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Asgard's own workshop thread (FO4, F:NV, TES:V and soon Starfield). You're welcome to suggest any idea.

AsgardoTheFatcel

AsgardoTheFatcel

Fallout historian. I used to be engaged in OSINT.
Joined
May 8, 2025
Posts
28
Current plans for TTW Vanilla Expansion mod (project #1)
  • Revamp Arefu settlement and its surrounding area: add in shack houses around the metro station; wooden bridge traversing the broken bridge section w/ navmesh, add more *NPCs with romance questlines, add a property for sale, "honorary" leadership questline.
  • Revamp Big Town settlement: make Red and Bittercup dateable, add a rewardable property ; expand Big Town a bit further during BS post-game ending questline with more NPCs and side quests.
  • Revamp Megaton: add in more properties (and yet another buyable shack besides the rewardable one) during and before post game ending content. Become a deputy sheriff questline involving Lucas Simms (he can be killable, therefore you might be able to run for sheriff... or you can choose to kill the rest of Megaton settlers instead (Burke's alternative quest?)).
  • Enclave (Capital Wasteland): membership and/or leadership questlines (conflicting with original questline involving Colonel Autumn and EDEN! Fallout fans might get upset!). Freeroam around Raven Rock if siding with Enclave.
  • Edit some .nif architectural assets through 3ds Max; reapply vertex colors back(?)
  • A major questline involving Paradise Falls: the player will be able to join the slavers faction (a prototype quest needs to be made first).



*Redoing Facegen for NPCs using CKR (Character Kit Remake) Races will be required , to be released in a future patch.
 
04/21/25

* F:NV's reputation has been properly added for the settlement map markers within the Capital Wasteland (TTW has unused Reputation icons for FO3 so we're good in that aspect). Karma-dependant hit squads (from either Regulators or Talon mercenaries) is now togglable through an .ini file (might be configurable via MCM soon) so you stop getting oof'd those different activator boxes spread around the DC worldspace. Reputation has yet to be implemented in quests and other miscellaneous interactions.



Some progress has been done on Arefu (we have to redo those damn navmesh polygons again): debris and other post-game ending objects have been grouped under SCOLs to later enable them during the completion of certain main quests (it is recommended not to complete quests via console commands but for debugging purposes only).

1745266393947-png.193825


That's just some basic level design. I still have to place an older installation of 3ds Max on my computer so I'm able to work with Nifskope.

*** THE BRIDGE has been REMOVED. I'll make it compact as soon as I want to. There's no need for such thing... yet.
 
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I'm now working on Arefu. Soon I will shift my focus on Vault 101, Springvale (a couple of new interiors besides the Ranch where that former prostitute lives in (she'll be romanceable too (if you're into the junkie roleplaying thing)) and Megaton: for Vault 101 I might restore the reactor cut stage for the Escape! quest. I'll expand Amata's story first (with proper romance options so you can either romance her, be rejected or maybe... I don't know, we'll see).
 
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And most importantly, Paradise Falls. A slaver path will be made available along with a raider one (there's various raider factions out there, whether you're thinking of the CW based ones or the raider gangs in NV). A Great Khan major questline will be also made in the process. And regarding the slaver path in CW, yes, you'll be able to become Paradise Falls boss through various means, which also includes the possibility of killing Jones in any way you can think of (as long as it kills the Actor). Of course, taking the leadership of a certain faction in my mod might have unintended consequences for certain other vanilla quests or factions (you might not be able to enroll yourself to the NCR (as the honorary mercenary... although you'll be able to formally join the NCR as long as you're in good terms with Ambassador Crocker or that annoying colonel at Camp McCarran) ... BUT you can always renounce to the leadership by doing an alternative quest or... perhaps destroying the whole settlement in the old way (kill everyone)).

I will also expand New Vegas map by doing an entirely new worldspace (or I'll just work on the existing Wasteland worldspace instead since the map boundaries shouldn't be reached with the plans I have in mind (I'll add Sandy Valley as the town scrapped from early development plans while Ripley will be an entirely ghost village settlement (possibly linked with the church nearby, I haven't elaborated on the storytelling part yet)).
 
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I might do some Asian characters too. Maybe some... American-Asian settlers of Chinese origin that came from Seattle and later settled north of NV? (I might do one of those early development scrapped settlements). We'll see, but I'd like to make a mature dateable (and marriable) character of American-Asian origin too.


Yes. Pregnancy (although simulated through active background quests as long as you progress through the main story (a child (with the race changing depending on your character's phenotype) will spawn later in the story because my mod will feature a fully functional post game ending playthrough (without having to rely on FPGE hopefully) will be also a thing (but I have no experience on doing skin meshes for simulated bloated bellies). After all, this is my envisioned ultimate roleplaying experience on Fallout titles based on Gamebyro's foundations.
 
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I'm starting to do some progress with this Papyrus language API. The render window is too laggy for this trashy computer. Shouldn't be hard to do some rudimentary stuff like doing some cool stuff on actors after certain event callbacks or through story manager nodes. Soon I'll publish progress for my upcoming Fallout 4 mod (it's a vanilla expansion mod, but it won't feature armor or workshop crafting stuff I'm afraid (I don't want to work with arrays)). No Starfield for the moment because my computer is not able to handle its recommended requirements (CE's latest iteration featured on Starfield is pretty much unoptimized at this point).

I really want to see my character have some romantic date with Trudy after a long day at the Saloon. He's got the Lady Killer perk after all (my mod's marriages will feature the "Married" perk from FO2!).
 
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