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 New Vegas: What kind of quest mod should I make?

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onowrouzi



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PostSubject: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 5:45 am

So, after getting the hang of making companions in FNV and making tons of quests in FO3 I thought I should make a decent sized quest mod for FNV. However, I'm looking for ideas.

Currently, I'm helping out a little with other projects so it wouldn't be right away but I thought I'd gather info from the good people of GUN. So here's my question:

What KIND of quest mod would you like to see?

I'd like to make something different, sort of fill a void rather than add something similar to an already good genre. Essentially, no bounty organizations (but you can still say assassinations), no heists, no plotline from an old western, and preferably no military organization story. Anything else is game. HOWEVER, I do have limitations.

I can't make cells for sh**. I can copy and change contents. But making cells just isn't my thing.
I also can't make weapons/armors. If anyone would like to help me once we've got an idea going, that's great. But for now I just need a decent story.

Anyway, let me know in as much detail as you like. I'd love to hear from you. Big-Hug

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Tank-Girl



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PostSubject: Re: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 5:51 am

Butch Daloria makes it to Vegas!! And he needs you to round up some tunnel snakes and maybe... wait no that's awful.

My question would be what kind of quest mod would you lean more towards so I can have a clear idea on your talents and pitch an idea that would best fit you. Example a more horror gore type mod, goofy funny as stated, or just anything in general.

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onowrouzi



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PostSubject: Re: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 5:53 am

Anything really. Horror has never been my thing though (the only thing that scares me is paralysis). I usually lean towards action that doesn't take itself too seriously, i.e. Bulletstorm/Borderlands feel. A little gut punch of tragedy at the end is always good too.

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Tank-Girl



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PostSubject: Re: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 6:55 am

@onowrouzi wrote:
Anything really. Horror has never been my thing though (the only thing that scares me is paralysis). I usually lean towards action that doesn't take itself too seriously, i.e. Bulletstorm/Borderlands feel. A little gut punch of tragedy at the end is always good too.

My kinda games right on!!! since you said bullet storm and since there is a dead pool and riddik. I would love to see a Grayson Hunt or a Serrano companion with quest. Something like gray getting drunk and crashing, or someother creative plot.

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Brigand231



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PostSubject: Re: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 7:06 am

That's kind of something only you can answer, really. I know, not very helpful, right? Good stories/quests/mods/art/music/anything rarely happens just because someone decides it's time to make it and it happens. Inspiration is mandatory.

Most folks draw from their own experience or something that's been relayed to them in detail, they recreate it in another form, maybe change names or get symbolic, but the inspiration comes from a past event or a dream...

Even if someone had the "perfect" answer for you, unless it inspires you, it won't mean anything. I know I've got tons of images and story ideas ready to go and just don't feel like stitching them together a lot of the time, and suddenly a song might hit the right chord or strike the right nerve and drive me to get cracking. Even then, the material was already developed, just the motivation to make it happen was missing. The actual story or idea isn't the hard part to come up with.

Like Me444 says, it's wholly up to you and what story you want to tell. You could tell an action-packed story about a warrior who not only develops PTSD, but ends up paralyzed as well. You could even go so far as to make a quest version of the story told in Metallica's One or the novel Johnny Got His Gun if you want to make a statement. The latter would actually fit in with Fallout as it would be set before the divergence.

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VATROU



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PostSubject: Re: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 7:09 am

I've always wanted a few variations to the Indy ending. It'd be nice if as the Courier that you had no interest you could hand over the reigns to someone like The King and Julie Farkas. Sort of a good Indy where the Courier wanders off into the sunset and tells Yes Man to do whatever The King and Julie say. Which would be a rather good end since those two actually care for Vegas. Sure Mr. House would make Vegas powerful but he would care about the suffering of the poor.

Though making new slides for the end credits might be too much a challenge. Still I'd like something like that.

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onowrouzi



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PostSubject: Re: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 7:10 am

Right now I have an idea for a Super Mutant companion who is looking to retain his human memories with a Flowers for Algernon twist. Obviously, I'll put humor throughout. I always find it easiest to come up with a sad plot and build humor around it to break the tension.

And I'm totally gonna make the story and questline myself, I'm just looking for types of quests, as in "What are you sick of seeing?", "What would you like to see more of?".

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Brigand231



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PostSubject: Re: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 7:12 am

@onowrouzi wrote:
...And I'm totally gonna make the story and questline myself, I'm just looking for types of quests, as in "What are you sick of seeing?", "What would you like to see more of?".

My bad, I think I misunderstood your question. I know we're probably all sick of fetch quests. Wouldn't it be funny if our character could send NPC's on goofy fetch quests?

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onowrouzi



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PostSubject: Re: New Vegas: What kind of quest mod should I make?   Tue Aug 04, 2015 7:13 am

Haha or better yet, a false-start fetch quest like ClapTrap's mission to find his stash locker.

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