Slavery Expanded re-released

Ravager69

Sonny, I Watched the Vault Bein' Built!
WORK PROGRESS:

1.What is getting done:

- ability to sell the kids from the Den to the slavers

2. What's done:

- Slave runs in the Den now are available each month, which gives you a steady source of cash
- You can remove your tattoo at a cost of 6000 bucks, -2 charisma and turning the Slaver Guild in the Den hostile toward you

Link:
http://www.sendspace.com/file/ckbgfz (Updated to work with RP 2.1.1)
 
I've always though that of the Rangers too. They seemed like a cool organisation that wasn't as developed as they perhaps should have been.

Perhaps regular conflicts between Rangers and Slavers? I like the idea of having a HQ for both, kind of like the Slaver Camp in RP.
 
Chancellor Kremlin said:
Perhaps regular conflicts between Rangers and Slavers? I like the idea of having a HQ for both, kind of like the Slaver Camp in RP.

Slaver's Camp is not the slavers HQ - there are two, one in the Den and the other in NCR. Perhaps some improvements for them, like a trader and slave master, that'd sell you a slave for a night?

And although I'm not sure, I think I've seen skirmishes between Rangers and Slavers.
 
Ravager69 said:
Chancellor Kremlin said:
Perhaps regular conflicts between Rangers and Slavers? I like the idea of having a HQ for both, kind of like the Slaver Camp in RP.

Slaver's Camp is not the slavers HQ - there are two, one in the Den and the other in NCR. Perhaps some improvements for them, like a trader and slave master, that'd sell you a slave for a night?

And although I'm not sure, I think I've seen skirmishes between Rangers and Slavers.

I've always found them a bit disorganised. Like both Vortis and Metzger and in the business independently of each other, like competitors.

I just thought the Slaver Camp as the HQ because it is slightly bigger and better guarded. I suppose the actual HQ is the Den because that is where Metzger is.

As for conflicts, I only remember Vault City Patrols and Slavers, which is Ironic because VC depends on Slavers for its 'servants'.
 
Good ideas. I like. As is, joining the slavers is roleplay suacide - i never really even consider it anymore.

I think the slavers need more quests more than anybody: how about a quest where you can go on a slave run and then be able to take your captives to Vault City to sell them? It could be scripted as a caravan run .... or maybe the slaves could be added to the players team or even as NPC's (over the limit of course) that can sold to the guy in VC as normal?
 
That might be a possibility to get inside VC by talking to Lynette as a slaver selling his slaves. :lol:
 
Yes, those ideas can really improve Fallout 2. I'll like seeing this in Megamod.

Also, I could help with basic Photoshop skills (especially/only changing the hue of an item; however, this produces very nice images). I could also give ideas about how this should be implemented and the numbers of unique slaver/ranger items/perks/stuff.
 
Blackened said:
Yes, those ideas can really improve Fallout 2. I'll like seeing this in Megamod.

Also, I could help with basic Photoshop skills (especially/only changing the hue of an item; however, this produces very nice images). I could also give ideas about how this should be implemented and the numbers of unique slaver/ranger items/perks/stuff.

Cool, though I don't think I'll be of any help aside from giving out ideas :)

As for it being in the Megamod, I agree, but killap could introduce it to the RP as well, since the content is already there.

Another thing - there should be severe consequences for wiping out either (or both) factions, for example:

a)Killing Metzger and Vortis would severly weaken slavers, allowing the Rangers to finally crush them, ending their inhuman organisation. Don't be happy yet - this would lead to destabilazing the econonomy of slave work-dependent settlements like Vault City, which means less and cheaper goods at vendors and lower rewards for quests. Also, the Rangers would become too bold and start meddling into politics. They would begin assassinating people connected previously to slavers (some less important NPCs as well as quest related or giving ones) or simply make witch hunts for suppose-to-be slavers (which would of course be only an excuse for removing political enemies) etc. Let's give slavers a good reason to exist, so the choice between the two wouldn't be a black and white one.

B)Destroying the Rangers HQ would in turn lead to slavers getting much stronger. Without a force to keep them in check, they could expand their operation on a never-before seen scale, thus enslaving smaller settlements (this means Primitive Tribe, Vault 15 shantytown or even Klamath or Modoc to become empty, their inhabitants enslaved or killed to the last), thus denying the player even more quests. This would require making slaver-related quest double profitable.
 
I like this mod! It will make being a slaver something better than it is right now! You lose too much stuff from being a slaver. Hell, I'm surprised raiders around the Den attack your tattoed head - I don't think a raider would be retarded to the point of attacking a member of one of the strongest organizations in the wasteland.

I just had a quest idea for a high-level slaver - Find the map with Ranger safehouses in the north and deliver it to Vortis. Vortis will tell you to go to Metzger and deliver the map to him. Then, Metzger will send you to wipe out the Safe Houses. Those Safe Houses should be HARD to wipe out even by combat characters (much harder than fighting the raiders in Vault 15, although a non-combat way to kill them should be possible, blowing up their safehouse, for example), the reward should be very good and this should also make the Rangers fully hostile and cause the Rangers to randomly ambush you in the wasteland - Think of something as hard as the Bounty Hunters encounters. Also, the Ranger HQ in NCR should be harder to wipe out - Its very gratificating to wipe it out as a slaver right now, imagine when its harder!

The possibility of leaving the slavers is also a good one, but it should be hard and have a permanent consequence - Say, 10.000 to ask Doc Painless to remove the tattoo and maybe a penalty aside from losing any benefits from being a slaver. Maybe something happens during the removal and cripples one of your stats? CH would be the most likely.

Special Slaver Caravan Runs are also a good idea. Vault City and New Reno are possible routes.

What about a loose-quest? Metzger tells you to warn him if you know about a group of people that could be enslaved by them. This opens possibilities for the player to tell Metzger about those defeseless groups. Remember the Primitive Tribe and the Village near Vault City from the Restoration Project? Maybe you could kill all the raiders in Vault 15, then tell Vortis to move in, salvage the Vault and enslave the squatters?
 
Slaughter Manslaught said:
I like this mod!

I'm affraid this is only an idea for a mod, I'm not a modder myself nor do I have a team willing to do it. Though someone may pick it up, hopefully (Killap?)

Slaughter Manslaught said:
I just had a quest idea for a high-level slaver - Find the map with Ranger safehouses in the north and deliver it to Vortis. Vortis will tell you to go to Metzger and deliver the map to him. Then, Metzger will send you to wipe out the Safe Houses (...) the reward should be very good and this should also make the Rangers fully hostile and cause the Rangers to randomly ambush you in the wasteland

I had a similar idea, this is also a good proposition.

Slaughter Manslaught said:
The possibility of leaving the slavers is also a good one, but it should be hard and have a permanent consequence - Say, 10.000 to ask Doc Painless to remove the tattoo and maybe a penalty aside from losing any benefits from being a slaver. Maybe something happens during the removal and cripples one of your stats? CH would be the most likely.

Special Slaver Caravan Runs are also a good idea. Vault City and New Reno are possible routes.

Seconded.

Slaughter Manslaught said:
What about a loose-quest? Metzger tells you to warn him if you know about a group of people that could be enslaved by them. This opens possibilities for the player to tell Metzger about those defeseless groups. Remember the Primitive Tribe and the Village near Vault City from the Restoration Project? Maybe you could kill all the raiders in Vault 15, then tell Vortis to move in, salvage the Vault and enslave the squatters?

Yeah, that empty Vault always struck me as a perfect place to set up a base.
 
Ohh wow this gives the player so many new possibilitys to help the rangers or the slavers but then he maybe receive massive problems at VC because of the missing slaves, or on the other side at the NCR because they can´t unite vault 15.
So at a certain point he had to decide which party is better to progess... :D
 
smilodom said:
Ohh wow this gives the player so many new possibilitys to help the rangers or the slavers but then he maybe receive massive problems at VC because of the missing slaves, or on the other side at the NCR because they can´t unite vault 15.
So at a certain point he had to decide which party is better to progess... :D

Yeah, that's exactly what I said in previous post...
 
Slaughter Manslaught said:
The possibility of leaving the slavers is also a good one, but it should be hard and have a permanent consequence - Say, 10.000 to ask Doc Painless to remove the tattoo and maybe a penalty aside from losing any benefits from being a slaver. Maybe something happens during the removal and cripples one of your stats? CH would be the most likely.
Tattoo removal is not a pleasant process. Dr. Troy in VC is the only person with the equipment to do it with minimal scarring. Even so, it's in a very visible location, so -1 CH. The ther doctors can't do as good a job, so they give -2 instead. In any case, it's apparent that you used to be a slaver, which will affect some people's reactions. Slavers will attack you on sight, of course. The Rangers might not trust you at first, and ask you to free the slaves in the Den as well before letting you join.

Killing Metzger breaks the supply of chemicals from VC to New Reno, at least until/if the slavers regroup. This could weaken the Salvatores, as they're unable to deliver the chemicals to the Enclave in exchange for laser pistols.
 
OK, let's sum it up and see what this mod will need if it is to ever see the light of the day

1. Someone experienced with scripting in F2, for the quests
2. A person that'd create new and re-design old locations
3. More specific quest design and ideas for new ones. Right now the ideas for quest are:
- More slave hunting \ More quests for freeing slaves
- Slave runs (something like brahmin drives, but it would concern transporting slaves to VC, Reno, Stables and the guild in NCR)
- Hunting Rangers\Slavers. I think each faction should have a collectable special item on each member (like the Ranger's Badge), that could be turned in for cash and would be a proof of loyalty to the faction
- Inflitrating missions, that would include gathering info for the opposite faction
- Clearing out Slave Dens, Ranger Safe houses and HQs of both factions, which would result in destabilazing the region and severe consequences for the game's world
- Leaving the Slavers, joining Rangers while being a slaver
- Expanding the HQs, so they would offer you some services and quests
4. Some minor work with designing Ranger\Slaver special armor and weapon, could come in diffrent quality depending on your rank with the guild. Also, there should be diffrance in how the PC looks, like a star on the back of the Ranger Combat Armor or making a black leather armor for Slavers
5. Beta testing, which I think should be the least problem.

So, anyone up for the work?
 
Maybe slavers should be able to enslave every populated location (even big cities like NCR when you have the firepower needed), enslaving it will result by the place occupied by slavers. It would be so hilarious to enslave Navarro and even the Oil Rig (this should include killing everyone inside). Or create a new location by using the Vault 13 (and maybe the Oil Rig) GECK, maybe kill off your tribe-mates, allying with the slavers instead.

But there should be similar option (a lot of populated places occupied by your faction) for the Rangers. I can think only of making a new one using the GECK from Vault 13. Rangers shouldn't kill off whole populated places (since they're good) and occupy them.

Well, maybe there could be a quest to earn the citizens' trust and then they could "let you create a new rangers base there", which opens a new area in the town (of course, filled with Rangers). In some towns, there could be even possibility to be fully controlled by (and still not populated only by) Rangers - maybe Vault City, after allying with everyone who is against slavery in the form of the "servant" system (or doesn't wants to fight to defend this). So in this battle some of the Vault City guards/citizens and some Rangers should be on your side and after winning the fight it should be controlled by Rangers. Maybe arrive in some city and (fairly) prove that the one who is in charge (some bad guy, of course, not someone like Marcus) makes some kind of crimes and take his place. But anyway, there will be much cities the Rangers can't fully conquer and the Slavers can - like NCR, Broken Hills, San Francisco...

I suggest that there is some kind of unique rewards when you conquer some place - like a weapon unique in some way, for instance a small gun that does the best possible damage for small guns to robots, an armor giving some of SPECIAL (other than ST, obviously), some unique perk, a way of relearn your SPECIAL (maybe some doctor which appears when you do one of the quests for conquer), some unique NPC(s), a way to level your NPCs (otherwise the unique NPCs will be limited - there will either be not enough time to level them, they'll be got too early or their leveling won't be like the other NPCs - Skynet has the same problem) and much more. I'll think of more (and some of these - like the perks) if someone actually starts doing this.

However, this mod will change Fallout 2 very much - changing the aim from saving your village to expand your faction, when you reach certain locations you'll be stronger than in a vanilla game when you reach them. But I don't think this should harm the game anyway.

Another idea: Be a part of slaver-ranger battles (after talking to some NPC), from easier battles for lower levels with slavers/rangers with worse gear to tougher battles, all of them accessed by NPC in form of battlefields. Also, there could be a perk (see the upper of this post to see how could this perk be gotten) which allows you to loot the members of the opposite faction's armors off their corpses. And there could be donations for your faction in form of weapons and armor (and maybe money), unlimited and granting you stuff (maybe xp/money).
 
Blackened said:
Maybe slavers should be able to enslave every populated location

No no, this is too much. Some smaller location like Primitive Tribe, but not a big settlement. Though you could get one time help in clearing out some dangerous place, like the Military Base or Vault 15.

Blackened said:
Well, maybe there could be a quest to earn the citizens' trust and then they could "let you create a new rangers base there", which opens a new area in the town

I was thinking of a similar idea, it'd be nice if you could start an outpost for your faction in places like Redding or Broken Hills.

Blackened said:
However, this mod will change Fallout 2 very much - changing the aim from saving your village to expand your faction, when you reach certain locations you'll be stronger than in a vanilla game when you reach them. But I don't think this should harm the game anyway.

I do not wish to change the game so much, I aim to make the choice of joining either faction a meaningful one, so it will have a more concrete impact on your game. As for getting the job done, I started reading the modding manuals and am waiting for the new Restoration Project, as I would like to make the both mods work with each other. Althouguh I'm affraid to say that I won't accomplish much without an experienced scripter, as I know little-to-nothing about it.
 
Ok.
If, (and it is a great if) IF you find a scripter, I might be willing to help you with that :
create new and re-design old locations

I also can provide you with a slaver/ranger combat armor.


Or some new critters :
nmmaxgaa2xj7.gif



Some minor work with designing Ranger\Slaver special armor and weapon, could come in diffrent quality depending on your rank with the guild. Also, there should be diffrance in how the PC looks, like a star on the back of the Ranger Combat Armor or making a black leather armor for Slavers
Minor works? Copypasting hundreds of frames ain't minor works Mister!
Whats possible is to do the 24 necessaries frames for npc.
If someone help me do this:

I can give you this :


but honestly, if you really want your mod to work, you should take over the scripting position. It woulnd be really that hard, since you would "just "complete the dialogues of Metzger and co (just add a few node) and not starting from nothing. i can send you some nice tuto, if you want.

Well, anyway, good luck.
 
@Grayswandir: It isn't worth so much work yet, because as we all know, any of these nice animations you provided will need animation for lots of weapons (and MUCH more if it's usable by the player), and that's a lot of work (or so I heard, but I'm sure). Create new inventory items models instead, mainly by modifying old ones, since it's very easy and fast to do.
 
Grayswandir said:
Ok.
If, (and it is a great if) IF you find a scripter, I might be willing to help you with that :
create new and re-design old locations

but honestly, if you really want your mod to work, you should take over the scripting position. It wouldn't be really that hard, since you would "just "complete the dialogues of Metzger and co (just add a few node) and not starting from nothing. i can send you some nice tuto, if you want.

Well, anyway, good luck.

I plan on doing some research, maybe I'll be able to pull off some of the modding. I understand the chances of making this mod are slim, but I think it's worth to give it a try, because it would improve the game greatly.

I appreciate the offer and would welcome any other help, so PM me that tutorial. It'll take me some to get familiar with the game's modding tools and I'll let you know about my progress. Right now let's do a brainstorm.
 
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