[WiPz] Alt Start New Vegas

Post » Sun Jun 13, 2010 11:07 am

Well, it's nearly done, and now I'm asking for input.

For those curios, this is a port/rebuild of my http://www.fallout3nexus.com/downloads/file.php?id=14391, which is itself a take on the original alt start mod from Fallout 3.

However, that's about where the similarities end. Just like in Alt Start FWE Redux, this version for New Vegas will have fully dynamic character creation. You're 99.99999% guaranteed to never get the same character twice.

But enough about all that, what I need from you people is input on what histories you would like available. I have a nice list of them (below), which should be more than enough for most people. There will be a few conditionalized ones (Ghoul) but otherwise it's open season for your character creation desires.

List of current histories:
  • Immigrant
  • NCR Deserter
  • Bar Fly/Town Drunk
  • Stranded Settler
  • Survivalist
  • Legion Slave
  • Brotherhood Recreant
  • Gladiator from The Thorn
  • Prospector
  • Sheriff
  • Mechanic
  • Caravaneer
  • Bounty Hunter
  • Gambler
  • Town Resident
  • NCR Scout
  • Legion Scout
  • Follower Apostate
  • Legionary
  • NCR Trooper
  • Follower of the Apocalype
  • Brotherhood of Steel


This is the current working list of histories. Each one has a backstory (note only, the rest is up to your imagination) and will have unique starts and equipment at starting time.


Now, what I need from everyone else is ideas. Both for the bonuses for each history, and the starting locations. Bonuses need to make sense, be lore friendly, and not overpowered. Start locations can be anywhere, as the scripts and lists will handle the rest. The start locations you give me, the more varied the game experience will be.

Examples of bonuses
Brotherhood: Power armor training, member of brotherhood faction, boost to guns skill
Mechanic: boost to repair skill, robots are friendly
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john page
 
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Post » Sun Jun 13, 2010 7:17 pm

Caravan Guard - Bonus to Shotgun damage and reduced prices with caravan merchants (including Crimson Caravan). Start at the Crimson Caravan, in front of that butchered caravan with the fire ants (implying the caravan you were on was killed, could even be a sub-history), Novac (traders pass through often), Mojave Outpost, etc.

Freeside Citizen, Thug, Squatter, or a King - Bonus to chem effects but with high addiction chance and less withdrawal symptoms

NCR Ranger, Patrol or Veteran - Bonus to survival items that can only be crafted, quick holster/unholster, +NCR rep (should go for any NCR start)

These are off the top of my head. Perhaps you can put history categories and then include subcategories, like NCR, Legion, Wastelander, Freesider, Westsider, etc. and then include the histories under those.

Another thing, I recall the old Alternate start for Fallout 3 had an option that was intended to disable references to you being a vault dweller, but it never worked. Is such a feature possible? Though it is easier to roleplay with New Vegas because just about everyone treats you as an outsider, it might be nice for those occasional references to being a courier were gone.
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evelina c
 
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Post » Sun Jun 13, 2010 11:56 am

Village Idiot
  • -4 in (for the low int speech options)
  • +small amount of Rep with all "good" factions
  • +barter (pity handouts)
  • Any town/settlement


prosttute
  • +Endurance
  • +Agility
  • Confirmed Bachelor/Ladykiller
  • -Speech (your body does the talking)
  • -Guns
  • -Energy
  • Gomorrah or Freeside

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glot
 
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Post » Sun Jun 13, 2010 3:36 pm

Bright Follower (Ghoul) :

-Endurance
-Charisma
-Guns
+Intelligence
+Agility
+10 Speech when dealing with Ghoul NPCs
+Science

Location - Random Wasteland areas where bright followers have been found dead.
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NAkeshIa BENNETT
 
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Post » Sun Jun 13, 2010 3:12 pm

Caravan Guard - Bonus to Shotgun damage and reduced prices with caravan merchants (including Crimson Caravan). Start at the Crimson Caravan, in front of that butchered caravan with the fire ants (implying the caravan you were on was killed, could even be a sub-history), Novac (traders pass through often), Mojave Outpost, etc. Freeside Citizen, Thug, Squatter, or a King - Bonus to chem effects but with high addiction chance and less withdrawal symptoms. NCR Ranger, Patrol or Veteran - Bonus to survival items that can only be crafted, quick holster/unholster, +NCR rep (should go for any NCR start)These are off the top of my head. Perhaps you can put history categories and then include subcategories, like NCR, Legion, Wastelander, Freesider, Westsider, etc. and then include the histories under those.Another thing, I recall the old Alternate start for Fallout 3 had an option that was intended to disable references to you being a vault dweller, but it never worked. Is such a feature possible? Though it is easier to roleplay with New Vegas because just about everyone treats you as an outsider, it might be nice for those occasional references to being a courier were gone.

Good idea, but Caravaneer is a history already. Shotgun damage is in though. Town Resident should cover most of them. I'm trying to keep things generalized to a degree. I don't want to ally with too many factions, since the goal is to still keep the main story line intact. I also like the idea of holster speed for NCR. There will be a few options for each of the primary factions, so not to worry about that.


Village Idiot
  • -4 in (for the low int speech options)
  • +small amount of Rep with all "good" factions
  • +barter (pity handouts)
  • Any town/settlement
prosttute
  • +Endurance
  • +Agility
  • Confirmed Bachelor/Ladykiller
  • -Speech (your body does the talking)
  • -Guns
  • -Energy
  • Gomorrah or Freeside


Village Idiot, nice. Shall include that one. And I suppose prosttute fits in with the New Vegas theme pretty well.


Bright Follower (Ghoul) :-Endurance-Charisma-Guns+Intelligence+Agility+10 Speech when dealing with Ghoul NPCs+ScienceLocation - Random Wasteland areas where bright followers have been found dead.

Heh, Ghoul is in the plans, with a caveat. You can't select a ghoul related history unless you are the Ghoul race, which isn't enabled by default in the mod. However, anyone playing with a race unlocker mod should have no issues selecting it. And yes, Bright was the primary idea behind ghouls. Not sure exactly how to handle that +10 speech thing though. I'll have to play with the conditions.
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Taylor Bakos
 
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Post » Sun Jun 13, 2010 8:38 pm

Vault Dweller - 3
You are the only survivor of the Fiend's massacre of Vault 3's residents, making you both resourceful and cripplingly traumatized by the experience of losing everyone you've ever known or loved.
?+Sneak You'd have to be good at sneaking around, having dodged the Fiend's slaughter.
?+Science You have a typical Vault Dweller's education.
?-Speech Your post-traumatic stress has left your social skills rather stunted
?Penalty to Rad Resistance Your pure human upbringing has left your radiation resistance less than ideal.
?Starts with Vault 3 suit, 10mm Pistol and some ammunition, and a few stimpaks.
?Starts at night, near Vault 3 in hostile territory.

Vault Dweller - 21
You're one of the many Vault Dwellers who emerged from Vault 21 after Mr. House won it in a game of Blackjack.
?+1 to Luck attribute You know a thing or two about probabilities and taking chances, owing to your gambling upbringing.
?+Science You have a typical Vault Dweller's education.
?-Unarmed since all conflicts in Vault 21 were settled through gambling, you never had cause to learn how to fight.
?Penalty to Rad Resistance Your pure human upbringing has left your radiation resistance less than ideal.
?Starts with Vault 21 suit, some cards, and a few hundred caps.
?Starts in New Vegas, on the Strip.

Kings Gang Member
You're a follower of the King, and you have the hair style and moves to prove it. (only available as a male, and with the Pompadour hair style.)
?+Speech People are enchanted by your smooth talking and pretty boy good looks.
?+Guns As a peace keeper in Freeside, you're capable with most firearms.
?-Sneak Subtlety has never been one of your strong suits.
?You're automatically "Liked" by Freeside, and you are in the Kings faction.
?Starts with Kings Outfit and 10mm SMG, with some ammo.
?Starts in the King's School of Impersonation.

Great Khan Member
You're a proud member of the broken and battered Great Khans, spending your days pillaging clueless caravans and getting into brawls.
?+Guns A life of looting and pillaging has educated you on the finer points of blowing people's heads off.
?+Unarmed You regularly get into fights with your fellow Khans, so you know how to defend yourself without a weapon.
?-Speech If you absolutely MUST talk to the enemy, it's because you're about to threaten them.
?You're automatically a "Sneering Punk" in most civilized towns, and the NCR flat-out shuns you. And, of course, you're liked among your fellow Khans.
?Starts with a Great Khans outfit and a 10mm SMG with some ammo.
?Starts in Red Rock Canyon.

Fiend Raider
You're a chem addicted lackey of the Fiends, more than willing to spill blood if it gets you closer to your next fix.
?+Guns You've frisked many a recently perforated dead body, courtesy of yours truly.
?+Medicine Spending so much time around chems has increased your knowledge of medical procedure. Sort of.
?-Barter Let's face it, you're much more likely to simply shoot someone than trade with 'em.
?You begin play with the "Chemist" perk.
?You're vilified by the NCR and Legion; the unaffiliated towns, on the other hand, will merely need one excuse to shoot you dead, but that's better than nothing. Fiends will be friendly to you, of course.
?Starts with a Fiend Raider outfit and Hunting Rifle with some ammo.
?Starts in Vault 3.
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Star Dunkels Macmillan
 
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Post » Sun Jun 13, 2010 4:47 pm

Metroid13, those are some great ideas. I might have to rethink my decision to not use vault starts.

A few notes to anyone else who has ideas.

THIS:
Vault Dweller - 3
You are the only survivor of the Fiend's massacre of Vault 3's residents, making you both resourceful and cripplingly traumatized by the experience of losing everyone you've ever known or loved.
?+Sneak You'd have to be good at sneaking around, having dodged the Fiend's slaughter.
?+Science You have a typical Vault Dweller's education.
?-Speech Your post-traumatic stress has left your social skills rather stunted
?Penalty to Rad Resistance Your pure human upbringing has left your radiation resistance less than ideal.
?Starts with Vault 3 suit, 10mm Pistol and some ammunition, and a few stimpaks.
?Starts at night, near Vault 3 in hostile territory.

is the absolute perfect way to submit them. Use this format and it will make things a whole lot easier on my part. These histories already take upwards of 15 minutes each to put into GECK.

Another thing is, listing starting equipment is unnecessary. I'll explain why below.

Mod Status
There are currently 28 histories in my list. I'm adding at least 5 of the ones listed on this page (some are already there). This makes for a total of 23. Now, I'm not saying I have a hard limit, but I don't plan on going much over 30 just because of the issues coding this mess.


Now, for the reason as to why telling me a starting equipment load is useless.

The way this mod handles equipment is dynamic. It factors in several variables based on your character:
  • The 'history level' is an internal distinction between history types. For example, a beggar would be a history level of 1, while an NCR trooper would be a history level of 3 (max).
  • Your skills. The weapons you get are based on your skills in certain areas. Tagged combat skills will net you better gear for that skill (there are 4 levels of gear that can be obtained).
    • Additionally, you have the option of choosing Pistols, Rifles, Shotguns, or Any as starting weapons, which will use special lists with only the type of weapon you want.

  • The repair of your equipment is based on a history level penalty applied to your repair skill, with a small random variation thrown in.
  • Starting armor/clothing is chosen based on history specific lists, and picked at random. Nearly all histories have a minimum of 3 types of clothing, plus headgear. The potential combinations are a massive number.
  • Ammo is based on your history level and the weapon skill, with a higher number in each giving more ammo. The amount you receive is actually based on the clip size for the gun, so you will always have several clips for whatever weapon you get. As a bonus, the script also looks at any alternate ammo types (even mod added!), and has a percentage chance of giving you some of them (in at least a full clips worth).
  • Caps are handled the same way as the rest, multipliers based on history, with a goodly random percent thrown in to take it up or down.
  • Chems are chosen from the game's Leveled Items lists (the same ones that determine what you find in loot). The same for food and the Misc items you start with.

The list of dynamic options is pretty long, and as you can see, the odds of starting a character (even with the same history) and getting the same exact start twice is pretty slim (might as well be zero).

Oh, and for starting locations. Those are determined from a list. They haven't been set yet, so if you have ideas for various places to start, add them too. Each history gets a list of possible locations to start from. The list is usually about 5-9 locations. These locations are chosen from randomly, with a few caveats:
  • Major faction histories will be given a choice of starting at faction important locations or not. Example, NCR Trooper might start at McCarren, Camp Golf, etc.
  • Despite the randomness, any history with even a minor faction allegiance will have a greater chance of spawning at the faction locations than randomly. In addition, there is also a list of generic spawns, at which any history might spawn.


So there it is. The reason why telling me a start load-out is pretty useless. It won't even be taken into consideration because the mod is already handling it based on how YOU want to play.
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Petr Jordy Zugar
 
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Post » Sun Jun 13, 2010 1:33 pm

High Profile Gambler
-Endurance
-Strength
-Agility
+Charisma
+Intelligence
++Luck

+Barter
+Speech
+Sneak
-Guns
-Energy Weapons
-Explosives

Backstory - Making a fine living trading and gambling, you use companions to get you money and your luck to get you paid
Bonus - Can bribe his way back into casinos after a period of time and a hefty payoff

Inventory = Suave Gambler Hate / Outfit, Passport, 750 caps, a small one handed melee weapon

Starting place = one of the casinos, outside the strip gate
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Khamaji Taylor
 
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Post » Sun Jun 13, 2010 12:31 pm

Alright, I've just about got all the ones I want to use. My interfaces are full. I have two things I need.
  • I have a series of histories I've already made, but they need descriptions and benefits/penalties. I'm asking you to fill them in for me.
  • I also need more evil type histories. I have fiend, thief, bounty hunter, sleazy salesman, and great kahn. I need 3 more


So there it is, that's what I need. Below are the histories that I have. I won't reveal which ones are in which history brackets, and I actually wanted to keep the entire list a secret until the mod released, but I'm just out of ideas and need help.

Formatting Guidelines:
  • The description should contain the benefits/penalites if possible. Similar to the Brotherhood description below.
  • Benefits should equal no more than 20 additional skill points.
  • Penalties should equal no more than benefits.
  • SPECIAL Penalties should follow the above guidelines, except no more than 4 SPECIAL should be affected.
  • Extra bonuses should not involve dialog or major game changing.


Feel free to edit or add anything to any of the below.


Bar Fly:
The wasteland is a lush garden of mutated beasts, undrinkable waters, and humans driven to cannibalism and beyond. You've given up trying and have been hiding behind a bottle for years. You're the town drunk.
Other Bonuses: While under the influence of alcohol (+1 Intelligence, +1 Agility, -5% Gun Spread),

Bounty Hunter:
+5 combat skills, -10 Speech

Brotherhood:
You are part of the mighty Brotherhood of Steel. Due to the training you received you gain the ability to wear power armor and are adept at using guns (+10 Guns). The Brotherhood was never known for stealthy approaches though, and you are no exception (-10 to Sneak).
Other Bonuses: Can use Power Armor. In the Brotherhood Faction (their enemies are your enemies).

Brotherhood Recreant:
You were once a member of the mighty Brotherhood of Steel. However, you have grown disillusioned at the current state of things and have renounced the ways of the Brotherhood (Shunned). You still remember some of your training (+5 Guns), though not all (-10 Science). Though you have gained new perspective on the world (+5 Survival).
Other Bonuses: None

Caravaneer:
You once ran a prosperous caravan, and your business experience shows it (-10% Buy Cost). However, hard times and recent attacks have whittled your capital down to nothing (-1 Luck). Out of resources and a job, you've struck out for New Vegas in the hopes of striking it big so you can rebuild your business.
Other Bonuses: Start with Long Haul Perk. (shotgun damage)

Fiend Raider:


Follower of the Apocalypse:
You were found as an orphan and raised by the Followers. They educated you (+5 Science, +5 Medicine) and taught you the history of the world. However, this knowledge comes at a price. Your training did not include combat, and so you are lacking in fighting skills (-5 to all combat skills).
Other Bonuses: Part of the Followers of the Apocalypse Faction (their enemies are your enemies).

Follower Apostate:
You were found as an orphan and raised by the Followers. They educated you (+5 Science, +5 Medicine) and taught you the history of the world. However, this knowledge comes at a price. Your training did not include combat, and so you are lacking in fighting skills (-5 to all combat skills).
Other Bonuses: Part of the Followers of the Apocalypse Faction (their enemies are your enemies).

Gambler:


Gladiator:
Early on you discovered a talent for fighting (+5 to Unarmed and Melee). You weren't interested in losing yourself to the chems to become a Fiend Raider, and the Jackals are just desperate yokels with sticks. You found a good place to earn caps and respect in The Thorn.
Other Bonuses: None

Great Kahn Member:


Immigrant:
Looking to escape your old life and past demons, you've travelled the wilderness on foot (+10 Survival), staying off the roads to avoid thugs and ruffians (-5 to combat skills). Drawn by the lights seen from miles in the mountains, you've arrived in New Vegas.
Other Bonuses: None

Legionary:
You were once part of a tribe that was incorporated into Caesar's Legion. Now you are forced to fight his enemies. Your former life as a tribal has afforded you some knowledge of the land (+5 Survival) and your training in the Legion has turned you into a true fighting force (+5 Guns). However, your lack of ....... (-10 Speech).
Other Bonuses: Part of the Legion Faction (their enemies are your enemies).

Legion Scout:


Mechanic:
You've always had an easy time with mechanical parts (+15 Repair). Furthermore, you seem to possess an aura around you and robots will never fire upon you unprovoked. Time spent talking to machines all day has left you a little awkward around your fellow humans (-10 to Speech).
Other Bonuses: Robots are friendly. Start with the Jurry Rigging Perk.

NCR Deserter:


NCR Scout:
As a scout for the NCR, you are very in tune with nature (+5 Survival). However, all this sneaking (+5 Sneak) around and not fighting have dulled your combat skills (-5 Guns).
Other Bonuses: Start with Light Step Perk.

NCR Trooper:
From a young age you always wanted to be a soldier. You joined the NCR Military and were shipped out to New Vegas. Your military training taught you how to fight (+10 Guns), but your upbringing in New California left you lacking in other areas (-5 Lockpick, -5 Survival).
Other Bonuses: Part of the NCR Faction (their enemies are your enemies).

Prospector:
Living the life of a prospector you've learned to find parts and pieces in the most obscure locations. You have also become conditioned to lugging all of your “treasures” around the wastes (+15 to Carrying Capacity). But with all the time in world, speed has never been on your side (-5% Speed).
Other Bonuses: Start with either Pack Rat or Scrounger Perk.

prosttute:


Sheriff:
You've spent most your life defending towns throughout the Mojave from evil. You’ve become adept at reacting quickly to dangerous situations when enacting the rule of law (+15 action points).
Other Bonuses: Start with The Professional Perk.

Slave:


Snake Oil Salesman:


Stranded Settler:
Your brahmin-drawn Corvega wagon was too obvious a mark, and you were lucky to make it away from the raiders with your life. Destitute and having lost everything, life's sick idea of luck has played out again and again as you survive by the skin of your teeth.
Other Bonuses: None.

Survivalist:
You've spent your life wandering the Mojave Desert. Due to radiation exposure you've developed a slight resistance to Rads (+10 Rad Resistance) and skill at desert survival (+10 Survival). Rock and sand fills your days, and you’ve never given much thought to technology (-5 to Science).
Other Bonuses: None.

Thief:


Town Resident:
A long-time resident of a small town, you've scraqed out a living in the dust bowl. Your close working with pre-war technology has given you smarts (+5 Repair, +5 Medicine, +5 Science), but has left your knowledge of the world behind (-5 Survival, -5 Guns, -5 Energy Weapons).
Other Bonuses: None

Village Idiot:
-3 int -10 speech, +10 barter, +small rep all good
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phillip crookes
 
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Post » Sun Jun 13, 2010 11:32 pm

[*]I also need more evil type histories. I have fiend, thief, bounty hunter, sleazy salesman, and great kahn. I need 3 more


That's easy enough. Maybe someone can flesh these out?

- Shotgun Psychopath/Serial Killer - + Shotguns, - Charisma, start with a shotgun. Maybe a picture is worth more than words? http://i.imgur.com/s0nkZ.jpg
- Drug Dealer - Start with lots of chems, a sizeable amount of caps, etc.
- Kind of evil/neutral/chaotic good - Vigilante - kind of like Batman? Heh.

Also consider a porm star, because in Fallout 2 it was hilarious to be a porm star.
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Jessie Rae Brouillette
 
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Post » Sun Jun 13, 2010 2:51 pm

some of my thoughts:

Bar fly/ town drunk:
all starting locations should be behind bars by the dumpers.
double withdraw penalties for booze and you start the game addicted to a random type of liquor.
--INT (do to years of drinking)
+STR
+END

Brotherhood Paladin:
+STR
-CHR
+Energy Weapons, do to their shot first, never ask questions attitude.


Brotherhood deserter:
+STR
-CHR
+guns
+Survival
+Energy Weapons (bonuses all less than ones for brotherhood paladin since deserter has forgotten some of their training but gained some new skills)

Fiend Raider:
Former Jackal, turned Fiend and now loner, since the Jackals have gone soft and the fiends now want you dead. your drug-fueled rages have no equal; however, they did earn you Motor-Runner's wraith when you killed one of his dogs during one. Start the game addicted to a random chem, and while using chems you have +5% increased dmg with all weapons, but you also get -5% to your DT. During withdrawals -DT increases to -10%, with no dmg increase.
-CHR
-INT
-5 to all social, medical and intelligence based skills
+5 to all weapon skills (except unarmed i don't think i have seen fiends or raiders use it)
Maybe starts in a random house just outside fiend territory

Assassin:
You are a merciless hired gun. You will kill whomever, as long as it pays well. Small arms, sniping, and the tactical use of explosives are you preferred methods of attack. shunning close quarters, and needlessly complex energy weapons, for suprise attacks at short or long range. You have recently moved to the Mojave as you turmoil brings business.
+Sneak
+Guns
+Explosives
-Melee
-Unarmed
-Energy Weapons
-Speech
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Rachael Williams
 
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Post » Sun Jun 13, 2010 1:03 pm

Sheriff and Gladiator appear to have no negatives. Mechanic appears to be too good. Stranded Settler doesn't have listed benefits or penalties. Maybe the Bortherhood Recreant should have Power Armor Training too?

Ok, and a history...

Snake Oil Salesman:
You realized selling people an ailment so you could sell them the cure (+1 CHA, +5 Speech, +5 Medicine) was your favorite way to put food on your table, not that you'd share your ''hard-earned'' bacon with anyone (start with bad karma). Eventually someone would catch on (mild infamy with towns), and you'd get chased out of town, yet again, preferring to flee rather than fight (-5 to all combat skills, +5% run speed).

Ideally only running speed and not walking/sneaking speed. The CHA point may be too much positive, but I'm envisioning the infamy being a pretty rough penalty, along with starting at bad karma.

Queue
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Dustin Brown
 
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Joined: Sun Sep 30, 2007 6:55 am

Post » Sun Jun 13, 2010 7:41 pm

Alright, those were great suggestions. I've added the new histories and the perks for most of the originals. I still have to do NCR and the other factions.

Which bringsme to the next point. Let's see if we can come up with one more history for Brotherhood, Legion, and Followers. That way each one will have 3.

I'm going to update my earlier post to reflect the changes I made while working.
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NEGRO
 
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Post » Sun Jun 13, 2010 11:16 am

Legion Victim - start as one of the crucified legion victims, low health and almost no equipment
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Quick draw II
 
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Post » Sun Jun 13, 2010 10:45 pm

Alright folks, we're coming into the home stretch. I've got all the histories I need, now I need descriptions for them. I'll list the ones that need a description below, and let you guys fill in the blanks.

Bounty Hunter:
OtherBonuses: +5 Combat Skills, -10 Speech

Bright Follower:
Other Bonuses:

Brotherhood Scribe:
Other Bonuses:

Brotherhood Page:
Other Bonuses:

Legion Scout:
Other Bonuses:

Legion Slave:
Other Bonuses:

Legion Victim:
Other Bonuses:

NCR Deserter:
Other Bonuses:

NCR Homesteader:
Other Bonuses:

prosttute:
Other Bonuses:

Thief:
Other Bonuses:

Village Idiot:
Other Bonuses: -4 int -10 speech, +10 barter, +2 Strength, -3 skill points per level, +small rep all good
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Taylor Bakos
 
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Joined: Mon Jan 15, 2007 12:05 am

Post » Sun Jun 13, 2010 2:00 pm

I like where you're going with this. :)

I've tried "Kobu - New Game Quick Start And Better Rebuild" mod, but it doesn't give any real feeling that you're starting with a unique type of character (mostly it just skips the tutorial).

Once you release it, I'll give it a try, if it is compatible with my Realism Tweaks (and I don't see why it wouldn't be).

I'll currently looking for mods to add to my game and to my Fallout NV Journal's mod list.
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Katie Samuel
 
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Joined: Tue Oct 10, 2006 5:20 am

Post » Sun Jun 13, 2010 7:57 pm

Bright Follower: you an industrious ghoul who has seen and done a lot in your long life. you grow tired of a seemingly eternal life in wastes and decide Bright's group offers a chance to escape it. However, the glowing ghoul's recent manipulation, as you see it, of Chris Haversam has greatly disillusioned you.
assuming you are a ghoul: -2 END, -1 CHR, -1 INT. +10 Energy Weapons, +1 PER.

start in random cave, one where you find dead bright followers, with: 1/2 health due to being attacked while fleeing the "demons," and a better then normal chance of getting a plasma pistol, plasma defender, or recharger weapon in starting gear.

i know starting equipment random, but this char should start with a bright follower's robe.

Brotherhood Scribe: you are one of many scavengers for the Mojave chapter of the BoS. Due to the isolation of the bunker, and your own extreme boredom, you venture out into the wastes in search of intel and supplies of any sort. You know the chapter can't last like this, but are uncertain of the route it should take to survive.
+10 unarmed ( or maybe +5 unarmed and start with the unarmed move taught by brotherhood companion Veroncia), +10 science, +2 INT.
-10 all other combat skills, -1 STR.
should start wearing the hood and robes the brotherhood companion Veronica is wearing (her name is escaping me right now, one at 188).

Legion Scout: you are a new recruit in Caesar's Legion, your once proud tribe destroyed. You wonder at the decision to make you a scout, and assume it is a test of your loyalty to your new, great tribe.
+1 PER, +10 sneak, +5 Survival.
high chance of starting with binoculars and throwing spears.
-1 STR, -1 END

i'll post more later gtg now.

EDIT: added little bit of background.
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Andy durkan
 
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Joined: Fri Aug 03, 2007 3:05 pm

Post » Sun Jun 13, 2010 5:08 pm

I only think you should be saddled with Veronica's Robes if they would count as a disguise, keeping the NCR from opening a can a whoop-ass on you for being Brotherhood.
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Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Sun Jun 13, 2010 11:47 pm

here are some more of my ideas for the backgrounds you listed:

Legion Slave: You are a former warrior from a recently conquered tribe. Beaten in battle, the legion made you a slave to farther increase your humiliation. After months of planning you managed to disable you collar, kill your master, and escape. With the slave collar still bound, slightly to tight, to your neck you venture into NCR territory in hopes of being anew.

Other Bonuses: +1 STR, +2 END, -3 PER. Legion attacks you on sight. Start with minimal weapons and supplies.

Legion Victim: You awaken half-dead, crippled, and beaten with the remains of former life laying about you in smoking piles or masses of gore. Thoughts of revenge dance in your mind as you strip what supplies you can from the dead legionaries around you.

Other Bonuses: start with 1/2 health, and two crippled limbs. +1 END. +15% dmg to legionaries as you have learned of the weak points in their armor.

NCR Deserter
: After fleeing your post in eastern NCR, you head to the Mojave in hopes of escaping capture, and execution, for going AWOL. With your armor stripped of all identifying patches and markings, you pass through the checkpoint at the Mojave Outpost amazed that your forged passport papers worked.

Other Bonuses: Start with stripped down NCR mantle armor (does not ID you as member of NCR) and a service rifle. +1 PER and +5 guns from you NCR training. Rep loss with NCR

NCR Homesteader: With the bottle caps from the homesteader loan jingling in your pockets you head to the Mojave to start a new life. You hope raising Brahmin far from the thieving cattle barons will keep this homestead out of their reach.
Other Bonuses: Start with basic supplies (some food and water, maybe a rifle and a clip or two) and a couple thousand caps from the loan. Start in area around Mojave Outpost. -1 STR, -1 INT. +1 END, and +1 PER

prosttute: You have recently decided to head out on your own. Gomorrah has become a cage, and you want to go freelance our maybe quit all together. Either way, you know you have to get outta the Strip quickly, as the bosses do not look kindly on your decision to go.

Other Bonuses: +3 CHR, start with Lady Killer or Black Widow perk. Shunned on the Strip.

Thief: After the prison break you decide to go it on your own. You are a very able thief and know that "powder gangers" will only hold you back. The other prisoners still respect you for your role in the breakout, making the former NCR prison a good place to lay low.

Other Bonuses: +15 sneak +15 lockpick. your reputation as a thief precedes you. Since merchants know your goods are hot, they charge you in extra 5% fee to do business. +big rep with Power Gangs (in the prison and in vault 13). shunned with all good factions.

Village Idiot: you are your towns equivalent of Westside's Meansonofa[censored]: a huge, hulking dim-witted simpleton with the strength of a Brahmin and the IQ to match.
Other Bonuses: -4 int -10 speech, +10 barter, +2 Strength, -3 skill points per level, +small rep all good
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Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Sun Jun 13, 2010 4:31 pm

Alright, so I realized something while working on this last night. I actually DO need all of these descriptions, or at least the extra data, before I can work on the scripts. You people seem to want a bunch of extra, specialized starting stuff. I can do it, but it will require special script handling.

SO, we're at an impasse. I need these things, and people aren't being forthcoming with them. I propose a challenge then. If you can finish up these things by the end of the extended weekend (US), then I will do my utmost to have a version ready to go a week from Monday. So you have 3 days to finish these things.

Here's a list of the ones that need descriptions:
Follower Apostate
Gambler
Brotherhood Page
Bounty Hunter
Shotgun Psychopath/Serial Killer
Drug Dealer
Vigilante
Great Kahn Member:

And here's a list of the ones that need better descriptions than they have, or they need bonuses/penalties:

NCR Trooper:
From a young age you always wanted to be a soldier. You joined the NCR Military and were shipped out to New Vegas. Your military training taught you how to fight (+10 Guns), but your upbringing in New California left you lacking in other areas (-5 Lockpick, -5 Survival).

NCR Scout:
As a scout for the NCR, you are very in tune with nature (+5 Survival). However, all this sneaking (+5 Sneak) around and not fighting have dulled your combat skills (-5 Guns).

Caravaneer:
You once ran a prosperous caravan, and your business experience shows it (-10% Buy Cost). However, hard times and recent attacks have whittled your capital down to nothing (-1 Luck). Out of resources and a job, you've struck out for New Vegas in the hopes of striking it big so you can rebuild your business.
Other Bonuses: Start with Long Haul Perk. (shotgun damage)

Sheriff:
You've spent most your life defending towns throughout the Mojave from evil. You’ve become adept at reacting quickly to dangerous situations when enacting the rule of law (+15 action points).
Other Bonuses: Start with The Professional Perk.

Stranded Settler:
Your brahmin-drawn Corvega wagon was too obvious a mark, and you were lucky to make it away from the raiders with your life. Destitute and having lost everything, life's sick idea of luck has played out again and again as you survive by the skin of your teeth.
Other Bonuses: +5 Survival.

Town Resident:
A long-time resident of a small town, you've scraqed out a living in the dust bowl. Your close working with pre-war technology has given you smarts (+5 Repair, +5 Medicine, +5 Science), but has left your knowledge of the world behind (-5 Survival, -5 Guns, -5 Energy Weapons).
Other Bonuses: None

So there it is. My challenge to the people. Once these are done I can finish the scripts and post a testing version up.

OH!! Before I forget. I need locations. You've been pretty good about giving me some, but more is better. A suggestion is to choose locations close to landmarks. Something I can search for easily. If there aren't any landmarks, send me a screenshot and map position and I'll try to find it. This is a semi-part of the challenge, since these can easily be added after release.
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emily grieve
 
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Joined: Thu Jun 22, 2006 11:55 pm


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