Ending Slides mod project(s) for Fallout 4

Post » Sun Dec 06, 2015 4:51 pm

Well, I'm an idiot with computer programming and am a heathen console gamer due to the fact I use a laptop. HOWEVER, I think what this game really needs ending slides. Yeah, yeah, they're not something which is going to be any more canonical than anything else but I think it would be pretty awesome if we could pull it off.

Or someone can since I can't do anything with my mediocre programming skills.

They've done it for previous games and I'd love to see it happen.

What about you guys?

Special thanks to Akul who recommended it. Also, because I wrote up a bunch of ending slides for fanfic and I thought "I wonder how many other people have done this."

Edit:

New Vegas would be a good guideline. http://fallout.wikia.com/wiki/Fallout:_New_Vegas_endings

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Hot
 
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Post » Sun Dec 06, 2015 3:50 pm

But yes, if anyone wants to do this, I'm happy to write for it.

And take suggestions/criticism for it.

I figure the mods would go:

Faction Endings
Companion Endings

Maybe one for a few extra characters and places of note like Diamond City, Mama Murphy, and so on.

I don't know about the technical requirements for something like that, though.

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Loane
 
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Post » Mon Dec 07, 2015 3:05 am

First we should make lists of general slides. I think it should be something like this

00. Sole Survivor - at the moment of explosion or Shaun's death

01. Shaun

02. Institute

03. Railroad

04. BoS

05. Minutemen

06. Fate of Commownealth

07. Diamond City

08. Goodneighbor

09. Bunker Hill

10. Sanctuary hill

11. Vault 11

12. Gunners

13. Raiders

14. Companions - each companion one slide

15. Other interesting characters like Kent, Zao, Silver Shroud, Cabot, etc.

16. Sole Survivor - looking towards the future

17. Sole Survivor and his love interest - new family (or forever alone)

Next I think we should make variations and prerequisites that might lead to them.

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daniel royle
 
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Post » Sun Dec 06, 2015 5:50 pm

What is also important is how to implement it: should they appear when the game ends? But then what if you end with Minutemen and go kill the BoS?

Or maybe there could be a place, similar to Memory Den, where the SS can sit and see the current future. An NPC could be repairing the device and only finish it once the MQ is over.

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Sun of Sammy
 
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Post » Sun Dec 06, 2015 9:16 pm

Agreed.

Handling it from each:

The Sole Survivor should have five endings depending on which faction he chose to stand with (or none at all). The Institute ending, the Railroad ending, the Minutemen ending, and the Brotherhood of Steel ending. It'd be nice if we could have a Good Sole Survivor ending or a Bad Sole Survivor ending but that's not tracked via karma so I wouldn't know how we'd even begin to do that.

Shaun would probably get three endings as there would be one for siding with the Institute, one for siding with the Railroad or BoS, and one for the simply killed option.

Obviously, the fact most factions get destroyed in siding with one faction or another limits the endings.

I think Companions would get more than one slide if you could track whether they're romanced or not.

Edit:

One way to simplify the issue of the Ending Slides dramatically and get the maximum benefit from this is to steal from Bioware and do a Dragon Age thing. A terminal you could put in Father's Office, the Prydwen, The Castle, and the Railroad HQ where you "Enter a Commonwealth Data Report" and then ask for a "State of the Commonwealth." The Commonwealth Data Report would ask you a bunch of questions like:

Did you romance Cat?

Did you romance Piper?

Did you do Piper's Quest?

and so on

And when you're done, you hit enter and see the Slides.

Just a thought, though. There's a lot of writing to do either way.

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Beat freak
 
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Post » Mon Dec 07, 2015 3:23 am

I was thinking about that myself.

Maybe even as a Quest.

"Go to the Memory Den and see the Ending Slides."

But yes, it should be only available after the Main Quest.

The "State of the Commonwealth" questionnaire thing would allow changes in status, though. So you could see it with the Brotherhood of Steel and then later see it after you blow it up.

It would also potentially allow us to fiddle around with it a bit more, perhaps saying, "Where you an evil or good karma Sole Survivor."

This may be a terrible idea, of course.

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Daddy Cool!
 
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Post » Sun Dec 06, 2015 7:19 pm

We can calculate the Karma. For example, did they save Billy or did they sell him? Did they assassinate the person in Silver Shroud quest? What did they do with the Synths in Bunker hill.

We could also check what he did in similar situations. Would the player try to stop the Institutes's slavery? Let us check if they saved the Synths at bunker Hill! Also, did they join the Railroad or did they get rid of Ayo. If they enslaved/killed the Synths and sold out Liam, they probably wouldn't try to end slavery. If they framed Ayo and saved the Synth at Bunker Hill, they would probably try to end it. And depending on how we dealt with House Divided quest and if we got rid of Ayo, we could decide how successful he was at that little project.

There are still survivors. Just today I found one of my Synth patrols fighting the Railroad agents.

Seeing as people will continue fearing the Institute, I can even see the Railroad get many new members in Institute ending, especially if the SS has bad karma.

On other hand, in BoS ending they would probably disappear forever. In the Minutemen ending (if they got killed that is) they would never get obliterated so one of their influential members, like Mr. Tim, could form an anti-Minutemen faction in revenge.

We won't need to do this. The game already tracks this data and if the rest of the game knows it, we can learn it too.

What we don't know is what the player said in conversations. So no "What did SS say to Gabriel?" during Synth Retention.

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Miranda Taylor
 
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Post » Sun Dec 06, 2015 3:24 pm

Ah, good to know.

Yeah, that would all makes sense.

But yes, Companion Slides should depend on:

1. Did you recruit them?

2. Did you do their quest?

3. Did your romance them?

Obviously, ones which didn't get recruited wouldn't come up.

Very true.

I'm working with the limitations and questions of the work, I imagine.

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Nany Smith
 
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Post » Sun Dec 06, 2015 5:09 pm

I'm inclined to think the Memory Den is the best place to do this, though as it would be okay to have the player character go down there after finishing the main quest to see their results. I think it should be repeatable as an option so it can be updated. Obviously, the BoS ending would change after you eliminate them as a Minuteman.

And then the Minutemen ending would take over.

If that makes sense.

I wonder if the issue of more than one romance should be mentioned in a slide. Probably best to leave that to the imagination.

You've convinced me.

Besides, I'd want to know what the Brotherhood of Steel thought of a bunch of Wastelanders blowing up their state-of-the-art warship with WW2 antique artillery.
As well as the utter fiasco of Elder Maxson's business.

Obviously, the Railroad in a "Institute (Good)" ending is very different from a Railroad in the Institute (Bad) ending.

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Honey Suckle
 
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Post » Sun Dec 06, 2015 7:49 pm

In NV, some of them also got different slides depending on the ending.

For example, Nick Valentine may need to leave the Commonwealth if BoS wins (or get killed if you have never done his quest). Piper may keep publishing anti-Institue or change to pro-Institute propaganda, depending on her affection with the new Director... just like in the game.

But some like MacCready would probably not get anything special, but he may get other specialities: liek becomign a high up in Gunners if the SS killed the Gunners leaders and many of their named members. Depending on his affection with SS, he may improve them or not. Heck, maybe MM and Gunners could become pals.

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Leonie Connor
 
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Post » Sun Dec 06, 2015 11:14 pm

True.

Nick would definitely get a different one for the Institute winning and probably a variant on the Good and Evil Karma SS.

"Nick expected the worst when the Institute was triumphant but was pleasantly surprised..."

Ditto Preston and Piper since all three of them are opinionated and political.

Hancock too.

Figuring out which endings for each would be an interesting exercise. I assume the Gunners would be like the Fiends in New Vegas with their ending depending on how many of their leaders you killed.

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Andrew Tarango
 
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Post » Sun Dec 06, 2015 7:47 pm

The same goes for Raiders: if you killed enough, they cease becoming a threat and the economy of Commonwealth improves.

If you killed them all, most bands flee the Commonwealth and from the mysterious guy who kills them without mercy (you can already hear raiders talk about you as if you were a boogieman if you killed enough of their bosses).

In any case, we should probably solve these in order. I guess the first two should be easy and a good exercise for start.

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Ashley Tamen
 
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Post » Sun Dec 06, 2015 5:49 pm

Probably so.

Anyway, a good "Consult the Ending Slides" system would be using New Vegas as a guideline.

http://fallout.wikia.com/wiki/Fallout:_New_Vegas_endings

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Maddy Paul
 
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Post » Sun Dec 06, 2015 4:26 pm

I think the first slide would have six:

1. Nuclear Family - the SS laments Shaun's death once again (like in the cutscene)

2. Nuclear Family, SS kills Shaun - ? (this is possible from what I hear and I doubt they would lament in this case)

3. Nuclear Option, High Karma, Male - the SS is horrified at the explosion and is reminded of his times as a soldier

4. Nuclear Option, High Karma, Female - the SS is horrified at the explosion, civilian perspective

5. Nuclear Option, Low Karma - the SS feels sadness but no surprise

6. Nuclear Option, Very Low Karma - the SS feels excitement

Do you think something more could be added? Maybe Nuclear Family could get some more somehow?

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NEGRO
 
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Post » Mon Dec 07, 2015 1:17 am

I think the specific reaction to the endings and how they feel about them is tough to do since so much of that would be roleplaying. Even if you joined a Faction then some players might do it as the Mole and others because they genuinely liked them but felt betrayed.

The Evacuation Order, obviously, will be a big thing for any Institute ending.

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Kelvin Diaz
 
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Post » Sun Dec 06, 2015 3:19 pm

Sole Survivor endings

Rough Draft

This is just off the top of my head. As an author, you learn to amend your manuscripts hundreds of times before release.

Reunites with Shaun (Institute only)

The Sole Survivor’s reunion with Shaun was bittersweet. Not long after reuniting with their wayward offspring, did they part ways again and this time forever. While Shaun had left the Sole Survivor a kingdom, it was precious comfort for the loss of so many years and so many lives lost. Shaun died in his bed with full confidence, though, that he had made the right decision in passing the Institute’s future to their parent.

Leaves Shaun to die (Railroad/BOS/Minuteman ending)

The Sole Survivor’s reunion with Shaun was bittersweet. The man he had grown up to was not the man they had hoped he would become. Choosing to believe some things were more important than the ties of blood, they brought death and destruction to the faux-utopia Shaun had devoted their life to. While, on some level, Shaun understood his parent’s actions, he died cursing the choice to awaken them.

Kills Shaun

The Sole Survivor’s reunion with Shaun did not go the way the Institute Director expected. Not interested in the justifications or vague promises of the Institute, they made a choice no parent should have to that their child no longer belonged in this world. Shaun was genuinely surprised by this act and his last thoughts were ones of confusion rather than betrayal. Which, if he had looked with a less clinical and more emotional eye at his parent’s actions, he might have seen coming.

Faction Ending for the Sole Survivor

Institute Ending (Good Karma)

The Sole Survivor took command of the Institute and swiftly set about making changes to the way things were done. Synths received more rights, contact with surfacers increased, experiments were conducted under ethical guidelines, and the kidnappings ceased. While not all of the Institute’s personnel agreed with the decrees of their new Director, they were helpless against the growing popularity and foresight of their leader. While it was many years before the Institute was trusted by Commonwealth Wastelanders, the first steps were taken to making a new era.

Institute Ending (Bad Karma)

The Sole Survivor took command of the Institute and swiftly set about consolidating their rule. Synths and humans both learned their place as members in the service of the Director’s will, the Institute’s synthetic armies rapidly became a common sight across the Wasteland, and any individual who disagreed with their directives soon disappeared before reappearing with a changed attitude. The Directorate found their new Director more authoritarian than Father but respected the immense power and influence they brought them. In the coming years, the Institute became even more of a boogeyman to the Commonwealth with no one to oppose them.

Brotherhood of Steel ending (Good Karma)

The Sole Survivor leading the Brotherhood of Steel to victory over the Institute secured their place as both Sentinel and right hand of Elder Maxson. Appointed as the Governor of the Commonwealth, they swiftly set about drafting laws and bringing order to the wasteland. While the Commonwealth's citizens initially distrusted the Brotherhood, the steady but fair hand of their new leader soon brought about most. If there were any complaints that non-feral ghouls, less violent Synths, and the occasional passive Super Mutant weren't terminated on the spot then they were small ones.

Brotherhood of Steel ending (Bad Karma)

The Sole Survivor leading the Brotherhood of Steel to victory over the Institute secured their place as both Sentinel and right hand of Elder Maxson. Appointed as the Governor of the Commonwealth, they swiftly set about crushing all resistance to the Brotherhood's rule. Ghouls, synths, and other undesirables were purged with a ruthless fury. The Commonwealth became safe and secure but only to better serve their new masters. Soon, all came to know the power of the Brotherhood and it was said Elder Maxson feared their new Sentinel would soon challenge them for rulership.

Railroad Ending (Good Karma)

The Railroad's triumph over both the Institute and Brotherhood of Steel took most wastelanders by surprise. The Railroad had long been considered little more than a small group of idealists and unimportant to the larger Commonwealth. Emboldened by hundreds of new members thanks to the liberated Synths and inspired by the Sole Survivor's moral example, they soon switched their focus to integrating them into society. The Sole Survivor's good reputation and steady hand convinced many to give their new artificial friends a chance. The Commonwealth benefited strongly from this union and soon much of the Institute's tech spread throughout society.

Railroad Ending (Bad Karma)

The Railroad's triumph over both the Institute and Brotherhood of Steel took most wastelanders by surprise. The Railroad had long been considered little more than a small group of idealists and unimportant to the larger Commonwealth. Emboldened by hundreds of new members thanks to the liberated Synths and inspired by the Sole Survivor's violent example, they soon switched their focus to forcing Wastelanders to accept their new members. The Sole Survivor's ruthlessness and cunning combined with the loyalty of his fanatical new followers soon had the Commonwealth on its knees. The New Synth Order is already planning to use the Institute's technology to spread their rule further.

The Minutemen ending (Institute Destroyed, BoS alive, Good Karma)

The Minutemen's victory over the Institute solidified the average wastelander's opinion not only were the heroes back but they were ready to take on the worst the Commonwealth had to offer. Recruitment tripled and every settlement gave more than their fair share to keep the organization going for the next few decades. The Sole Survivor won every election they chose to participate in and was considered for the position of Commonwealth President. The Brotherhood of Steel was less than happy to have their crowning moment of glory stolen from them but saw little reason to harass the mostly low-tech Minutemen. A treaty was hammered out between the two groups and the Brotherhood withdrew from the Commonwealth.

The Minutemen ending (Institute Destroyed, BoS destroyed, Good Karma)

The Minutemen's victory over the Institute and Brotherhood of Steel solidified the average wastelander's opinion not only were the heroes back but they were ready to take on the worst the Commonwealth had to offer. Recruitment tripled and every settlement gave more than their fair share to keep the organization going for the next few decades. The Sole Survivor won every election they chose to participate in and was considered for the position of Commonwealth President. Though outraged by what they considered to be the murder of not only their Elder but hundreds of Paladins, Scribes, and Squires, the Brotherhood of Steel had little ability to retaliate against the revived organization. It was a long way from the Capital Wasteland and they had lost their best method of doing so.

The Minutemen ending (Institute Destroyed, BoS alive, Evil Karma)

The Minutemen's victory over the Institute and Brotherhood of Steel solidified the average wastelander's opinion not only were the heroes back but they were ready to take on the worst the Commonwealth had to offer. This opinion would change as the Minutemen's harsh new dictatorial attitude became clear. Recruits were conscripted by force and every settlement gave more than they could give as a means of paying for their 'protection.'The Sole Survivor abolished the election system and assumed the position of General-for-Life. Elder Maxson respected the new leader and eventually negotiated a treaty which allied their two forces militarily.

The Minutemen ending (Institute Destroyed, BoS destroyed, Evil Karma)

The Minutemen's victory over the Institute and Brotherhood of Steel solidified the average wastelander's opinion not only were the heroes back but they were ready to take on the worst the Commonwealth had to offer. This opinion would change as the Minutemen's harsh new dictatorial attitude became clear. Recruits were conscripted by force and every settlement gave more than they could give as a means of paying for their 'protection.' The Sole Survivor abolished the election system and assumed the position of General-for-Life. Though outraged by what they considered to be the murder of not only their Elder but hundreds of Paladins, Scribes, and Squires, the Brotherhood of Steel had little ability to retaliate against the revived organization. It was a long way from the Capital Wasteland and they had lost their best method of doing so.

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meghan lock
 
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Post » Sun Dec 06, 2015 11:51 pm

Yep, thus why only first two and the last should have SS's reactions (as they are of more personal nature). The rest should be from 3rd perspective and neutral in tone.

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Kelvin
 
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Post » Sun Dec 06, 2015 4:14 pm

Yep, I like most of those :)

Reunites with Shaun - maybe remove months because many will have finished it in an in-game day or two and they take that literally.

The Good Karma Institute quest should be earned IMO. This could be done by a counter called "Reformation Potential". The following actions affect it:

- Madison is still in the Institute - she wants this ending so if you have not persuaded her to join the BoS and thus die, you get 1 point

- "A House Divided" finished in a positive manner - the Institute likes you for sparing the Scientists and not punishing them, thus giving you 1 point as they won't oppose you as much in future

- "A House Divided" finished in punishing manner - the people of the Institute are wary of you, thus you lose 1 point

- arming the rebel Synths in "Underground Undercover" - Institute eventually discovers what you have done and you lose 2 points

- "Plugging the Leak" - Revealing Liam's scheme gives you 1 point because at least you showed to be on their side (but it reduces your karma). Framing Ayo gives 2 points for you got rid of one of Directors who would definitely stand in your way and Eve will probably tell Liam's father about it, thus also getting a Director on your side

- "Building A Better Crop" - 1 point if you have done this quest smoothly as the Biotech Director is impressed

- Having finished 40 quests for the Institute - 1 point because everyone likes diligent Directors

(maybe curing Virgil could also give a point?)

Gaining 3 or 4 points should give the ending you have written. Less than that should have the Directorate limit the Sole Survivor's attempts, thus he won't improve it as much.

What do you think?

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rheanna bruining
 
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Post » Sun Dec 06, 2015 8:44 pm

I'm not very good at programming so I don't know. It's why I actually avoided saying the Director outright freed the Synths as "Synths gained more rights" is a very nebulous sort of statement and could mean a lot of things.

I may be biased, though as doing a lot of Railroad quests would minus THREE points given I was locked out of framing the SRB director and accidentally killed Doctor Li.

I've also added the Minutemen endings, all four of them.

Glad you like them, though.

Replaced months with "long."

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elliot mudd
 
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Post » Sun Dec 06, 2015 12:59 pm

To make the Institute "Good" ending a bit more palatable...

Z-1's Revolt (Institute Ending, Good Karma)

Z-1's outrage over the sudden and irrevocable betrayal of the Sole Survivor was something he never forgave. Even worse, he was stunned by how many Synths were interested in following 'The Bringer of Life To Father' rather than pursuing their own rights. Z-1 launched a revolt with dramatically decreased numbers and was killed along with all of his followers. He died cursing the name of the Betrayer.

Z-1's Revolt (Institute Ending, Bad Karma)

Z-1's outrage over the sudden and irrevocable betrayal of the Sole Survivor was something he never forgave. Even worse, he was stunned by how many Synths were cowed into submission by the 'Bringer of Life to Father' rather than standing up for their rights. Z-1 launched a revolt but found the new Director was ready for him. Z-1 was killed along with all of his followers. He died cursing the name of the Betrayer

Z-1's Revolt (Minutemen Ending, Good Karma)

Z-1 was surprised by the form the Sole Survivor's help took, having expected the aid of the Railroad. Launching his assault during the Minutemen's attack, he and the others managed to find their way to the surface and escape the calamity which befell them. Without the help of the Railroad, many freed Synths died in the resulting confusion. Despite this, they had won their freedom and he would always remember the Sole Survivor who aided them.

Z-1's Revolt (Minutemen Ending, Bad Karma)

Z-1 was surprised by the form the Sole Survivor's help took, having expected the aid of the Railroad. Launching his assault during the Minutemen's attack, he and the others managed to find their way to the surface and escape the calamity which befell them. Without the help of the Railroad, many freed Synths died in the resulting confusion. He would often wonder if he and the other Synths had been nothing more than a diversion.

Z-1's Revolt (Brotherhood of Steel Ending, Either Karma)

Z-1 was surprised by the form the Sole Survivor's help took, having expected the aid of the Railroad. Launching his assault during the Brotherhood's attack, he and the others found themselves swiftly under fire from both sides. Pinned down by Brotherhood of Steel soldiers and Synth security both, Z-1 and all of his followers were caught in the destruction of the Institute. He never understood what, precisely, had gone wrong.

---

Ayo is in power (Institute Ending, Good Karma)

Ayo found himself swiftly out of step with the new Director and their policies. Having long prided himself on ruthlessness and cold efficiency, he disliked the "warm fuzzy feeling" style of rulership as he called it. Blocked at every turn and disliking the more humane treatment of Synths required by his job, he planned a coup. Using reprogrammed security Synths and Coursers, he was executed by his own men without hesitation. He had forgotten the beings he commanded felt no loyalty and instead knew only obedience.

Ayo in power (Institute Ending, Bad Karma)

Ayo found himself pleasantly surprised by the new Director's style of leadership. They were ruthless, cold, and efficient, just the way he liked it. Ayo did not hesitate to personally pledge his to the new Director and used the SRD to help them solidify their power base. The Institute's citizens soon came to fear the SRD every bit as much as runaway Synths did. Ayo soon began dreaming of spreading the SRD's new brand of "loyalty-maintainance" to the surface.

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