Fallout New Vegas
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AbsoluteAnarchy and Bugfixes by Avicenna

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AbsoluteAnarchy

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About this mod

This is an addon for Requiem For the Capital Wasteland which adds a more immersive travel point between New Vegas and the Capital Wasteland. The mod adds a vertibird helipad to fort independence outcast hq in the Capital Wasteland and a small bunker/hangar in the Mojave.

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Update 06/01/12

I've uploaded a bug-fixed version created by avicenna/thermador which should fix quite a few bugs such as some floating cameras which i had forgot to delete before uploading, as well as adding scripts to initialize the fallout 3 main quest from the new vegas side and a way to stop the outcasts from becoming hostile when you finally arrive in the capital wasteland.

***Update 05/26/12***

Requiem for the Capital Wasteland and A tale of two wastelands (TTW) have been taken down by the creators due to moderator concerns about copyright infringement. Right now the TTW mod team is trying to get a site together to host the mod outside the nexus. If you're interested in updates on their progress you can join their steam group which is called: The Prototype team (TPT TTW) . Once the site is up i'll try and update the mod here for compatibility, since this is just an esp file and doesnt use any fallout 3 assets.

Right now this mod does not work without the non prototype version of rfcw, which was also taken down due to copyright concerns but once the site is up i will make it compatible with both versions.

In the meantime please join the steam group to hear any updates from the team.


Update 04/25/12

*Mod now requires broken steel*
Updated version released, i've redesigned the bunker and added an interior to the vertibird along with a control console to select destinations, as of now there's still only two. I've also been working on a cavern system that leads to the bunker but i've left it out of this version as its not complete yet. If anyone with experience with navmeshes or npcs and quests is interested in helping me out with this mod feel free to pm any help would be appreciated and would help get this mod completed sooner as i don't have much experience in these areas. I could also use some help getting the cells i have made cluttered and lit as well as adding monsters and triggers.

Update 12/20/11

Havn't made much progress scripting but i did in other areas, here's something i made in sony vegas which i'm hoping to add as an optional .bik file between transitions.
http://www.youtube.com/watch?v=ODeer7hZqb4&feature=youtu.be



I started working on an alternative to the sewer travel point a few days ago. I tried to think of a good lore friendly way to get between New Vegas and the Capital Wasteland that made sense in context of both stories. So I figured the only people who would really have a reason to travel to New Vegas would be the brotherhood outcasts who were trying to reconnect with the now defeated Brotherhood of Steel who they’ve lost contact with for several years.

Right now there’s just an empty bunker near Goodsprings, with a landed vertibird in a hangar near the end, which brings you to the rooftop of fort independence in the capital wasteland. Unfortunately the outcasts seem to become hostile if you’re traveling from New Vegas as you don’t have any reputation with them and you’re trespassing. But if you’ve started your game in the capital wasteland and earned their trust you should be able to use the vertibird, even though there isn’t a quest or dialogue attached yet.

I had a bunch of ideas about how it could work from each end, from simply getting a quest to accompany them in an expedition from an outcast member once you’ve earned their trust in the capital wasteland, or killing them all and finding information and using some kind of autopilot program. And coming from the New Vegas end it could just be a bunker you stumble upon, and once you’ve explored it and reached the end you stumble upon the expedition searching the bunker for clues of the brotherhoods whereabouts, and are knocked out and wake up in a holding cell in the capital wasteland a week later to be questioned.

I’m not much of a Modder and I’ve made any glaring mistakes I’d appreciate if someone could tell me, and like I said before there’s no story or quest attached yet. And the trigger that starts the main quest when arriving from the capital wasteland hasn't been added, though looking at the sewer travel point it doesn’t look like it should be too hard to implement.