Gaming Underground Network

Come for the mods, stay for the community
 
HomePortalLatest imagesInterviewsRegisterLog in
Search
 
 

Display results as :
 

 


Rechercher Advanced Search
Info Panel
______________
MOD MASTER THREADS:
FALLOUT
THE ELDER SCROLLS

______________


______________


GUNinsider
Fallout Miami: Mika999
Stay Connected

GUNetwork
Keywords
Mask khan NPCs money Reforged Metal commonwealth vault ghost Resident clone body dead boom Ryse leon power Gear suit hunk Superpele boomers space riot marvel Duty
Latest topics
» R.S.A. Weapons question
Lakelurks and Tunnelers Emptyby gtp_750 Tue Nov 19, 2024 6:30 am

» Hello - Fo4/76 player
Lakelurks and Tunnelers Emptyby 3doutlaw Sun Nov 17, 2024 12:28 am

» Hey everyone
Lakelurks and Tunnelers Emptyby FentaBerry Thu Nov 14, 2024 3:29 am

» [FNV] Question about Rainbow Six Siege armor set
Lakelurks and Tunnelers Emptyby IzzBee Wed Nov 13, 2024 5:54 pm

» I made a detailed map for Fallout 1 & 2 remakes!
Lakelurks and Tunnelers Emptyby railroadbill Wed Nov 13, 2024 6:29 am

» Tammy's Introduction (Making a PA port)
Lakelurks and Tunnelers Emptyby Leviatan Sat Nov 09, 2024 5:36 am

» OICW Mod for New Vegas
Lakelurks and Tunnelers Emptyby DavidW75 Wed Oct 23, 2024 3:37 am

» Looking for Gta 5 xbox one modded account
Lakelurks and Tunnelers Emptyby salman0786 Tue Oct 08, 2024 7:47 pm

» [FNV] Flickering Landscape Textures
Lakelurks and Tunnelers Emptyby zliu313 Fri Oct 04, 2024 5:33 pm

» Best Site Ever!
Lakelurks and Tunnelers Emptyby WasteNinja88 Sun Sep 29, 2024 8:38 am

» Weird bug or glitch with Console Command. [FNV]
Lakelurks and Tunnelers Emptyby nickenicole47 Tue Sep 24, 2024 10:11 pm

» Suggestions on npc mod that Blends with dragbodys mod?
Lakelurks and Tunnelers Emptyby ilovebees.com Sun Sep 22, 2024 9:31 am

» [FNV] Right Mouse Button Zoom/ADS Bug
Lakelurks and Tunnelers Emptyby Lankychazz2009 Sun Sep 22, 2024 7:20 am

» (FO4) FO76 BOS Objects
Lakelurks and Tunnelers Emptyby campesino.p Sun Sep 22, 2024 12:53 am

» [FNV] Dragbody's FO4 Power Armors bug.
Lakelurks and Tunnelers Emptyby Lankychazz2009 Thu Sep 19, 2024 5:34 pm

» Fallout: New Vegas "Pizza Boy" Mod
Lakelurks and Tunnelers Emptyby MrMistyEyed2 Tue Sep 10, 2024 4:15 am

» Here Are Some Of The Best Mods From GunNetwork
Lakelurks and Tunnelers Emptyby Abyssfer Sun Sep 08, 2024 1:02 pm

» Saying hi after two years
Lakelurks and Tunnelers Emptyby spiralsandspirals Thu Aug 29, 2024 3:39 am

» Looking for an alternative to Nexus
Lakelurks and Tunnelers Emptyby freakoverse Fri Aug 23, 2024 1:50 pm

» fallout 4 mods
Lakelurks and Tunnelers Emptyby salientguitar4 Mon Aug 19, 2024 8:47 pm

November 2024
MonTueWedThuFriSatSun
    123
45678910
11121314151617
18192021222324
252627282930 
CalendarCalendar
_
November 2024
MonTueWedThuFriSatSun
    123
45678910
11121314151617
18192021222324
252627282930 
CalendarCalendar

Share
 

 Lakelurks and Tunnelers

View previous topic View next topic Go down 
Go to page : 1, 2  Next
AuthorMessage
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

Lakelurks and Tunnelers Empty
PostSubject: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyWed May 02, 2018 10:17 pm

If New Vegas 2 ever comes out, how would people feel if there were Lakelurks or a Tunnelers that wasn't completely savage attack-on-sight, and could even communicate? I for one would welcome the chance. I'd love to see an underwater world, say, in the Baja region. I think it's part of fallout we haven't seen much of yet. The ocean was under-utilized in fallout 5, and I think these humanoid creatures could be used to tell a story that didn't just involve shooting.
Back to top Go down
Sonichu_fanboy

Sonichu_fanboy

Posts : 638
Join date : 2015-04-03

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyWed May 02, 2018 10:31 pm

No more intelligent animals, please. Talking mole rats in F2 were bad enough, that talking spore plant crossed the line

With that said, I would love some underwater only content, shame it was cut from F4 at the last minute. You could tell they were planning on it being at least some part of the game, the only thing that remains in the base game is that useless aqua boy perk

_________________
http://z0r.de/?id=293
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyWed May 02, 2018 10:37 pm

Molerats talking is a little silly, because they're still, well, rodents. But tunnelers have an entirely mysterious origin. And they for some reason were smart enough to avoid the courier after a little while. I can picture them having a bit of a society that was perhaps destroyed by the divide disaster. And if we see Zetas again and have to just use them for target practice, I met get a little fed up. Wink
Back to top Go down
Sonichu_fanboy

Sonichu_fanboy

Posts : 638
Join date : 2015-04-03

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyWed May 02, 2018 11:04 pm

@Sirdanest Please no. They're fodder enemies, just like trogs. Whenever people try to be clever with the wildlife, we end up with another ghoul in the fridge

_________________
http://z0r.de/?id=293
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyWed May 02, 2018 11:35 pm


I'm glad there were characters like Nick Valentine, and that not all synths were just deep-voiced kill-bots. The presence of talking, friendly synths in fallout 4 enriched the story, and I don't think anyone would say "No. Synths are better as fodder!"
The world and story was enriched by their having a story and dialogue attached to them beyond shooting them. That's the same way I look at the tunnelers, and the talking deathclaws. Might have done the same with lakelurks... they look so humanoid already, it's strange that they're incapable of intelligence at all. They all could have been so much more, so much more story from a perspective not connected to humanity.
Back to top Go down
Sonichu_fanboy

Sonichu_fanboy

Posts : 638
Join date : 2015-04-03

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyWed May 02, 2018 11:43 pm

Nobody was talking about synths. They have a reason to be talking and be intelligent

_________________
http://z0r.de/?id=293
Back to top Go down
Hoppyhead

Hoppyhead

Posts : 1259
Join date : 2014-02-25
Age : 45
Location : Behind You...

Character sheet
Name:
Faction:
Level:

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 12:04 am

I have to agree with sonichu on this. Animals or animal like creatures really doesn't make sense to talk. I tend to steer clear of any goofy mods that add talking creatures. How ever I would not mind a homage to Planet of the Apes and see apes able to communicate if done properly like beyond boulderdome. It would make sense and be believable.

_________________
Lakelurks and Tunnelers Robbie10
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 12:10 am

Did I miss something in the game that explained the tunneler's origins as something that absolutely had to paint them as mindless killers? I literally have no idea what they are, other than violent and not using equipment. Beyond that, they could be aliens, mutants, bizarre robots, hell, I have no idea. They could be the infant form of something... else, that we haven't seen yet. I don't know.
It seems that if they really do invade the Mojave in NV 2, it would hurt the story if they were just there to shoot. NV's best enemies tend to be more than that.
Back to top Go down
stoobygacks

stoobygacks

Posts : 536
Join date : 2015-05-14
Age : 104
Location : Sanoran Desert

Character sheet
Name: Stooby of the Gacks
Faction: New California Republic
Level: FL360

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 12:40 am

It sounds pretty ridiculous TBH famalam. Fallout is a post apocalyptic game, not a fantasy game. Sure the old games had talking deathclaws, but it needs to stop. Like said before, these creatures are meant to be fodder, and nothing more.

@Sirdanest Tunnelers are the mutated decedents of the pre war Hopesville people. Who hid in the caves and bunkers to hide from the nukes. Lets be real here and think a little...they probably aren't aliens are robots.

_________________
swiggitty swooty I'm coming for that booty
                                               -George Washington
Lakelurks and Tunnelers Flnv_b10
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 1:18 am

Ah, so I did miss the tunneler's origin. I thought they were completely mysterious, something to be discovered maybe in a sequel.
Honestly, this is a world full of aliens and searching for your stolen brain and all kinds of silly stuff. The idea that it's not meant to be silly is just not true. It's one of those things we can know for sure, that the fallout universe contains large doses of extreme silliness. It's meant, sometimes, to be silly.

Although I never thought that certain deathclaws being able to talk was even remotely silly, it seemed logical (well, from fallout's sense of logic) and lore-worthy. But i can see I'm quite alone in this, so nevermind. Wink

yes, the tunnelers are just fodder. But I will always believe, always, that an enemy that is sometimes more than fodder is more interesting than one is who only fodder. The synths proved it, that their intelligence enriched their story.
Lonesome road would have been more interesting, had it's story contained new beings that had some story to them beyond shooting. I can't change my mind on that premise. So, I guess there's probably no more to say here. Smile
Back to top Go down
Sonichu_fanboy

Sonichu_fanboy

Posts : 638
Join date : 2015-04-03

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 3:27 am

@Sirdanest tunnelers are mutants, just like trogs. end of the story, the less you know about them, the better

_________________
http://z0r.de/?id=293
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 4:01 am

The writers made the right choice I suppose, as people I suppose many didn't want any new intelligent species introduced to the fallout. But I'll say I'm more than a little surprised.
Back to top Go down
Guest
Guest
avatar


Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 4:24 am

i dont know fam, again no one here could decide if its a good idea or not, it really all depends in the writing, the talking deathclaws were cool and interesting , so who knows?
Back to top Go down
Sonichu_fanboy

Sonichu_fanboy

Posts : 638
Join date : 2015-04-03

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 4:57 am

@fermindal talking anything is stupid and nonsensical, especially aliens. It's not easy learning a language, any language, I am sure anyone who is bilingual here will agree. So the thought of an animal or another species, no matter how intelligent or advanced, speaking our language flawlessly, when even people have trouble with it, is just pure science fiction, and I hate it

Marvel comics, the old ones, are a real winner here. Galaxies far away, not only do they have humans, but they still speak perfect english, just like we do. How convenient, huh? There are hundreds of languages just on this planet alone, no chance of some other society somewhere else speaking exactly the same language, not even close, especially if they're from somewhere else

_________________
http://z0r.de/?id=293
Back to top Go down
Wertologist

Wertologist

Posts : 1250
Join date : 2015-09-10
Age : 30

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 5:35 am

@stoobygacks @Sonichu_fanboy We actual don't know anything about the Tunnelers origin. We don't know if they are aliens, mutants, or an un-mutated pre-war species. Nothing is concrete. The most we have to go on them is they seem to have originated near Hopeville and they may have existed before the war(Ulysses says this).

I agree that they shouldn't be given speech or any of that, but I would like to know more about them. Them returning with a bit more information about them would be nice. Same with the Ghost People. Those guys are really interesting. They seem mindless and un-intelligent, but they make weapons/traps and seem to perform rituals of embalming captives and also seem to have a community so there is some intelligence there. Not saying to give them dialogues or anything, but more information would be nice.

I don't think there will be a "New Vegas 2" though. Typically, Fallout doesn't take place in the same location as another game so they can avoid things that may conflict. Like say your Courier sided with the Legion and ate Mr. House. It would cause conflict issues if years later we return as a new character and find the Legion lost and Mr. House lives. They tend to leave things like this ambiguous so everyone's playthrough is "canon" to them. This can easily be accomplished by not going back to the same area and trying to avoid focusing on those events. And to be honest, I really wouldn't want to go back. The map really isn't the greatest and we already explored what's there. You might as well just find some quest overhaul mod or something to make the game different if you want a "New Vegas 2". I'd rather it take place somewhere new that we haven't explored. Maybe somewhere cold. Most Fallout games are in dry and arid wastelands. While I love that, I'd like to see how Fallout deals with winter. The most we got was Jacobstown.
Back to top Go down
Sonichu_fanboy

Sonichu_fanboy

Posts : 638
Join date : 2015-04-03

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 5:46 am

@Wertologist Ulysses says a lot of things. Word of god said that they were introduced because he wanted to bring fallout back to it's apocalyptic roots, so he added in a threat that would destroy what's left of the civilized world. To assume that they were people once is silly, it's clearly some sort of mutated animal, like the geckos, but some sort of humanoid abominations of sorts, like centuars, maybe something inbetween. We have mole rats, and we also have pig rats, safe to assume there are more mutations like those out there

_________________
http://z0r.de/?id=293
Back to top Go down
Sirdanest

Sirdanest

Posts : 869
Join date : 2017-11-23
Location : Hiding from wolves, unable to specify

Character sheet
Name: Character
Faction: Dependent
Level: Basement

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 6:49 am

I assumed they were aliens while I was playing. I was hoping they wouldnt all be equally hostile, or that there would be a story beyond shooting. But then I'd also thought the wanimingos were aliens (I don't remember why) back in the day, and apparently they're not.
Fallout is a silly place that isn't intending that it be entirely taken seriously. Science is ignored whenever they feel like telling a joke or for the purposes of whatever plot their telling. It's way beyond science fiction, probably closer to science fantasy. Psychic powers have been in, or at least hinted strongly, in every fallout game. It's amazing how people get so opposed to certain suggestions that aren't half as bizarre as the things that have actually happened in the games. As far as I'm concerned, once your brain has been kidnapped and you have to go find it, and possibly get into an argument with it, anything goes. A genetically-spliced talking land dragon is mundane compared to that.

Wasteland is much more up one's ally if they prefer something more down to earth -- not that wasteland is entirely serious either, but it's a little more grounded than fallout's very loose science fantasy-comedy.
Back to top Go down
Wertologist

Wertologist

Posts : 1250
Join date : 2015-09-10
Age : 30

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 8:13 am

@Sonichu_fanboy Well we don't know anything about them really and that's my point. Yes, Ulysses does say a lot of things, some of which isn't true, but we have no reason to think that what he said about the Tunnelers wasn't true. Not much is ever said about them so we only have a few things to go on and the most stable thing is that they may have existed before the war. They very well could have been mutated people, but there's not much evidence to this either, but then again, there isn't much evidence to your claim that they aren't. The bottom line is we do not know their origins or really what they even are so claiming they are X as if it's fact is just not true.
Back to top Go down
Sonichu_fanboy

Sonichu_fanboy

Posts : 638
Join date : 2015-04-03

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 1:10 pm

@Sirdanest Fallout can hand wave a lot of things with FEV, the magic gas that makes animals and insects huge and turns people and creatures into horrific monsters. Now ghouls, I am much less forthcoming about, especially how F3 and F4 handles them, there shouldn't be so many of them around, and they shouldn't be so easy to make

@Wertologist Ulysses is an insane man who wants to nuke the world for pretty much no reason at all. He says a lot of things, but most of them shouldn't be taken as anything more than rambling. Frankly, I think he's a gary stu of josh sawyer, he's the fallout equivalent of sonichu, just a mouthpiece of the author

_________________
http://z0r.de/?id=293
Back to top Go down
Wertologist

Wertologist

Posts : 1250
Join date : 2015-09-10
Age : 30

Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers EmptyThu May 03, 2018 3:38 pm

@Sonichu_fanboy Which I don't like Ulysses either as I think he's overrated, but that's irrelevant. Yeah he's nuts, but we don't have any reason to doubt what he says about the Tunnelers as absolutely nothing else is said about them so making all these claims about what they are is unfounded. You stated your head-canon as fact despite there being no real evidence to support it.
Back to top Go down
Sponsored content




Lakelurks and Tunnelers Empty
PostSubject: Re: Lakelurks and Tunnelers   Lakelurks and Tunnelers Empty

Back to top Go down
 

Lakelurks and Tunnelers

View previous topic View next topic Back to top 
Page 1 of 2Go to page : 1, 2  Next

Permissions in this forum:You cannot reply to topics in this forum
Gaming Underground Network :: Fallout :: Discussion-