How do I reverse the effects of the fiends leaving? I suddenly changed my mind and the game gets a bit boring when they're almost all gone. How do I make the fiends spawn again after they left?
Should I load this before or after FPGE? Also there's a typo: "[Speech 75] There's plenty unlooted places in the wasetland. You just have to go out and take it." And in his dialogue right after that he says "Maybe your right" (Huge props for the quest name "Fiend Withdrawal" I think it's perfect and fits into the game seamlessly)
The Major Dhatri option is kinda odd, though. Why would killing one guy make the NCR any less willing to see the Fiends dead? Come to think of it, the NCR only wanted the Fiend leaders dead because the Fiends were killing/raping/generally causing trouble to the NCR's operations in the Mojave. But if the Fiends were gone, what incentive would NCR have to go after them?
Yeah I always got the impression that he was more of a "handler." Like he just handed out the bounties to anyone willing to take them, but the kill orders came from on high.
I think a good alternative would be having to convince the NCR officials at Camp McCarran to call off the attacks, and you had to function as a compromiser between the two groups. Like, if you can convince one of the Fiend leaders to hand themselves over, then the NCR will allow them to leave, or something like that.
What if you're in the middle of Col. Hsu's unmarked quest "Bounty Killer", to kill Motor-Runner and return his helmet? Will the fiends leaving fail that quest, or would Hsu (who seems a reasonable sort) consider this an acceptable outcome and still reward you?
But then where would they get their drugs, man? *Edit: read deeper into the description: I see that's covered.
On the other hand, I totally see them tagging after the Khans when they leave. And Zion is on the way to Wyoming. Though I dunno if the Khans would accept them all into their own tribe right away--Khans have pretty high standards, after all. Maybe separate camps?
Are these emigrant Fiends still as crazy-hostile to (nearly) everyone as they were in Vegas?
Very interesting choice of faction to add these possible endings to, especially since the Fiends are pretty much this games designated canon fodder. Excited to find out what they entail.
I really appreciate all the mods you've been putting out recently, they're all really high effort, and are great additions. The recent two fit as seamlessly into the game as a single modder could possibly get away with without like, rewriting whole questlines. While still offering new choices and endings. It's really appreciated!
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Also there's a typo: "[Speech 75] There's plenty unlooted places in the wasetland. You just have to go out and take it."
And in his dialogue right after that he says "Maybe your right"
(Huge props for the quest name "Fiend Withdrawal" I think it's perfect and fits into the game seamlessly)
I think a good alternative would be having to convince the NCR officials at Camp McCarran to call off the attacks, and you had to function as a compromiser between the two groups. Like, if you can convince one of the Fiend leaders to hand themselves over, then the NCR will allow them to leave, or something like that.
On the other hand, I totally see them tagging after the Khans when they leave. And Zion is on the way to Wyoming. Though I dunno if the Khans would accept them all into their own tribe right away--Khans have pretty high standards, after all. Maybe separate camps?
Are these emigrant Fiends still as crazy-hostile to (nearly) everyone as they were in Vegas?