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Horror Mod WIP, looking for input from the community


Ironman5000

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Hello all, after a few months break from modding I have been inspired over the last few days to return and make a scary quest mod for NV, and as this is a very early start I figured it would be a good idea to post about it here and see if anyone would like to contribute with some ideas, suggestions, links to resources, or even make something to go towards it.

 

The concept will be based around the the theme of Silent Hill (my favourite horror games) using lots of scary atmosphere, ambushes, gore, frightening new enemies, puzzles, new gear, things like that.

 

The story will start off with the player finding some strange item in the wasteland which will trigger a quest leading the player to a mysterious house in a secluded location, from there on it will be a point of no return and the only way to escape will be to progress onward into a ever-growing nightmare world.

 

So far I have a few cells mostly made, I plan on adding some stuff from Monster Wars and maybe Monster Mod, and will be wanting some new outfits, weapons, textures for blood decals, replacement textures for rusted and bloody dungeon cells, new meshes for clutter/traps/environment, and anything else that comes along that would suit the silent hill-esque atmosphere.

 

Would be great to see others give some input, i'm not totally depending on help from others i'm quite capable of doing this myself, but sometimes people think of new ideas I don't and might be able to contribute in a way I never thought about or provide some assets/links to assets.

 

Also I know this is a long shot but I welcome anyone who has some free time and would like to make something, be it a cell, mesh, texture, NPC, monster, script or interesting encounter, anything you can think of that would contribute to a good horror mod, then I could easily merge into the main file and add you to the credits list (in my modding history the list is usually quite extensive :tongue: )

 

So yeah that's the deal, respond to this thread if your interested or have any questions, any and all discussion will be done here including building on the story, mod structure, and everything else.

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Hey this project sounds like something that'd be really awesome. I'd love to contribute in whatever little way I can. I'm far from the best 3d modeller and texturer but I can make little knick-knacks. The most complicated thing I've ever made was a gingerbreadman. But if you want me to make something simple I'm your guy. I also invite you to use whatever resources I've made if they are a good fit for the project. Like my latest neon letters signs resource: http://www.nexusmods.com/newvegas/mods/54838/?

 

Could you give me a sense of what kinda theme the assets you'd like should have? Like what are the locations (old hospital, old facility, etc)? I'd love to make new meshes and textures for your project. But like I said my talent is very limited. While I await your reply I'll do some quick studying of Silent Hill-esque game assets I might be able to make.

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That's cool thanks for the offer, if you want to have a go at a simple mesh for something I could as a relic that would be great and possibly something it could slot into? This would work out great for the type of puzzle where you carry an object around for while until you work out it fits into a puzzle further down the line. Something like a flat cylindrical or prism shape or even a cube nothing complicated, the textures don't have to be amazing I can sort that out I just need it UV mapped mostly.

 

EDIT: Forgot you asked about location, well it will be a variety including hospital, vault, mansion, new exteriors, fairground hopefully, more like that. Think of how SH4: The Room is set up, i'm going for that idea so the player will be totally thrown into the unknown

Edited by Ironman5000
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I am looking to make a night version of a house interior, but the window cell pieces have a shine effect which can be negated but i'm having difficulty getting it right, now it just makes outside look dull rather than dark. The light effect comes from a light plane behind the window to mimic sunlight using the white.dds texture, I changed it to blackdoor.dds which is a plain black texture and tried to make changes to stop the light effect but i've hit a wall, could someone take a look at this in nifskope? It looks right in the program but when create it in the geck the plane doesnt look black.

 

http://www.mediafire.com/download/cokngbqg69ck483/ushomrmwindow01night.zip

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I looked at that mesh in nifskope and I think I'm getting the same problem you are.

 

Here I've made a picture guide to the issue. Can't figure it out.

 

 

http://i.imgur.com/Ed3dKgT.png

 

 

This first picture shows the .nif in nifskope as I received it. The texture line for the "window view" is handled by something called a NiTexturingProperty. I'm not familiar with that texture property as I've always only dealt with BSShaderTextureSet or whatever it's called. So I don't know if NiTexturingProperty has special properties that might be causing the issue. Anyways the texture it is linked to is in fact a plain black texture but for whatever reason it is rendered as white in nifskope and in the GECK preview. So I tried making my own plain black texture.

 

 

http://i.imgur.com/mIXRag9.png

 

 

As this 2nd picture shows I've now applied my own black blank texture and this time it is properly rendered as black in nifskope. However it still renders as white in the GECK preview. At this point I assumed maybe the texture render is messed up because it is interpreting the black as white like for Alpha channels (even though this shouldn't behave like this if that's the case). I tried applying another custom texture this time pure yellow.

 

 

http://i.imgur.com/Ernl9oy.png

 

 

The pure yellow texture is properly rendered in nifskope. But as this next picture shows it is still rendered in the GECK preview as blank white.

 

 

http://i.imgur.com/hyUxphr.png

 

 

I have no idea why it's happening. I wonder if for whatever reason the NiTriStrip is glitched or an improper flag is checked/unchecked. The only solution I've got is maybe replacing the NiTriStrip entirely with a new one, maybe one with a BSShaderTextureSet (or whatever it's called) property since I'm only familiar with dealing with that.

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Hey dude. So I made a little mesh and texture of a puzzle match board that little kids use. I figured since you wanted a puzzle match kinda thing and I was thinking about common horror tropes I thought about children since creepy kids feature prominently in horror. So here's what I got:

 

 

http://i.imgur.com/eFZoskQ.png

 

This first picture shows the complete board.

 

http://i.imgur.com/Mgbu6PL.png

 

This second picture shows the puzzle board missing a triangle piece.

 

 

http://i.imgur.com/b7FzRtU.png

 

This third picture shows the missing triangle piece by itself. I've got a working havok collision mesh.

 

So if you want to use this resource I whipped up here's a download link: http://www.sendspace.com/file/xamaxe

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Hey dude. So I made a little mesh and texture...

Awesome your a star!

 

I can see how I could use this for a puzzle, scatter the shape(s) around for the player to search for and the board can be maybe a lock for a door or something. I'll obviously give it a grimy texture maybe with some sinister marking, and kudos for going the extra mile with the havok loving it :smile:

 

I'll have a think about making some kind of riddle hidden in a kids nursery rhyme (note/book) or something, indicating the general location.

 

Thanks this is exactly the kind of thing i'm after for some interesting gameplay - this mod will have many puzzles and will by no means be straight forward with some backtracking involved, and may even have a new creepy town to play through! (depending on how well I can get it looking)

Edited by Ironman5000
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I'm glad you like it but will you need me to make different version of the puzzle board with different pieces missing? In the uploaded file only the triangle piece is missing. Would you like me to make independent meshes for each puzzle piece as well?

 

Anyways I might make some more assets for this project whatever comes to mind. Can't wait to see this project come together bro!

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