I'm so excited for this. The Blackwood Company was well-needed and an excellent mod all-around. I was just thinking the other day that what I miss most from Oblivion was factions. There are "factions" by definition in FO3, but they don't have tons of quests, levels and ranks, tiered rewards, well-developed plot, backstory, and interactions... I was actually thinking of "Choices and Consequences," "The Lost Spires," and "The Blackwood Company" (and maybe something like Enhanced Quest Roleplaying).
Holy crap, I have to change my own train of thought because I just realized that you're in charge of 80% of that! (5% for the nifty LS AI tongue.gif) Well, I just have to say that I'm *so* glad you're making your way over here with FO3, and the future's looking good. Choices and Consequences is probably my favorite mod for Oblivion
I'm glad you are looking forward to it.
I completed the Blackwood Company as my final Oblivion mod and was a bit burned out while doing it. Now I can start afresh on Fallout 3 with all the experience I gained before. Hopefully it will be the best mod I've done yet.
Lingwei, although I worship the threads in which you post, I have to agree that being able to join the Talon Company as a good Karma character would be very corney, and would kind of mess up the whole feel of the faction as a bunch of ruthless bastards trying to make a decent living in any way possible. Neutral characters... well, I could deal with that.
One thing I learned from the Blackwood Company is that people prefer to play mods witht he characters they have. Even though I was originally planning on making it only available for characters that hadn't joined the Fighters Guild yet I got enough requests that I ended up chaging it to allow you to join at the lastest possible point in the Fighters Guild questline. So I'm just going to go ahead and do it straight off for this one. It also isn't actually 'opposite' what the Talon Company stand for. They don't care if you are a goodie or a baddie, all they care about is that you get results. Those results are generally not what goody characters usually do, but if you prepared to do it (and pay them off before hand so they don't keep trying to cash in on a contract on you) then they will let you.
I also appreciate the support you give, but you can tone down the hero worship a little bit. I don't want to get an ego already larger than what it is
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I've gotten the paying off the bounty part done now. On to the first quest. I'm going to lay it out here to see how people think of it, enough choices, use of skills etc.
Part A
Join the company. You speak with a recruitment officer, who I'll place in several places and join the company. No join up fee required. You'll be directed to Fort Bannister and told to collect your arms and ammo, armour, and supplemental aid before meeting with your captain and the other mercenaries who will be joining you on your mission. While the total bounty is worth 600 caps you will all only get one third if all of you survive, a half if there are two, and the full bounty if the other two are killed.
Part B
You go out to deal with the target.
Choice - kill target, or don't kill target. If you don't kill the target it is because you were able to extract the funds needed to pay off his bounty.
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If you kill the target you are turned on by your two team mates. Their rationale is that if the get rid of you they get more reward.
Choice - kill team mates, don't kill team mates.
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If you kill your team mates when you get back you will be faced with a speech check. If you pass (convince the captain they were killed by the target) you get the full pay off. If you fail, he realises you killed them you only get a third pay of, however you can explain they turned on you to avoid further reprisals.
If you don't kill your team mates you can convince them that killing you will cause repercussions when they return back to base. Or you can convince one of them to turn against the other by convincing him that the other team mate will turn on him once you have been killed. Depending upon whether the one you caused to ally with you was killed or not (betrayed by you or beaten by the other team mate) you will face the same speech check and get either a full bounty, half bounty, or third bounty.
Choice - allow team mates to kill target or convince them to spare him
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If you don't kill the target you then have to either convince your allies to let him go as well, or allow them to kill him.
If you allow them to kill him they both get the reward for killing the target, while you get nothing and have to bribe your way into 'completing' the mission.
If you convince them to not kill the target you then need to convince the captain that allowing the target to live was the best idea. A failed speech check will result in the same outcome as if you allowed them to kill him.
Part C
You'll have to deal with the corrupt quartermaster who attempts to rip you off by claiming a 'tax'.
Resolve the issue either through an intelligence check, a charisma check, a speech check, a perception check, or just get taken advantage of and have him skim part of your reward (dumb characters will only be able to get taken advantage of).
Consequences
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Kill target - target is dead, can have no further impact on you.
Don't kill target - I'll integrate the target into a later quest in some way (just don't know how yet)
Don't kill target and fail to convince of why should be allowed - need to use money to grease the wheels of promotion
Don't kill target and convince of why should be allowed - get labelled as a diplomatic kind of guy, changes some reactions in later quests
Kill team mates - you get labelled a dangerous guy, changes some NPC reactions in later quests
Don't kill team mates - changes some NPC reactions in later quests, team mates involved some way in later quest