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Everything posted by Shatterproof
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I've seen it done before. Hell, in FO3 all faction to armor association was done with G.E.C.K mods. I just don't get how to do it. If I want to make wearing a helmet add the player to a specific faction, how do I do it in G.E.C.K? ... and I mean a faction OUTSIDE the range of Legion, NCR, and Powder Gang. Thanks in advance!
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Hats are sideways!
Shatterproof replied to stygian1's topic in Fallout New Vegas's Mod Troubleshooting
Figured this one out based on the above info too for my first mod I just threw together. Worked FLAWLESSLY for me. Still, use at own risk and what have you... Download FNVEdit (nexus). Use it to open ONLY your mod from the list (uncheck the other ones). Under your mod, find your headgear. Click it. The right side window displays a ton of info for that item. Scroll down until you see Male Bipedal Model. Under it MODD - FaceGen Flag might be grayed out. Right click directly to the right of MODD - FaceGen Flag and select edit. Change all the zeroes to a single 1. That will force flag it as head gear and make it wearable. The word 'head' should appear twice next to MODD - FaceGen Flag. You may have to repeat the process under Female Bipedal Model. Next, (this worked for me) highlight all the other entries in Armor your mod ISN'T meant to effect, right click, and delete. Do the same in the Armor Addons. Save it. WHY? ... Seems like modding new headgear in G.E.C.K forces entries to be unflagged and updating facegen data turns all headgear that was flagged to unflagged and that which is unflagged to flagged. FLAG FLAG FLAG (lol). By removing all the other armor entires from your .esp in FNVEdit, you stop your mod from pointing to ALL headgear and make it the FLAGGING issue only effect the item you MEANT to affect. Your force you headgear on your head and leave the rest alone haha. -
In an effort to not be inept, I'm going to attempt to do a mod fix myself. I have a helmet, its sideways when I equip it. That's the issue. Apparently I simply need to rotate a model in NifSkope. TO BE CLEAR: I'm not asking for an impossible to read instruction manual, just simple-to-understand instructions on rotating a model by a few degrees... Something like a 6 step 'click here then click there' Microsoft help article lol? Everything else is working so far. HELP! Thanks in advance for your time / consideration
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See, thats the thing.. you can shave your head with anything that has a fine enough edge and there's something to use to lessen the friction (Vin Disel uses engine grease and a sharpened shrapnel shank in Pitch Black). One would a buzz cut would be the impossible look. How do you get your hair to be that short and uniform all over your head without an shaver and a trim guard? Same with the various fine beards / mustaches. Honestly, bald makes way more sense than a lot of the hairstyles in the creator (do to the absence of product or proper hair cutting tools). Besides, its way more functional with hats and helmets haha.
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It sometimes amazes me that you can get a 'balding' hairstyle (for char's that SHOULD shave their head) and a 'buzzcut' but, the option of having no hair at all on your Char's head is left out. Happened in Fallout 3 too! Thankfully mods like this one were around to save the day: http://www.fallout3nexus.com/downloads/file.php?id=4620 Can it be modified for NV?? I searched around before posting this so, if its on the Nexus already or up in the form, I couldn't find it. So ya, plain and simple: NO hair on the head. Thanks ever so much for the consideration!
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I get the idea behind not porting over game content from a separate game entity (i.e porting Obivion gear / npcs / cities / mobs) as its a significant reuse of Bethesda property out of context. In this case however, lets be real: New Vegas directly ports over a great deal of content from Fallout 3 already. I know that New Vegas isn't a sequel cannon wise but, it ports in FO3 AND FO2 creative elements on its own. I really doubt that if you replaced the NV plasma pistol texture with the FO3 plasma pistol texture (if theres even a minor difference) Bethesda would roll out the legal team lol :) If theres already a reference to the AntAgonizer in the FO:NV G.E.C.K (even if its just a partial texture re-use on a different set of gear) then isn't that already setting an inclusion precedent specifically in this case? Adding the AntAgonizer gear would only finishing a partial process already undertaken by Bethesda (especially considering its only two pieces of gear and not being claimed as original work). I figured it'd just be a matter of extracting the FO3 textures / meshes, putting them into a FO:NV directory as a gear mod, and placing them in the starting gear selection. If you can convert F03 mods without issue, if the game ports content on its own already, and if even a partial texture is referenced already in NV G.E.C.K it doesn't seem like a huge policy breach. I still really appreciate the consideration and exploration. If I knew how I'd do it myself but, I've litterally got no clue. lol Still hopeful though. Thanks!! :)
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So basically I loved played through FO3 as the AntAgonizer. As Fallout: New Vegas is here I'm hoping someone in this fantastic community will indulge me.... 1.) Porting over the Antagonizer gear (armor and helmet) 2.) Port over this mod (which upgrades the armor, adds a perk, and has the helmet make the player part of the ant faction... its only a 3kb mod) - http://www.fallout3nexus.com/downloads/file.php?id=4285 3.) Make the gear part of the initial gear given (like the pre-order packs) along with a small note from Hubris Comics to 'the employee' slatted to wear the AntAgonizer armor at a promotional event for the launch of the 'Rise of The AntAgonizer Corps!' (little nod to DC Blackest Night haha) comic. I know for anyone who can mod it'd be really simple. I can't. I have no clue how, can't wrap my head around G.E.C.K, I work, and I'm finishing a B.A as a full time student. I have no aptitude or time. So as a lowly gaming mortal I beseech one of you modding gods of the all mighty nexus to help me with my humble request. Thanks in advance! Read this bit only if your curious about the logic of AntAgonizer gear in FO:NV - Basically, the promotional events never happen due to the war and the promo armor (like everything else) is just salvage. It works for realism, explains how there could be sets in Vegas and Washington (promo events at different shops / cons, etc.) and also solves the mystery of how the OG AntAgonizer managed to make the costume when she was living in a hovel eating people: she looted promo armor from where she sent her letter - Hubris Comics. Finally, as The Courier, the player is shot and left for dead in the dirt. Being patched up and sent out with super hero / villain gear to solve the crime and avenge you 'murder' is pretty standard comic book vendetta stuff :) ...
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New Armor Models You'd Like to See in Game
Shatterproof replied to Flash432's topic in Dragon Age: Origins's Mod Ideas
Personally I'd really like a MALE & FEMALE Antagonizer armor set from Fallout 3. Its all leather and ant exoskeleton segments so its plausible (especially in a game with giant spiders already). Make it a rogue/ranger armor. If you added a Giant Ant pet summon it'd be perfect lol. http://images4.wikia.nocookie.net/fallout/images/thumb/b/b8/Ant.jpg/800px-Ant.jpg http://s273.photobucket.com/albums/jj232/john_t_carlson/?action=view¤t=ScreenShot2.jpg -
That's how I played through FO3 with the most amusement. Its basically a leather armor set made with exoskeleton ant pieces anyway so, its not implausible. I know you can't directly port it, I just meant that it already exists as so from a design stand point. I'm not thinking of a design that's too crazy either like the Collector armor from Mass Effect 2 for example. As Ants are foragers / soldiers and work in together what would really be cool is a ranger summon. I mean, the armor is already in an 'animal theme' (though being an insect). Instead of summoning a wolf or bear pet, why not summon a giant ant? As there are spells to morph in giant spiders its not a stretch either. Again, nothing crazy with no special abilities or anything. Just a durable Ant pet (as its armored) that will charge and bite. Once again the perfect model exists in FO3.
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Basically I've noticed its easy to stealth in black rubber in FO3 (even in broad daylight) but, there are few other options. This gear, set up for male & female versions, not only would look bad ass but would also be a cool edition for anyone playing a character with good karma.... http://www.cine-collector.com/catalog/imag...ss-diamonds.jpg http://www.mooncostumes.com/image/17519 Thanks for your time!
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With First Flight, Blackest Night, and a 2011 Green Lantern movie on the horizon why not a Fallout 3 mod? Surprisingly, there are already mods that prove a GL mod is very viable. HARD LIGHT CONSTRUCTS - The hardest concept is hard light constructs but, as proven xzax's pipboy mod, converting something to glowing green transparent version is very possible (check the pics!): http://www.fallout3nexus.com/downloads/file.php?id=1225 Instead of a pipboy, the same technique applied to a Super Sledge with its weight modified to 0 would produce an equip-able hard light construct. Theoretically, stand alone versions of most weapons would fit nicely. A plasma pistol, incinerator, or sniper rifle with unlimited ammo / 0 weight for example... GL POWER ARMOR / RING - The next step is to create a uniform that makes sense to a Wasteland survivor. As a nod to the original GL heritage, I was inspired by the Kingdom Come ver. of Allen Scott who wears armor that looks like modified Brotherhood armor. The Hal Jordan / Allen Scott domino mask seals the deal: http://www.billandwalts.com/images/comics/...irect/23802.jpg Ashara's AMAZING Batman mod shows the potential for utilizing highly detailed armor, a viable cape, eye effects, and even limited flight. If the Kingdom Come armor had the traditional GL symbol on its chest it would be perfect. The addition of a glowing green 'pipboy button' on the armor's ring finger takes care of the GL ring itself. http://www.fallout3nexus.com/downloads/file.php?id=10334 Hell, technically (since the GL ring talks and the Medic Prototype armor does too) the augmented GL power armor could talk when equipped if you want to be that specific (mind you, a port over of the medic armor might give the ring a bit of an 'aggressive' personality lol). IMMERSION - This would have been a bigger problem without Mothership Zeta but, now its a matter of proper logic. Consider if the GL version of one of the Zeta aliens was on earth during the Fallout nuclear bombardment trying to hold back it's people (and their death rays) and stop the war. While it survived, its lantern is destroyed and it is mortally wounded. Unable to properly heal in the toxic environment and being sustained by severely weakened ring, the GL realizes it can't leave Earth. It forms a plan to act for the greater good. It finds a place to hide and begins work augmenting a salvaged suit of human power armor with a salvaged alien power source. The GL then wills the ring to fuse with the power armor (changing the armors appearance :)). The ring converts the excess power from the power armor as a extremely minimal recharge of itself allowing its continued use at minimal levels. The GL dies and the weakened ring (stationary as part of the armor) begins to transmit a signal to what it detects as a worthy inheritor. When the player finds the hiding place, they find an explanatory note with the GL oath at the end on the Alien's remains. They also find the adapted power armor that allows using ring abilities at less than 5% standard output for limited flight (gliding), night vision (hard light 'contacts'), rad resist / unwater breathing, and limited hard light weaponry. The hard light weaponry makes sense as the constructs are formed from the bearer's imagination. If the player is very familiar with a weapon, a construct is natural. As rings transmit and seek out new Lanterns, having the player pick up an 'odd radio signal' like that with every other expansion makes sense. By using a 'storyline' like this, your left with a FO3 specific new Green Lantern that isn't incredibly OP, is unique, and who fits into the FO3 universe well.
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Okay so, click this bad boy to get the right starting point: http://us.blizzard.com/diablo3/media/movies/monk.xml NOW, with that in mind, consider the 'wanderer' aspect of FO3. Consider the karma meter, the unarmed skill, the melee skill, perks that increase resistances, and the available technology in FO3. Tell me that a Steam-Monk type Character wouldn't be awesome. All the unarmed weapons work perfectly (especially a good power fist! :D) and some of the Melee ones are pretty close. A nice weighted staff (mace-like ends) made from available materials (junk) would be pretty cool but, mostly we're just missing some clothing / armor. The Tribal Garb doesn't really do it justice. Here's 2 ideas: 1) I was thinking of something more like the monk garb from the link but, modified with some FO3 flavor.. like a belt with various pouches (like the one on the wasteland doc or surgeon gear), maybe the boots / gloves could have more of the patchwork leather armor look. What could be REALLY rad for integration is to make the robe part out of some Vault 101 uniforms. So think merging the Diablo 3 gear with the Armored Vault Suit. Instead of saffron robes, think light blue with the 101 label. Maybe a colored hood to match and a pair of goggles (as wandering a desert may require eye protection). It makes sense that the Vault Dweller would use extra uniforms to fashion his traveling gear. 2) Another idea is modified power armor. Maybe a brotherhood set you can get when your offered a chance to join the Lyons Pride. Something that has the chest of recon armor and the right arm / legs of Brotherhood T45-b. The 101 robes over the chest and a bare left arm leading to the pipboy and a glove. Top with the hood / goggles. As the power armor moves 'for you' if your in tune with it, it makes sense that someone that jogs all over Washington would invest in a set. The armored right arm pair with a power fist gives a nice fusion of 'martial arts meets mech'. The robes, hood & goggles stick to the Wandering Monk theme and bare arm / lighter chest piece add that feel of personal exposure. No monk wears armor that covers the entire body. What do you think?
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AntAgonizer needs some tweaking...
Shatterproof replied to Shatterproof's topic in Fallout 3's Mod Ideas
I think it'd be great. I had another thought... why not spruce up the old AntAgonizer's Lair? Take out all the crap, rubble, and skeletons. Have the so called 'throne' have a terminal that activates a sliding wall in the back which leads to a shelter with a main 'batcave'-esque room, a lab room on the left and a bedroom on the right. Have the main terminal add map markers to optional places of interest, a 'mission statement' from the original AntAgonizer, and the ability to activate turrets in the metal corridors. The roof entrance is opened by key but, if someone tries to break in the front, they have to run the guantlet just to get to 'throne' room. This way Tanya could 'inherit' the AntAgonizer gimmick as described above but, lack the no-how to REALLY take advantage of it. I set of Power Armor would be sufficient form 'heavy combat' missions. A stand-alone steal suit would be rad. No invisibility but, bonuses to stealth and perception. Give it an assassin feel. The original suit is okay as starter armor with your improvements (I think I'm running your mod) but, is sorta like the classic batsuit. It belongs on display. A 'Mk II' suit that replaces the brown sections with something that looks more like the a brown chinese stealth suit would be awesome.. Kinda like how Batman Begins has a great home-made bat suit but, in the second, he updates to a more functional modern looking suit. With all the tech in F03 lying around, it isn't a stretch. What would really rock is to get Gajune's permission to have a special mod of the Skewer (two handed Shish) and name it the 'Save The Queen' lol :). -
Bring back the AntAgonizer!!!
Shatterproof replied to Shatterproof's topic in Dragon Age: Origins's Mod Ideas
You mean the mechanic that could build robots but only wore a bucket and a fact control panel? lol Plus, robots in DA:O seems a tad off don't ya think? Big ants are applicable everywhere. Not to mention the adoptable characteristics like being militant and driven, serving a hierarchy (always wanted a sword called 'Save The Queen' :D)... Like Batman without the lame cape and a more humorous dramatic flare. -
I know, not everyone's favorite character.. and in FO3, I wasn't that huge a fan of her as a person but, after kicking her ass and taking her gear, nothing was as fun as being a half psychotic anti-hero vigilante killer with a comic book flare for drama. Especially adopting fire related gear (fire ants being both real and in Fallout). Like Batman meets Deadpool.. just.. no shitty cape haha. That leads us to DA:O. The easiest request is to just bring the suit and helmet over. A better request is to mod it to look a bit more medieval (chain mail and leather pieces?). Here's a cooler request: Various abilities already exist in game that could be modified, and be a lot of fun separately or together. What if you could summon different kinds of ants in game? Workers, Soldiers, Fire Ant Soldiers, Queen? Add in an improved fire ball or flaming arrows, the spell to enchant your melee weapon with flame, some abilities like poison, stealth, traps... Essentially build class that has more defense than a rogue, a few specific ant themed spells / summons, and uses versatility. I think it could be a ton of fun and there has to be some AntAgonizer fans out there :)
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Here's the thing... I personally don't believe some girl survived an Ant attack and then just hung out with them and managed to live in a cave with busted junk furniture eating people.....but... made that sick costume? Here's what I think is a better idea... At the end of the quest, either you kill her or convince her to give up her costume. With it, you get a note with coordinates which adds a map marker between DC and Cantebury. It tells of the original AntAgonizer. When you get there, you find a real hideout with a terminal locked door. Near it you find a few dead ants and a skeleton (the original AntAgonizer). The note says Tanya's parents were killed by RAIDERS who ambushed her family. The aging AntAgonizer went to her rescue with the add of some near by ants, scaring the raiders off, but dying in the process. Tanya takes the costume but, without the prowess to hack the main door, can't get into the hideout. A mod already exists to make the helmet align you to the ant faction. When you open the door you find the equivalent of a Batcave Fallout 3 style. This means a shelter with the bedroom and kitchen and bathroom and all that but, a hidden switch that raises a wall leading ant tunnel which in turn leads to a weapons locker built into a cave. In it are side display counters with lights for gear, storage, and two manquins with gear on them. Heres the fun part.. What about a stealth AntAgonizer suit made with a darkened ant helmet, arm guard and chest plate but, crossed with chinese stealth armor? How about power armor with the Antagonizer sholders, arm / leg guards, helmet with a breather and belt buckle? A side room should contain the work station / lab / first aid all set up with tables and display counters for rare items and mementos from arch enemies you've killed. It makes more sense than having it crammed in the living quarters. Atleast one display area should have ant meat / nectar from both species and queen pheromones. At that point your free do be a hero, villain, anti-hero, whatever. I suggest vigilante killer. ;) ...Oh... and to hell with the Mechanist. He's brutal. He can build robots but, he wears a bucket? WTF is that? lol
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Very simple. Gear + Assignments: There are already mods which give out hit lists for 'good and bad' characters and expand on the law bringer / contract killer quests. The quest givers are in shacks. Its pretty sad. I'd recommend a random encounter with an assassin (at minimum) who gives a note explaining how the player character has been being watched and rated. The player char should be given gear and a hit list of influential characters who are destabilizing the wasteland's recovery, both good and bad. Ideally, I'd recommend the random encounter give one target that is a relatively easy kill. If the player is successful, the random encounter returns when you sleep with a new note, target, and mark marker to some hub location with a variety of other assassin gear in case you want to convert your followers. Every time you kill a target and sleep, you get a new note assignment. After a awhile the last note is an assignment to maintain the recovery of the wastelands as you see fit, recruiting if necessary, as a life long mission.. this essentially puts you in charge directly which meshes with the games open choice format. Gear wise, I'd suggest a similar approach to the Tailor Maid mod: http://www.fallout3nexus.com/downloads/file.php?id=5424 A basic white hood with a few white outfits. Each could have a slightly different look like the assassin gear from tailor maid compared to the executioner outfit or the law bringer outfit. The idea is to have each with similar assassination gear in different belt / sheathes, and each to have the red hanging belt accent on the front and single side black short cape (assassin's creed II). Mix AC gear with the Fallout 3 look. The hidden blade gauntlet could be a variation on the power fist. When not combat ready, its wearable similar to the power fist. Two medium length blades extend over the fist in the same way the knuckle guard does. When attacking, instead of hydraulics pushing a knuckle guard, they push the two blades. An under wrist mounting is impractical due to the attack animation. This is better in my opinion. Skill bonuses on gear to melee, unarmed, stealth, explosives, lock picking, and hacking prevent the 'commando' approach. Small guns become a last alternative fall back and big guns aren't utilized. Explosives are used to set traps or scatter targets (stealth grenade :D ).
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I was screwing around in F03 yesterday and had my char at setscale .6 and the Pipboy still displayed right with Tab (no clipping). Had a modded Boogeyman hood on for effect. I had a companion. I let them engage directly while I snuck up to a good spot and charged in. I was in Olney fighting Deathclaws which seemed more like Tyranos. A few slashes to the ankle and then some VATS aiming and it was game over. Not too shabby and ironically really fun. I still think the idea is awesome. You don't need a world conversion or anything. Custom race, custom companions, custom gear. That's pretty much it. NOTE: you can consider the melee weapons needed for this mod idea handled with this Junk Weapons Mod - http://www.fallout3nexus.com/downloads/file.php?id=3907
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For those who haven't seen the preview: http://www.youtube.com/watch?v=OnoJecu9e7c A lot of this would be texture work but man, what an amazing chance to work with the Fallout template and do something really sic. If you adjust the size via console you can already make any PC/NPC the right height for this. The whole 'released for the vault' thing works too. Imagine if not only does the players mother die in child birth but, the player almost does as well while an infant. The father then finds a way to keep something of the son alive in a replacement body. With no spare robotic structures in the vault, he does the best he can.... Using the existing mod for having multiple companions, the player could enlist the standard crew and maybe come across the other 8 'stitch punks' as well. The size difference could make team play a requirement and until you find other companions, the player could have more of a 'stealth/survival' feel. Not to mention that whole 'work bench / salvage' thing. Being able to loot pieces of gear and weapons and odds N ends gives the player plenty of material to make custom stuff. Strip out the blueprint necessity. RAMBLE OF POTENTIAL IDEAS: If you recruit 'bigger' companions, they can use the standard gear or carry 'parts' for you. Dogmeat would make an excellent mount / pack mule. You could even 'equip' modified power armor like piloting a mech eventually. For standard player play, you could add a perk like '100 to sneak, 50 to melee, 50 to repair'. Why? because being that small and armed with knives/scissors etc, you could do a hell of a lot of damage to an achilles tendon or an artery in the leg. High crit chance and high knock down (not knock back). The bonus to repair is obvious as your smaller and built as a scavenger. Not to mention wickedly high agility for that increased dodge potential, no fall damage (your mostly a stuffed animal), increased damage from fire, etc.... Consider a plasma pistol modified so that the chamber is a backpack and the barrel is held like a gatling laser. With a high enough sneak and companions engaging a mobs attention, you could crit head shot mobs with little resistance. Consider a mini-missile launcher as a sniper rifle. How bout a knife wielded like a 2hander. How bout a shiskabob with a water bottle for a 'gas tank' and a modified 2hander flaming knife? Cut a raider's ankle, light him on fire, and then be able to target is face in VATS. :D personally I'd like to see 'mini-mines' to tag advantage of the 'exploded pants' concept hahaha. You could heal yourself with scrap material, you could get multiple uses out of single use items (stims, drugs, stealthboys, etc) since you need less from them, you could use the soundtrack from the movie as game music.... its just such a great possibility. Plus, nothing is more epic than overcoming odds. From that vantage point, even killing a mole rat is impressive. It also sorta explains how even if you look like an armored death incarnate, the NPCs in FO3 don't seem to give you any cred or being impressed until you personally save their lives. If I was looking at what looks like a miniturized person in a voodoo doll outfit, I'd question and doubt them myself I think.
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Super hero concept mod... Make use of potential...
Shatterproof replied to Shatterproof's topic in Fallout 3's Mod Ideas
The addition of extra gear would definitely be the 'polish' on a project like this. I think its a very logical extension though. Especially if the point of the game is to bring a certain sort of order to the wasteland. I mean, if you were in the wasteland, if all the restrictions in societies were lifted, if you found weaponry, and had to take action to survive, to protect, or to 'take', wouldn't you adopt a disguise? Wouldn't you want to protect your identity so you were either more intimidating or, so you and those closest to you were unable to be held personally responsible? An interesting idea from you post is the potential for additional companions based on existing characters. For instance, finding Wolverine in the wastes or finding Deadpool working for Tenny Penny. Maybe the joker is randomly terrorizing settlements. Maybe you need to either help him or, help a wasteland version of Batman beat down his gang and stop him. Perhaps Rorschach is going to break into a Vault and needs to be assisted or stopped. Maybe a wasteland version of a Goblin (Green, Gray, Menace, Hob, etc) is terrorizing people. You have to find figure out who the goblin is, confront them, and either assist them (getting access to 'goblin gear') or stop them. If you stop them, there's the option to take up the mantle of a wasteland goblin. Any of those scenarios could be a seperate mod. The possibilities are pretty endless. In terms of Tenny Penny Tower specifically, I made a post about an idea for a stand alone mod that could accent this super hero / villain idea set or work independently. -
Super hero concept mod... Make use of potential...
Shatterproof replied to Shatterproof's topic in Fallout 3's Mod Ideas
It know that was a wall of txt to read but, I wanted to get the major point across. I'm not suggesting a total conversion project, I'm just pointing out that there are ton of options in this area. When I finished the Antagonizer / Machinist quest line it kinda hit me that with a proper 'lair' and some gear, you could be a wasteland hero / villain yourself. It would make running all over the place questing have a logical purpose. THE LAIR - Option ideas: -Adding the standard player housing contents to a room in the Antagonizer or Machist's lair when you complete the quest, and having one or the other as companion. -Adding the standard player housing contents to a room in the subway system next to the 'vampire lair' with a quick entrance / exit door. Makes sense since the subway connects all over the map. If you kill them, their lair is an extension of yours. If not, it makes sense to be 'neighbors'. Could even make them optional companions. -Adding a small 'storage vault' in the wasteland with a few rooms with player housing items -Adding a 'hidden underground basement' you find to the existing player housing in Megaton that's clean and themed (Think Night Owl from Watchmen) -Add a quest to let THE PLAYER take over Tenny Penny Tower as a 'Head Quarters' for all the various companions ('hero' or 'villain' team) with the option to rename it After that you just need a variety of gear compiled into one container for the player to choose from and a terminal that re-opens the character creator (for changing appearance & name). That way you can change your hero/villain theme, change to your 'civillian' identity, or even wear a recon 'disguise' with an alias depending on how 'in character' you want to play. I personally believe the robot butler (which should be in any lair) should be named Alfred at all times :) ... Personally, I wouldn't go a 'super powers' type character as their a stretch EVEN for FO3. Superman is an alien that looks like a human, flies, can't be visibly hurt, shoots eye beams, and always wears a bright cape / tights. Not very practical for FO3. I just made the above list to suggest you COULD do it. 'Gear, skill, and modified' origins are where its at in my opinion. Batman type heroes are a perfect fit. So are villains like those in Batman comics. Iron man-esque characters (modified power suits: i.e a LIBERTY PRIME WEARABLE SUIT) are a good fit too. Vigilantes like Punisher and Rorschach just need something to wear. Wolverine / Deadpool like characters have a healing factor and DUE TO THAT, augmented physiology. That's not a huge stretch. -
Inspired by the various armor / costume mods... Ideas is to have some mods based on favorite super heroes / villains with that 'fallout look'. I enjoyed the idea of the Antagonizer / Machinist story arc but, they're way too weak, their gear is useless, and either the one you help (or at east don't kill) leaves. :S Examples: - Antagonizer or Machinist companion mods with IMPROVED STATS. - Extra housing option: 'Lair' made of smaller abandoned Vault complete with robot 'Alfred' Butler designed to look like a hero / villain sanctuary, terminal to input hero / villain name (rename option so you can choose an alter ego and aren't born as 'batman' for example). - Equipable powers: Use them like 'invisible weapons with stat boosts' to keep the 'optional restraining' thing when in public... useful for characters who don't need a uniform to assume their role (example: rogue - paralysis touch, power punch with high knock back, damage resistence...) - FO3 HERO / VILLAIN GEAR: Costume pieces that don't crash Tranquility Lane, (Liberty Prime Suit, Protectron SuitMire Lurker King mask, Death claw mask, Pip Boy mask, etc..) - CLASSIC HERO / VILLAIN GEAR: IDEAS - With a more rugged feel and much less powerful (result of exposure maybe?) if necessary: Wolverine: Claws with health regen, Muramasa Katana, Weapon X head piece.. X-23: Claws with health regen... Batman: Black cowl with gray trench coat and utility belt.. Batwoman / Batgirl: similar to above Robin / Nightwing: black / blue domino mask, red / black coat, belt.. Catwoman: Cat hood, tight leather suit, goggles... Green Lantern (or any other color): Domino mask, colored chinese stealth suit, 'ring' weapon = increase damage + knock back plasma blast Cyclops: Visor with infrared vision + laser projectile with knock back... Emma Frost: White 'fun' outfit, 'equipable' mind blast (knock back, paralyze) Deadpool: Modified chinese stealth suit from DLC to match outfit... Joker: REMOVABLE face paint and suit, Harley Quinn companion, high damage knife, magnum with a bang flag, gas grenade... **Grey Goblin: Mire Lurker King face combined with light gray hood and chinese stealth suit, pumpkin skinned grenades with more knock back & concussion, goblin serum stimulant (like drug)... (**Green seems too 'bright' for a wasteland) **Superman : 'equipable' lasers from eye level, black trench coat with red armband with Super S logo (stats altered for unarmed strength & damage resistance, etc), faded blue pants, 'equipable (yet invisible) powerfist.. (**de-powered from fallout, take off gear and your 'pretending to be a civillian') Supergirl: Same idea as above... Hulk: 'Equipable Rage as weapon' = color altered Fawkes 'costume' that changes damage resist, unarmed combat, knock back, and toggles jump height, equipping triggers mommentary drug withdrawl animation... Iron Man: Re-colored Liberty Prime costume, 'Repulsor Beam' weapon = Liberty Prime blast with less damage & HIGH knock back, increase carrying capacity, adds missile and fatman launcher with full ammo to inventory, adds re-colored power fist... Flash: Faded red chinese stealth suit, mask, increase to run speed and damage resistence... Cable: Military looking gear with metallic arm, prompt to redo appearance options (for that aged look)... Domino: 'equipable makeup' with increased accuracy and agility boost...
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Super heros and villians after the Fallout..
Shatterproof replied to Shatterproof's topic in Fallout 3's Mod Ideas
I saw that actually. Its a great mod. I'm not sure how well the VATS system works with the Joker but, its still an EXCELLENT mod. I think the concept show be expanded on personally, as noted above. ;) -
I don't mod but, I appreciate great mod work. I have great creative ideas and I think this is one of them. I know theres people out there that will find this idea intriguing. Give it some serious thought please: I have an epic idea... it came to me while playing Fallout 3 and remembering the amazing mod work on Oblivion. I thought about all the apocalyptic survival movies and got to thinking, how would super heroes / villians cope and react? Or, could scavenging residents of the wasteland take up those costumes and mantles in order to become vigilantes and criminals? In the quests to save or take over the wasteland, wouldn't it be fun to do it all in grand style? The idea is to make gear for our favorite characters BUT, to give them the look of a post apocalyptic origin. I suggest 3 to start things off, character wise, that would fit nicely in the Fallout world: Marvel: Hero - Wolverine http://wolverine.x-knights.com/fullsize/wolverine56.jpg I was thinking with a more 'Weapon X' feel to him. Anyone who has seen the images of him escaping Weapon X will remember the cyber punk look to the training gear he wore. A mix of that with tactical gear and unarmed claws. Health regen and maybe even a modified shishkebab to look like the Muramasa blade. Also, his use of various guns and explosives fits with his background. The addition of the Weapon X headpiece explains the VATS interface. Also, if this all works out well, how many teams is Logan on? X-men, X-Force, The Avengers, Weapon - X, The Horsemen of Apocalypse...hell, even Alpha Flight. Imagine the follower options for him? Being able to go it alone or bring a team of apocalyptically themed heroes with him. What about a burnt out X mansion with the HQ being the underground level? How about a hidden Avengers HQ? Or an X-Force black ops bunker? Too fun. Villain - Hobgoblin Look at these links ---> http://www.marvel.com/universe/Hobgoblin_(Jason_Macendale) http://www.comicvine.com/jason-macendale/2..._1_/105-496983/ I was thinking here of going with the cybernetics enhanced Jason Macendale version. He has a more ' survivalist ' look to him. Much darker and more functional. A stealth / recon type armor set made to look like the pictured version. This hobgoblin has an enhanced eye upgrade, which explains the VATS system as well. Pumpkin bombs are simply modified grenades. Likewise, weapon options are obviously plentiful. Due to the cybernetic strength augments and the electrical glove discharges, maybe a special version of the Facepuncher mod as a main melee weapon? Interms of the goblin glider, why not reskin the robot follower character? I mean, a modified goblin glider could easily become a goblin drone right? Also, every goblin has a series of hidden lairs right? Fun fun fun! :D ..... ......... .... :D .. I'm very partial to this character idea. DC: Hero - Batman After the end of the world, who would dare to wear the cowl of the dark knight? Come on! For a steal based character, who better than the Bat? Also, no one says he has to be Bruce Wayne. Gun use isn't totally out of the question. Or play true to form and only use unarmed combat and explosives. I didn't include a pic here because it really hasn't been done to my knowledge but, imagine the bat gear a batman would have to salvage from the ruins of the wasteland? If could be epic. Also, the cowl has utilized various scanners systems in different comics / movies so, the VATS system STILL works well. So would a batcave.. hint hint.. how cool is that? You could even make follower versions of the other bat family members. P.S. ....VATS is the only reason I didn't list the Joker next. Three is enough to get the ball rolling I think though, right? Generate some buzz please. Come on, this is a SICK idea! :)