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Danneyo

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Everything posted by Danneyo

  1. Killing Named Enemies - That would be interesting, like the companion had a positive or negative allegiance towards the person the Player just killed.
  2. The Quests so far: Note: All quests will have names referencing music terminology. - Accesso Refrain: This is the first quest of the mod, and begins the main story. The player finds a series of bodies, all the same boy. As he tracks them, he finds notes recanting the tales of the various bodies, until he finally finds an alive version, fighting against a deathclaw. The player can help the boy, at which point he will reveal himself to be Dave, tells the player about himself and his friends, and mention something about the player "getting them the hell out of here". From there, Dave will lead the player into a new area, known as the Crater, where a large meteor sits in the middle. The Crater is infested with creatures which must be dealt with before they can get inside. Once inside, Dave will tell you to talk to a girl there, Rose, who will begin the next mission. - Deciso Calma Rose will begin questioning the player on their knowledge of the surroundings, which she will begin recording in a book in the main crafting area. From there, she will explain their current situation: Most of the members of their party have scattered after months of little progress in returning to their journey. But, it seems like Rose knows more than she lets on, as she tells the player that the time is now right to round them back up. The first person that needs help is a boy named Karkat, who Rose has located. He is currently trapped in the middle of Boston, surrounded by angry super-mutants. From there, the player and Rose venture out into the city, making their way through their siege to find Karkat. As it turns out, he's been attempting to activate the security systems, but failed and ended up setting them on himself. The player and Rose must fight their way to him, and disable the security system. Once that's done, Rose will talk to karkat and explain the situation. After some arguing, he'll relent and go back to the asteroid.
  3. Nope. Not that I know of unless people figure out a workaround.
  4. ok so am a complete noob at this and that just befuddled the maze a millionfold, blender 7.x, 4.9, and .nif export scripts im guessing are ad-dons where as nifskope is a place to look at it? imma google these edit: thank you Danneyo by the way, i'm still looking into this tonight, im on a helpful youtubers tutorial series on blender, episode three so far, i dont know if ill get my answers yet, but i probably will know what you are talking about in a week or so, i thin you mean to save files as .nifs but i don't see that format (might be an addon) and nifscope would allow me to texture exports or something, that 7.x is the scale i think, but i don't know what 4.9b would mean unless you were asking which version in a strange way. sorry if i seem the dope and i got that completely wrong, just spit balling for now 7.x is the current Blender version. 4.9 is a former Blender version that is the latest version compatible if the .nif plugin, which has several components that need to be installed to function, so that needs to be googled. Nifskope is a standalone program you'll need to get the model into the game.
  5. Hmm. I do see what you mean. Given Fallout's already existing systems, mods should work with each other from the start since advanced functionality like power is already there. Disregard my previous comment.
  6. Blender 7.x, Blender 4.9, Blender .nif export scripts, Nifskope.
  7. Although, an underwater vault might be interesting.
  8. The way it seems now, the mods made with the current community tools should work without much trouble since they'll still be used for some things after its release. As for DLC, they shouldn't change a whole lot, as they tend to add content that doesn't significantly effect the main game.
  9. that's true.... Besides, then the framework could also serve like the minecraft electric plugin, wherein it not only helps unite the Anno mod, but can also be used to unite other mods into the framework, making a very complete and expansive system.
  10. I am completely overhauling the main post of this thread to include dev updates, pictures, models, ext. It should be much better now, and contain most current information.
  11. Well, I know very little about scripting. But I do a lot of 3D modeling. Let me know if you need something and I'll see what I can do.
  12. I mean, what would you really have to loose? It's just giving players more options for their game.
  13. I just think it's kind of boring. Its not a very interesting story. I mean, your settlements are already capable of growing plenty of food. And there's already a vault with clean soul. The only real benefit would be a scenery change. Which is why I directed you previously to the Fallout Tactics 2 information.
  14. There are two types of GECKS known in Fallout. The original, used in the first few games, was a kit containing seeds, soil, fertilizer, ext. However, the version seen in Fallout 4 is much more powerful, combining matter around it into liveable terrain. I guess you could use the first type. But it'll probably confuse more casual players since it's virtually never referred to in its original form. But that still doesn't change my original criticizm.
  15. I guess my problem is just bringing back the other person in any form. I'd love to see perhapse a trippy sequence where the PC is haunted by memories, or perhapse a simulation similar to Memory Lane and the Den where the PC can relive moments with the other, but just bringing them back entirely (And what you're suggesting basically does that) just doesn't mesh. Although these are just my personal gripes.
  16. "The G.E.C.K. will collapse all matter within its given radius and recombine it to form a living, breathing, fertile virgin landscape and allow life to begin anew. " "In Fallout 3, it is possible for the Lone Wanderer to reach the GECK instead of allowing Fawkes to retrieve it, thus allowing the player to activate it. If activated on its own, a blue energy ball expands around the GECK killing the player's character and, after a burst of white light, the nearest save game is loaded." http://fallout.wikia.com/wiki/Garden_of_Eden_Creation_Kit
  17. My thoughts are basically that family is a good place to start when it comes to revenge stories like this. For the player, something like 30% is for revenge, while 70% is for your son. Even at the end of the game, a huge moment is the characters realization that he or she can never go back to that perfect family they had, and now has to work to make the best of the current situation, which I like as far as messages go. Being able to save your partner just kinda undermines all of that.
  18. Well, yeah. But it's like comparing something major to something of slightly less importance. It's not AS big a change, but it's still a large change.
  19. Ah! Sorry, didn't see that. Yes, this does look pretty interesting.
  20. Considering how you've acted in response to criticism, I showed what I feel is justified skepticism. Perhapse if you acted in a more professional manner, or provided proof of this modding past, i'd be more receptive to the claim.
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