[WIP] The Eagle Has Landed - Enclave MQ Overhaul

Post » Sat Feb 13, 2010 6:05 am

Honestly, that sounds really awsome! The only flaw is (on my part) is that I hate the Enclave, I would much rather mod the Brotherhood Of Steel and make the citadel like raven rock or something. But I cant say I would not get this mod for a screw around profile.

Oh, there is a mod that will do what you said.

It's called, Broken Steel.
Or: "How Bethesda Ruined Fallout 3's Storyline By Forcing You To Join A Band Of Boyscouts Or Kill Them All"
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Sat Feb 13, 2010 1:04 pm

Can I just ask how the purifier scene will happen??

I read a previous post that you go in and clear out the Super Mutants but I remember having to do that as the LW then the Enclave arrived in their Verti-birds.
User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Sat Feb 13, 2010 12:37 am

It is unclear.
First the plan was that you just go check the sub-level, but another idea proposes that you must clear the muties yourself. I would prefer the first scenario, being the one originally responsible for it, but as a democratic person the majority will decide.

But yes, LW and Enclave have arrived at the scene before you. When the Autumn-James scene is happening, you will be watching with LW but you won't be able to use your weapon.
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Fri Feb 12, 2010 11:28 pm

Design idea: One of the side quests involves the MQ finding parts for an Enclave weapon or something, I suppose it would be a scavenger hunt type side-quest. In short: Guns, WE NEED SPECIAL GUNS!
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Fri Feb 12, 2010 10:40 pm

After you complete the mod there should be three Enclave soldiers that you can make your followers, A squad of power armoured soldiers who are trying to *clense* the Wasteland
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Sat Feb 13, 2010 12:19 pm

Design idea: One of the side quests involves the MQ finding parts for an Enclave weapon or something, I suppose it would be a scavenger hunt type side-quest. In short: Guns, WE NEED SPECIAL GUNS!

Well, for now the mod will only change things that can be written. With the exception of a few simple retextures.

After you complete the mod there should be three Enclave soldiers that you can make your followers, A squad of power armoured soldiers who are trying to *clense* the Wasteland

There are now three Enclave companions in this mod:
1) Henry Curling, a tank companion, meant to replace Cross. He is a Caucasian male and completely brainwashed by Enclave propaganda.
2) Jennifer Harla, a scientist. She is pretty bad in combat but can make you stimpaks and she will heal you during combat and will also serve chems just like Medic power armor. Only difference is that you won't lose anything when she uses a chem, to make Harla a worthy companion.
3) The talking deathclaw mentioned in page 5.

There will also be a perk, Enclave Commander, which will open a new dialogue set for each generic Enclave person. Much similar to SCC, it will allow you to hire and command Enclave soldiers, officers and scientists if you ever feel like it.
Enclave Commander mod will also be associated with TEHL, and we will make a compatibility patch. What it will be aiming to is to enable EC's functions only after you've risen in ranks a bit.
User avatar
Adam
 
Posts: 3446
Joined: Sat Jun 02, 2007 2:56 pm

Post » Sat Feb 13, 2010 12:46 pm

You better include a boss creature at the end of the MQ similar to that of Frank Horrigan, so we can all relive Fallout 2 over again.
User avatar
Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Fri Feb 12, 2010 9:24 pm

Lone Wanderer will be the "Horrigan" of this mod. He is extremely durable, has Dogmeat with him and he has a very powerful assault rifle.
I think I'm going to remove the rifle, and increase his health to 1000, though. To make the final encounter a long, tiring fight.
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Sat Feb 13, 2010 5:21 am

*gasp* final fight? I hope I dont have to kill he/she because then I would be killing myself!
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

Post » Sat Feb 13, 2010 12:37 am

Lone Wanderer will have the same role as Colonel Autumn in the last quest. The one between you and the purifier activation panel. One of you is not going to leave the place alive.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Sat Feb 13, 2010 5:37 am

Im guessing you have to fight Lyons, Lyons pride and Liberty Prime as well? I mean they are all just standing outside of the citadel waiting.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Sat Feb 13, 2010 1:06 am

Heh. ^^
"I sure showed me!"
Allow me to interject that I have been following this mod for some time, am quite looking forawrd to it, and that you -and all people involved- are made of god and win, Pistolero.

EDIT: 'Curling', you say? >.>
Whatever you do, don't let him near the FEV.
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Sat Feb 13, 2010 9:28 am

Lone Wanderer will be the "Horrigan" of this mod. He is extremely durable, has Dogmeat with him and he has a very powerful assault rifle.
I think I'm going to remove the rifle, and increase his health to 1000, though. To make the final encounter a long, tiring fight.

I would give him a Hunting Rifle, it suits the LW more
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Sat Feb 13, 2010 11:24 am

Can I just ask how the purifier scene will happen??

I read a previous post that you go in and clear out the Super Mutants but I remember having to do that as the LW then the Enclave arrived in their Verti-birds.

The idea behind it was to give the player something to do, instead of just walking around - but of course then there's the plot hole. Although the sub-base could still have mutants in it.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Sat Feb 13, 2010 12:40 pm

Lone Wanderer will be the "Horrigan" of this mod. He is extremely durable, has Dogmeat with him and he has a very powerful assault rifle.
I think I'm going to remove the rifle, and increase his health to 1000, though. To make the final encounter a long, tiring fight.


Why not give him a supped-up BB gun, rigged to fire actual bullets? It was his first gun, and nobody in the wasteland uses one except him (I think). Either that or make him use the 10mm pistol Amata gave him and call it "Amata's 10mm Pistol."
User avatar
Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Sat Feb 13, 2010 10:38 am

Im guessing you have to fight Lyons, Lyons pride and Liberty Prime as well? I mean they are all just standing outside of the citadel waiting.

Liberty Prime will not appear in this mod.
Because BoS took over the Purifier after Autumn's expedition failed, there was no need for a super robot.

Lyons will lead BoS after the death of Lone Wanderer, and you will defeat her when taking over The Citadel.

Heh. ^^
"I sure showed me!"
Allow me to interject that I have been following this mod for some time, am quite looking forawrd to it, and that you -and all people involved- are made of god and win, Pistolero.

EDIT: 'Curling', you say? >.>
Whatever you do, don't let him near the FEV.

Thank you :)


And yes PFC Curling was related to the famous scientist. Due to.. Unforseen events.. He was unable to continue in Charles' footsteps, though, and he was moved to infantry.
Of course, PFC Curling is also just plain too stupid to be a scientist.

Why not give him a supped-up BB gun, rigged to fire actual bullets? It was his first gun, and nobody in the wasteland uses one except him (I think). Either that or make him use the 10mm pistol Amata gave him and call it "Amata's 10mm Pistol."

I took the Assault rifle from the official screenshots, where LW is seen equipped with an assault rifle. Like the one where he walks with Dogmeat into the sunset. I recall that he had an assault rifle on his back.


EDIT:
I'll build a small Enclave Public Relations Office outside Megaton.
EPROs would be enabled after the Main Quest, as Enclave's attempt to distribute water and authority to the locals.
They would be different from the Ghoul massacre camps in that they are meant to give a good image of the faction, not to murder everyone who passes by.

I'll build that one bacause I'm certain that I will forget to do it later.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Sat Feb 13, 2010 11:03 am

So there are camps where they round-up ghouls and imprison them there, and later kill them?? If there is how about a quest that lets you round-up ghouls from Underworld, and I know I probably sound like a completely evil bigot by saying that but its s post-apocalyptic world and the Enclave only want pre humans in America
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Sat Feb 13, 2010 11:16 am

So there are camps where they round-up ghouls and imprison them there, and later kill them?? If there is how about a quest that lets you round-up ghouls from Underworld, and I know I probably sound like a completely evil bigot by saying that but its s post-apocalyptic world and the Enclave only want pre humans in America

Hmm, there could be an option to clear out all Ghouls in Underworld, or let them leave D.C. in peace for the less bigoted people :lol:
But yes, we should force the player to do super evil deeds once a while. In one way or another, the ghouls must go.

By the way the PR offices will look like http://img4.imageshack.us/img4/7148/enclaveprofficermegaton.jpg.
There will be locals around it, wondering who these new guys are.
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Sat Feb 13, 2010 12:25 am

By the way the PR offices will look like http://img4.imageshack.us/img4/7148/enclaveprofficermegaton.jpg.
There will be locals around it, wondering who these new guys are.

Add two soldiers next to him and a shelter, also in Megaton the Enclave should get rid off Cromwell and the church there and make it there own place to sign up, and Nathan should go around trying to recruit people, and sometimes it works!!
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Sat Feb 13, 2010 9:12 am

Add two soldiers next to him and a shelter, also in Megaton the Enclave should get rid off Cromwell and the church there and make it there own place to sign up, and Nathan should go around trying to recruit people, and sometimes it works!!

Yah, there were two soldiers near him.
However, for some reason they killed each other.
And the original officer. So I had to put my character sitting there :lol:

Good idea with Nathan!
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Sat Feb 13, 2010 10:00 am

I don't think those deeds should be blatantly evil, more things that could be justified from an Enclave point of view.
User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Sat Feb 13, 2010 12:14 am

Yes but we need some http://tvtropes.org/pmwiki/pmwiki.php/Main/KickTheDog in this mod because as much as I like the Enclave there is no way you can play as the Enclave and do no crimes against humanity.
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Sat Feb 13, 2010 2:15 am

I don't think those deeds should be blatantly evil, more things that could be justified from an Enclave point of view.

Well putting Ghouls in camps and killing them is something the Enclave would probably do because they only want the pure humans to survive (aka them) and ghouls are very irradiated so they are not 'pure' and must be wiped out
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat Feb 13, 2010 1:31 pm

Will Vault 101 be in this mod, and the LW should wear Armoured vault 101 suit
User avatar
Star Dunkels Macmillan
 
Posts: 3421
Joined: Thu Aug 31, 2006 4:00 pm

Post » Sat Feb 13, 2010 6:23 am

Will Vault 101 be in this mod, and the LW should wear Armoured vault 101 suit

Yes and yes he does.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

PreviousNext

Return to Fallout 3