting parts and scrap for the ship. maybe a unique item or two for her.
Simon may be interested in medical tech on the planet
River, well thats a bit of a wild card.
Jayne, well a unique gun or power armor for him (one thats common enough to not want, but not so common its too easy to find)
And the others you can guess for yourselves.

The idea also popped up about perhaps having a small skirmish with reavers (easily made by retexturing raiders, and making them use feral ghouls animations, or melee weapons, perferably custom ones, and custom attacking sounds.)

The ship is also an idea that people would like to see, perhaps as a player home, (not in name but set no ownership of the inside)
or simply as a static object for "shiny" ness.

Heres a link to the thread if you'd like to offer up any more suggestions or want to attempt at making a similar mod.
http://www.thenexusforums.com/index.php?/topic/259367-firefly-serenity-anyone/

[media]http://www.youtube.com/watch?v=IbAaMbxdKG8[/media]




--------------------Unseal and Influence A Vault And It's Dwellers--------------------

Another Idea I had was,

You come across a vault (unoriginal so far I know) however, heres the original part, you come across a still sealed vault.

And I leave it up to the maker on what sick social experiement that they are a part of although I have some examples to propose

A vault locked in with only religious texts and persons. (may have fantantical dwellers)

A control vault of normal people

Vault full of scientists, (perhaps start a new brotherhood/enclave faction depending on player's choices?)

Vault with a unusual goverment system, (Theological, Authoritarian, Aristocracy?, etc.)

And of course theres a million more possiblitys you can think of, lack of neccesary equipment (water chips? =P) or too much of unnecessary equipment (guns = boomers)

Anyways as the first outsider in well ever, you become the vaults guiding light into the new world, and depending on the players choices the vault and its dwellers change.

If the player acts as a good person on the various quests for the vault, the vault maybe gets more tech, looks nicer, etc.
And the dwellers dress certain ways to mirror the courier. The dwellers can become a guiding light for the mojave as a new faction of good folks.

If the player is evil (and doesn't just kill everything in the vault. "Enclave style") then the vault becomes in disrepair and damaged, dirt and filth
and the dwellers become more evil and sadistic like fiends or raiders. Eventually becoming homicidal and evil. (Possibly betraying the courier, in which case the courier kills everything in sight =P)

It's a big idea so I'd suggest compartmentalizing the work if people were to attempt it, such as a good vault designer modder makes the vault, npc maker, dialog writers, etc. and of course volunteers for anything and everything.

Heres a resource potential makers could use:

To make the vault:
http://www.newvegasnexus.com/downloads/file.php?id=35808
http://www.fallout3nexus.com/downloads/file.php?id=2674
http://fallout3nexus.com/downloads/file.php?id=4821
http://www.fallout3nexus.com/downloads/file.php?id=1340
http://www.fallout3nexus.com/downloads/file.php?id=10759
http://www.fallout3nexus.com/downloads/file.php?id=1769
http://fallout3nexus.com/downloads/file.php?id=9906
http://fallout3nexus.com/downloads/file.php?id=4064
http://www.fallout3nexus.com/downloads/file.php?id=12677
http://www.newvegasnexus.com/downloads/file.php?id=38345
http://fallout3nexus.com/downloads/file.php?id=13746 (Another Musician Vault Maybe?)
http://fallout3nexus.com/downloads/file.php?id=11597 (If they were locked in with lots of bibles)
http://fallout3nexus.com/downloads/file.php?id=13911 (If you choose good choices they build into a big chruch)
http://www.fallout3nexus.com/downloads/file.php?id=11515
http://fallout3nexus.com/downloads/file.php?id=14030


(These could be used to change the vault if you make evil choices)
http://fallout3nexus.com/downloads/file.php?id=9928 http://www.newvegasnexus.com/downloads/file.php?id=38439
http://www.fallout3nexus.com/downloads/file.php?id=14762
http://www.fallout3nexus.com/downloads/file.php?id=10953
http://fallout3nexus.com/downloads/file.php?id=4166

[img]http://fc01.deviantart.net/fs70/f/2010/193/9/a/Enjoy_Vault_Life_by_MarkuzR.jpg[/img]


--------------------Desert Chruch/Mission Quests--------------------


By VaultPi

"Cantacle for Liebowitz" inspired quests centered around a desert mission.

It would add an adobe type Mission/Chruch like the Alamo,

With a Padre needing help with various things to keep the faith alive.
Heres some problems you could help fix for him
- Help defend the mission from bandits and raiders.
- Help Collect Special plants and Herbs For medicines, as well as paper and ink for new bibles and manuscripts.
- Find and bring him various books to preserve lost knowlege, perhaps scrolls and various religious texts like the Bible, Torah, and Islamic texts
- Located some lost plant seed stock, intact (pre-war) animal zygotes (probably in a vaulted door), and other stuff (like another Vault like the jungle vault)
- Defending the mssion against Caesar's Legion of Pagans (Like The Alamo with hopefully a different outcome)
- Secret missions for the New Church to help convert wasters and townsfolk.
- Ghoul and supermutant "Monks"
- Provide Assistance in Rebuilding or adding on to the Mission, like providing caps, finding watersources, trading negotiations.



--------------------A Tormented Vault By DarkWolf--------------------


I was thinking that a particularly entertaining idea for a Vault Experiment quest mod would be one where,

Every five years (starting from the fifth year after the vault was closed), the full details of one of the experiments are disclosed to the residents.

This would include the nature of the experiment, how they'd plan on executing it, and so on. Every so often there would be periodical updates to these as well, to let the populace know how each vault experiment was going.

So after a period of 50 years, they'd have an idea of how ten vaults worked, but they'd be trapped in their own vault, unable to help. Would they go completely mad? Would they form some kind of heroism complex?

It would be fun to get a psychology student on board for this as well, to write detailed anolysis of certain vault residents and their degradation over a period of time.
It would require quite a bit of story-telling as well.

The end result would be basically a nice way to bring previous Fallout games and Van Buren into New Vegas. Just a thought, anyway. I figured I'd toss that out there.





--------------------The Guns of Navarro By TheFireWarriors--------------------


I'd like a military themed quest, similar to Fallout 3's Operation Anchorage.
It should either be a simulation, like OA, or maybe even a flashback gleaned from talking to an Old Veteran who fought in some nasty wars.

In short, it is to "teleport" the courier into the shoes of either a grunt or a specwar operator for the NCR and showcase some incredible firefights and scripting and such.
There were many stories of NCR military campaigns throughout the game, the First Battle for Hoover Dam for example,
Or even the conquest of http://fallout.wikia.com/wiki/Navarro.

The Guns of Navarro

Player finds an old shack hidden behind a mountain. Upon stepping in, a hidden (scripted) frag mine (plot device) detonates, knocking the courier out. Before he passes out, he sees an old man emerging from the hut. (Like The Enclave in Vault 87 From Fallout 3)

[Fade to black.]

When he comes to, he is greeted by the old man.
The man appears to have patched him up as best he could, explaining that the mines were for critters. (Like The Fallout NV Beginning)

The player asks (to the effect) why the old man lives way out here surrounded by a mine field. The man then explains he used to be a soldier for the NCR and he is now retired.

Sooner or later, he will mention that it might be too dangerous for the Courier to head out immediately, and invites him to hear some stories about his time in the service. The player may refuse and and head on out, but the old man can still be talked to in order to activate the quest. As he accepts, the man then says a little background about Navarro and why the NCR moved in.

[Cue in "teleport/flashback"]

The first objective would probably be to infilitrate Navarro's first line of defense and disable the howitzers (similar to the one's at Nellis) along with an elite Ranger squad.
This takes place as the NCR is mounting their massive assault, so the howitzers would be constantly firing shells off map.

After that's taken care of, the NCR will then arrive at the compound and a massive firefight between them and the Enclave ensues. Anyway, the rest of the quest will involve taking the base while fighting against an army of Enclave soldiers in Enclave Combat Armor and Remnant Power Armor.

House-to-house fighting will above ground, and then storming the underground complex. Friends will die, Buildings assplode, but in the end, the NCR will have the day!

[End of flashback]

The Courier recovers, thanks (or doesn't thank) the old man, and sets off once more into the sunset.

Also, there could be some easter eggs regarding Arcade Gannon and the Remnants escaping; maybe scattered notes from several characters or even possibly a scene showing hundreds of Vertibirds escaping into the air as the NCR plant their flag on the rubble of Navarro. (like The holotapes in OA)

Just something I cooked up. xD


--------------------Reply To Guns Of Navarro Idea--------------------


Thats well thought out,
In a thread a long time ago me and some others were discussing how mods could do flashbacks like that.

Possible Method

-- By picking up items that were activators with scripts to force the player to wear face covering armor and helmets (so you can say its someone else)
-- Force their inventory to match the flashback character.
-- A Script to identify the Players gender and switch it (if needed) to the character having the flashback and one at the end to switch them back.

We were discussing ODST, (Where you find certain objects and are flashbacked, and then play through events that lead to the object being there.) And thats how similar ideas to yours popped up. Great quest mod idea. I really hope yours gets made.

I very much like "Guns Of Navarro" idea. Although I was thinking of making more missions of that sort maybe someone could release a .esm containing like the shack and stuff as a base.
Then a modder could release "episodes" of the old man's stories, the first would be "Guns Of Navarro" but then maybe he could have other stories after that one.

I was thinking maybe also adding the Massacre At Bittersprings or the first battle of Hoover Dam or the fight at Helios One between the Brotherhood and the NCR. Of course there are some constraints to this sort of thing.

- One being that if you include any members of an existing faction you cannot have them wearing their faction armor nor can you have them listed as a member of that faction, doing so would cause the Courier's reputation with them to change.
- Two being that there may have to be another character in order to include the bitter springs story and the more recent events to relive.

And also, you could have the Old man's house contain "trophies" from his campaigns and battle. And the player could take the trophies after completing the memory they pertain too. They could be something like a "Great Khan's Trail Carbine" or a "Legionary's Gladius" or maybe a weapon recoverd from a fallen friend at any one of those battles.

Also the quests could be triggered by asking the old man about the various objects or by interacting with them. Maybe like you pick up a pip-boy laying in the corner and then a message pops up saying that you can start a memory of his involving that pip-boy.



--------------------As The World Has Ended By Minngarm--------------------


Great to see all the different ideas guys,
However I would suggest doing a bit of the fluffing out on them to make it easier for any prospective script/modder who has the skills just not the imagination to do it.

For example, I've been working out a virtual/flashback story myself;

You start out in the entrance to a prestine condition vault,
Crowds of pre-war dressed people moving in a somewhat orderly line into it.

[When a series of explosions begin coming from outside, the ground is shaking, debris is flying and all that. ]

People to start to panic and try to push in, if you dont push your way into the vault as the doors start to close, a massive explosion kills you (forcing you to be on your guard from the begining.) If you manage to get into the vault before it closes the blast of the explosion seeps through just as the door seals shut, searing you, and pushing you to the ground. Several other bodies lay about burning, some people running near the door on fire just before you black out. (SW here, I'd suggest that the Vault 87 knockout animation again.)

You then come to on a operating table, with a selection of Doctors and nurses working on you and several other patients on surrounding tables, the doctor over you talks about closing up the last stitch on you (hands near your chest cavity.) and that you should be out of the woods now, he/she then directs a near by pristine Mr Handy to finish up.

The robot comes close, holding a display in place of its flamer attachment, which of course zooms in to allow you to select your gender and features (possible limitations added for custom scaring, but thats a bit beyond me at this point so not worried enough to go about adding it. Just a thought basicly.). After your selections added a few bits of humor from the Mr handy as he revs up his saw and brings it down on your face, resulting in another black out (yeah I know i over used it already.)

This time a few months later Doc is ready to see if you can walk again, thus introducing you to the movement commands, which after a time, results in heart palpatations sending you into critical condition on the spot, Doc and his/her staff work hard to save you, but just dont have the materials left to fix you properly, so they cart you over to a capsule seat, placing you in it, and hooking you up to several hoses and plugs, The capsule closes and begins to frost up along the glass edges until the window is so coated you can no longer see out.

At this point I figure to let about 10 seconds elapse without being able to move or even look around, then the glass begins to clear as the ice thaws. the operation room you were in a moment ago is dark, with sporadic light flashing from a overhead light that has fallen to hang by its cording. The room is cluttered with debris, overturned tables, broken monitors and medical equipment, no signs of anyone, a Mr Handy lays in one corner torn to pieces and half buried in the rubble.

When you prompt to exit the capsule a overhead monitor comes down to display emergency information such as having lost contact with the primary server, offering a occupant override to release the capsule, and when selected moving to the trait/skill menus to allow selection as the monitor prompts to confirm occupant information. At this point you have nothing but a tattered vault jumpsuit and poorly lit rooms and hallways in the vault medical laboratory. A few half buried skeletons in ribboned jumpsuits and laboratory coats throughout the area (not many just enough to add some flavor.) coupled with the scavanged clean lockers, boxs, and desks as you try to figure out what happened, where everyone is, and how the hell to get out.

Ive got a overall concept of having a need for med-x or psycho or even a custom made drug just to offset the heart complications the PC would have needed every game day or so. The overall idea is to provide the complete fallout atmosphere experience with out being overly combat oriented.

Of course as the campaign/quest progress' you will get into more and more combat heavy areas. I want to keep it in such a way that the majority of your combat is "optional" basicly as you have very little resources, no shops to resupply or more accurately over supply. Hopefully making a true scavanger type gameplay. The first part will of course take place in a vault, however I do plan on letting it expand beyond just that.


Anyways thats a example of what I'm reffering to when I say to fluff out your ideas a bit. That way you can really help increase the chances of seeing your own ideas come to life!

-M.D. Wolfe


--------------------Yeah, Me and My Big Iron Quest Idea--------------------


Heres a small quest idea I based on the song "Big Iron" from in-game

I thought that since most of the other songs in-game had tie-ins,

Why not have an NCR related quest to kill a Texas Bandit terrorizing one of the small settlements.

The way we'd say ranger, and of course Texas Red, who would be immue to energy weapons, so you have to use a regular gun or weapon. (So its iron related)

I'll leave it at that, It's just a simply mod that'd tie big iron into the game.

Maybe we'd call it, "Yeah, Me and My Big Iron"


Not actually quest ideas but I've been looking around Nevada historys and areas near enough to the area in game to be reasonable to mention,

I thought a couple of these could be great places or ideas to base new ideas from in the wasteland, exxagerate them, etc.

------------------Lovelock------------------

Lovelock where you can “Lock Your Love.” Ancient Chinese culture believed that if a lock was secured to a chain, love would endure forever. Lovelock has adopted this ancient custom and is the only place in the nation where you can lock your love. Locks can be obtained from participating businesses and then fastened to the chains at Lover’s Lock Plaza.

Nevada is the largest gold-producing state in the nation. It is second in the world behind South Africa
http://fallout3nexus.com/downloads/file.php?id=4166

Camels were used as pack animals in Nevada as late as 1870
Singer Bing Crosby owned a large ranch at North Fork, about 40 miles north of Elko, and was named honorary Mayor of Elko.
Nevada has played host to several nuclear bomb tests, yet we see no craters of any significant size anywhere in-game.
Also in Las Vegas is the Neveda Atomic Testing Museum, that may be fun to explore in-game.

------------------Goldfield Ghost Town------------------

Once this was Nevada's largest city after gold was discovered in 1902 and boosted over 20,000 residents at its peak.

------------------Rhyolite Ghost Town------------------

One of Nevada's most prominent ghost towns, once a bustling metropolis. In 1904 gold was discovered in the area and the town was born. Rhyolite was named after one of the main minerals found locally. At it's peak, this town housed almost 10,000 people. It boasted over 50 saloons, 18 grocery stores, 8 physicians and a half dozen barbers. There were over 15 hotels in town to accommodate visitors. But due to a loss of financial backing it became a ghost town by 1911. Rhyolite was a city built to last; which is evident in the ruins you can see today.

Austin, Nevada Has quite a history but was a bit far for me to really mention, but of course you don't HAVE to be really geographically correct.

I'll post more later if I think of more areas near the in game wasteland



-----------------------------Effect The History Of The Vaults-----------------------------


I came up with this idea a while back, now the basic idea is that somehow the player is able to either go back in time and accidentally (or purposely) cause the various disasters in the vaults...

This idea was visited by the Fallout creators back in Fallout 2 where the player causes the events leading to the start of Fallout 1 as a joke. See http://fallout.wikia.com/wiki/Guardian_of_Forever.


-----------------------------The Basic Design Idea-----------------------------

So the idea is that somehow, You get to see the different vaults from the games, as they were being destroyed or significant events or you can even cause them and become the reason for their ruin.

Ways that we could introduce this could be...
- Since each vault that failed was a social experiment, we can assume that they may have been monitored by a central Vault-Tec system. Therefore the player can simply be in a VR or similar enviroment, and simply view the events, or could take the role of an important dweller of the vault.
- Player stumbles onto a secret and abandoned Vault-Tec hub of technology, one that is devoted to "Semi-peremenant bridges of time." Where you can only go back to the vaults. Which is actually a stable of real life time travel. As in you can only go back to a time where there is a time travel compatible "door" or device to accept you. This method would make it where the player can effect the vault and bring upon its ruin.


Suddenly there could be a lot of possibilites for interesting mods, people could make muliple endings, new areas, factions, etc if the vault survives because of you.

Explore the various vaults as an observer, where the npcs cannot see you or interact with you, and watch the dwellers as they doom themselves.
Explore the empty vaults and cause the downfall.
Possibly if modders want, you could have it where you can save some dwellers from the vaults fate, or damn them anew. Vault 11 perhaps?

- Perhaps explore and be a witness to the work in Vault 22, until you accidentally bump a strange breaker onto a normal spore plant.
- View the politics and stories of Vault 11.
- Travel through Vault 87 before most of the FEV, perhaps you can find Fawkes and be the reason he keeps his sanity after mutating
- Be the villian in Vault 77 and kill the puppet, Sending the single dweller futher into violent madness,
- Watch James' first arrival and admission into Vault 101,
- Watch in horror as the Fiends first claim Vault 3.

I've set up this idea in a way where there are so many ways people could expand on it.

[img]http://img195.imageshack.us/img195/8917/vaulttecquickmake.png[/img]


--------------------Afterworld Mod Inspiration--------------------

This is not actually a new mod idea but I think it could be a good place to come up with ideas, I'm recommending a unique series that was released some time ago called "http://en.wikipedia.org/wiki/Afterworld_(TV_series)"

The show had a very unique twist on a post-apocolyptic America, the show is about 130 episodes long with each episode being 3-4 minutes long, and takes visuals into something between 2D animation (Cartoon/Anime) and 3D (Real Life/CGI) in what was nicknamed 2.5D.

I felt that the show has a lot of promise for ideas and so I wanted to share it with my readers.

Here is a small intro into the plot.

"Afterworld follows the exploits of Russell Shoemaker: an ad executive from Seattle who was on a business trip to New York City at the time of The Fall – the disappearance of almost everyone on the planet, as well as the sudden loss of technology. As the series unfolds, we follow Russell’s lonely, and often dangerous, trek across the country in the hopes of finding that his wife and daughter survived."

And here is the first episode I believe.

http://www.youtube.com/watch?v=Yd3stfOcpq8
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Tue Feb 01, 2011 7:01 pm

--------------------Example Of A Great Quest Mod--------------------

Heres an example of a great (one of the greatest) quest mod makers

http://www.newvegasnexus.com/downloads/file.php?id=37172

"Puce Moose made the journey from the irradiated rubble of the Capitol Wasteland to the burning Mojave, and he's run into a few interesting characters he'd like to share with you."

If you have Fallout 3 I'd suggest you see his work, he's very good.

--------------------Small Wax Museum Exploration Quest Mod--------------------

A smaller quest mod with lots of custom content was the idea of making a wax museum full of costumes and outfits and possibly even weapons that were old before the war.

Such as Steampunk clothes, pirate outfits, flintlock pistols, barbarian clothing, etc.

It'd actually be more of a way to introduce several mods at once into the game besides the old fashioned
"Drop it in a dumpster" technique that breaks immersion.


I'd like a mod where you could own your own bar on the strip or in freeside and needing to renovate it, hire staff, get it running, deal with competition, etc. I think it'd be pretty cool because there's nothing really like it.


Ah! You mean you enjoy what are called "Business Mods" where the player happens upon a generic ruined/crappy looking building and thorugh a combintation of money, quests, and time improves the appearance of the building and makes it into a part of the towns community.

I enjoy those too, there were lots of those for Oblivion but besides mods like Wasteland Defense, and RTS (Real Time Settler) I do not know of any for Fallout New Vegas


--------------------Morality, It Can Change The World--------------------

Inspired By VaultPi

The intial idea was about a companion that changes with the player, by that I mean if you play as a post-apocolypse anti-christ (like spraying a deathclaw mating pheromone on an enemy and putting them in front of the Sloan quarry.... :devil:) then your follower will become just as evil, and if your a saint, then your companion will constantly be saving babies and eating tofu. =P

Now the original idea was a child (using the s-whatever mod) follower that clings to you for safe and over time learns skills like to handle weapons that you perfer, (so if you use energy weapons all the time, then he will too)

Another was a dog/cyberdog that changes with your morality (like Fable)

The final quest idea I've come across was a player home that morphs as your player goes from saint to sinner and vis versa, with bone and gore furniture for the monsters and clean pre-war foo-foo for the "angels."


--------------------A Visit To "The Rock"--------------------

Maintaining The Peace
You meet personally with President Kimball and he request your help. An offshore prison(hint Alcatraz) has been having an increase in riots lately. He wants you to go investigate the prison to see what is stirring the prisoners. You get on a boat and ride to the island.

Once there, you go straight to the wardens office. Along the way, you are stopped by a prisoner. If you support Ceaser and show the mark, you start the Ceaser sided quest line. Push him away, and you go to the warden to begin the NCR sided quest line.

The NCR side can have you go undercover as an inmate (or not) to discover Ceaser's agents are rallying the prisoners for a riot. You spend some days gathering evidence and either murder the conspirators or find a peaceful solution.

The Legion will have you steal weapons from the armory, kill some guards and make it look like accidents, and eventually riot against the guards.

Well, what do you think?...



---------------------------"Daddy, Where Do Cigarettes Come From?"---------------------------

A possible quest idea by Simplywayne90 based on http://www.thenexusforums.com/index.php?/topic/312189-mysteriously-abundant-cigarettes-with-no-source/

We are talking about the 1950's here, a time in America where people who didn't smoke were complete freaks.

Likely there is no explanation for the many cigarettes found in Fallout in the lore. They're simply there because smoking is a large part of the culture that Fallout has parodied since Fallout 1.

So perhaps someone should write about or make a place where perhaps some robots are still making cigarettes, or perhaps a caved-in hidden factory could be made into one of the many generic destroyed buildings of the Mojave.

If it does become a mod then all sorts of new things might make it more interesting.

Here are just some basic ideas that could be expanded on.
  • New lighter look when using dynamite sticks.
  • Cigars, Cigarettes, etc. with special properties (like with nuka-cola, and then you had nuka quantum.)
  • Maybe collectable lighters like Snowglobes/Bobbleheads but from improtant people in the wastes (Benny, Papa Khan, Caesar, Pres., Remnants, Marcus, etc.)
  • New Crafting recipes for tabacco based drugs/poisons.
  • Funny Companion possibly (Robot Smokes a lot? or maybe a Tribal named He Who Smokes Everything.)
  • Cigarette based weapons somehow? (Maybe just a gun with the brand name on it, could be a reward for collecting the lighters)
  • New enemies (Possibly a mutant spore plant from tabacco, or Nicotine addicted Super mutants)
  • New Cigarette Based Perks (Black Lungs, Fog Breather, etc.)
  • etc.


Those were just of the top of my head, I'm sure if someone really worked at it, that it could be a cool little mod.

Edit: Here is a quick poster I made for this quest idea.
[img]http://i55.tinypic.com/35jxeuo.jpg[/img]


--------------------A Mind is A Terrible Thing To Lose--------------------


I've got an ideas for a large parallel main quest.

Part 1: Amnesiac [Levels 1-5]

This will be the search for who you are and where you came from.
The quests will be designed so when your level 5 and completed the quests you gain a memory that leads to finding your why home.

Spoiler
Quest: Amnesiac 1-5?
Will follow the main quest till you get to Primm and speak to Johnson Nash where he will tell you about a where you where staying and giving you the address.
At the address you find a bag that contains a recites for a job you had done, so you visit the person that gave you the job. They in turn give you more clues.
As you travel around finding clues your memory starts to return, giving you new destinations and people to see.
[If its possible I would like new memories to come when you have reached a certain level.]
You find enough clues and you regain enough of our memory to know where you came from and how you got to here. So you head to the Crimson Caravan Company or other caravan, where you find the person that brought you here and can take you back to your home town.


Part 2: Kid A [Levels 5-20]

You start to reintegrate into the town, you take quests and help out. You find out that you where adopted by one of the first settlers. As the quest progress you learn about yourself and your adopted father. You will start to shape the town with the choices you made in the quests.

Spoiler
Quest: House of Cards
You ask around and find out that your well known around the town and that you have a house. This quest will be a general look around and will start some of the other quests.

Quest: Karma Police
The local law need your help. Make them more militant or not.

Quest: Dollars & Cents
Help the traders. This could be split into many different quests. Quests like, put competitor out of business, protect supplies/caravan, open up trade routs, deal with local raiders, etc.

Quest: Vegetable
Help out the farmers.

Quest: High and Dry
Somethings up with the water supple, investigate.

Quest: Electioneering
A new mayor is to be elected pick a side and make sure they get in. One of the candidate has ties to a outside group (see A Wolf at the Door).

Quest: A Wolf at the Door
A vault that's close by is occupied be a group that wants the towns resources, you have to deal with them.

Quest: Everything In Its Right Place
You find an old flyer for a gun show, as you investigate your approached about a job to find a number of the weapons for a collector. Do you beg, steal, kill to get them. Will only be able to complete if you hand over some of our weapons.

Quest: Feral
You explore your past and find out your a gun for hire.

Quest: The Tourist
You regain memories of our father and investigate.

Quest: OK Computer
You find a computer in your house but it needs a password.
When you reach level 20 and have completed most of the Kid A quests you remember the password and gain access to the hidden storage room under your house. You get your fathers armor and a lot of weapons, with some unique as well.



Some of the quests are received be speaking to people and some are linked to memories. So in some cases you will get new memories at a certain level, opening up the new quests. Some quests will need you to have finished a specific quest and be a certain level. Depending on your chooses in some of the quests you can make the town more militant and power hungry. As you regain your memory you will gain perks and traits.

The towns history.
Spoiler
A few of the founders of the town where from the Followers of the Apocalypse, some where from a vault and the rest where drifters. The town your from rebuilds generators and also manufactures bio fuels. The town its self is an old construction site, an exhibition hall and a hotel. The hotel is only partially constructed, but the exhibition hall is finished and now holds the manufacturing facilities. The people in the town work as traders, farmers, factory workers, police or town admin. There is a wall/fence around the town to protect it. There are two main shopping areas, one being a tented market style and the other a mall style on the ground floor of the hotel.The town is a hub for a lot of trades so its a busy place.



Some of the quests need more padding out and there could be many more main/side quests.


---------------------------"The Most Dangerous Hunt"---------------------------

A possible quest idea by SomeGuyNamedJoe

In Fallout:New Vegas, there are four http://fallout.wikia.com/wiki/Fallout:_New_Vegas_legendary_creatures. I think there should be an incentive to kill all four of them, other than the obvious Mercy which you get for killing the Deathclaw.

In the Tops, in the Four Aces Theater, there is an old man, named "Marskman Mark." He's sitting at one of the tables, with several whiskey bottles in front of him, drunker than hell. Upon approaching him, he tells you to to screw off, but with a bit of prodding, he will tell you his problem. Marksman Mark is a retired NCR veteran, one of the finest shots in all of the First Recon. He is known to the Legion as "Niveus Nex," or "White Death."

He was recruited into the NCR when they first moved into the Mojave, where he was known for being an expert hunter from Goodsprings. He was eventually forced to retire with a purple heart when he was shot in the shoulder, rending his left arm useless.

He is depressed because he is no longer able to hunt prey, and he was never able to live his dream; killing the four Legends of the Mojave. He will tell you dozens of hunters have died fighting them, and he wanted to be the first to kill them all. Upon hearing this, the Courier can offer to kill them, and bring back parts of them as trophies. He says that if you do this, he can die a happy man and reward you for your skills.

You then set off to kill the Legendary Nightstalker, the Legendary Cazador, the Legendary Fire Gecko, and finally, the Legendary Deathclaw.
You will recieve quest makers to each in that order. You are to bring back the "corpses" of each (as a lootable item from each corpse and weighs the appropriate weight so the Deathclaw is going to be very heavy.) and bring them to his house in Goodsprings, where his son, Mark Jr. lives.

When you bring the first one back, it will be discovered that his son is actually an inventor and scientist who has trained with crastsmen like the Gun Runners, and was the one who built his father's legendary sniper. He will tell you that his father had promised him to bring back the Legendary Beasts' corpses, so that he could dissect them. His father was going to keep their heads to mount on his wall, but he wanted to create other trophies from their body's.

Here-in lies your reward.

  • For bringing back the Legendary Nightstalker's corpse, you will receive the Legendary Nighstalker Hide Armor, which is a fairly decent, custom-textured leather armor suit that grants stealth upon sneaking. Basically an improved Chinese Stealth Armor.

  • For bringing back the Legendary Cazador's corpse, Mark Jr. makes you a custom combat knife/bayonet with the Cazador's venom gland embedded in the hilt. It's a very strong melee weapon, with the added bonus of a permanent poison coating, equivalent to the Legendary Cazador's venom. Get cut by this baby, and it's lights out for good.

  • For bringing back the Legendary Fire Gecko's corpse, Mark Jr. will run a few experiments on the Fire Gecko's firegland, and will then give you "Fire Gecko Coating" occasionally to place on a melee weapon, to temporarily give it the effects of the Shishkebab. Imagine putting this on the Legendary Cazador Knife!

  • For bringing back the Legendary Deathclaw's Corpse, you receive the Legendary Deathclaw Gauntlet. Remember the Deathclaw Gauntlet from Fallout 3? Take that, and turn it up to eleven. This baby combines the punch of Pushy, combined with the DT-ignoring properties of the Deathclaw gauntlet. Wear this, and even the Legion will envy you. Perhaps someone could add a piece of the Deatchclaw alphas horns onto it to make it look even deadlier, or retexture it to match the Alphas color.


Bring back all four, and Marksman Mark will give you a key, This key is to unlock his personal safe from the Tops, inside while be an incredible custom sniper rifle, ideas on the looks are things like skeletal pieces of deadly wasteland creatures, claw marks, etc. And The weapon is quite powerful, since it's supposed to be used by a player who has slain all the great Legends.


---------------------------"Checkov's Safe"---------------------------

A possible quest idea by VaultPi

The Hook: A pre-war bank with an impenertrable safe, the computers are dead, it's timelocked not lock pickable. However with a certain amount of explosives you should be able to crack the safe.

Location: Put the safe anywhere, perhaps a generic building that can be "destroyed" by the explosion.

Result: A large Nuclear Boom! Safe goes flying out the roof, now where did it land......(Note this could probably not be witnessed, but you could be told by a message box)

Of course the safe has landed somewhere new and interesting, and while still not broken, it has landed on something else, opening a way, after crushing some big bad wasteland moster like a Deathclaw Alpha or (Simplywayne90 here, maybe it crushes zombie hilter....old joke of mine)

I'm guessing the contents of the safe, and the area it opens are up to any future readers?
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Tue Feb 01, 2011 7:08 pm

If anyone else has ideas please post them, I merely posted all the ideas from others to set examples of quests and things, some ideas are simple, some are more like books...

So all ideas are welcome!
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

Post » Tue Feb 01, 2011 9:03 am

Don't remember if it was a Clint Eastwood movie or a Charles Bronson movie, I';m thinking it was Clint Eastwood.

But a serial killer had someone hostage, and gave Clint directions to be at a certain payphone at a certain time,
(Might've been the movie, Dirty Harry), then he answers the phone that's already ringing as he runs up to it,
(obviously there aren't phones to use for that, so some other medium would need to be used),
he is then told that he has 5 minutes to get to a payphone in another part of town or the hostage dies,
and this goes on for a few more payphones like that....

It's been a looooong time since i've seen it.

But the premise could be used for some quest, I'm not a fan of timed quests, and you'd have to disable fast travel
because what fun would fast traveling to the next destination where the next clue (holotape? maybe) would be..

Or just a series of "Catch me if you can" notes.

I may have repeated everything that already been posted here, don't know.....
User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm

Post » Tue Feb 01, 2011 5:26 pm

Actually thats a pretty original idea, and very cool.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Tue Feb 01, 2011 2:35 pm

a mysterious son quest the lone wanderer talks about his father and sends you to find him never actualy finding him but a letter orletter and pic/memento
User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Tue Feb 01, 2011 12:29 pm

My all time favorite "Quest" has been in a few games, IIRC it was used all the way back in Deus Ex, and probably even farther back than that,
but I don't remember.

It's kind of why I like
Spoiler
the start of Dead Money,
because the same thing happens to you

The reason I'm bringing this one up, is I just went through a very short re-creation of this in Dragon Age 1.
I love "quests" where you get all your stuff taken away from you and tossed in Jail or whatever, and you have to break out, and
and slowly collect all your stuff back, so you can wreak havoc on the rest of the place you were locked up in, once you get your stuff back.

I HATE it when a 'quest' like this gives you all your stuff back when you find that one locker......
I'd rather find it piece by piece, slowly

I know, some people would be worried that they didn't find all their stuff, but maybe a script could count the stuff
in a person's inventory, then remove everything, and then an on screen "29 of 97" type counter could show how much the person has found.

Of course there has to be multiple levels, and guards to sneak by or kill
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am


Return to Fallout: New Vegas