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[WIP] Goodsprings Schoolhouse Cellar - Testers Needed


FiendishGhoul

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http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/GoodspringsSchoolhouseCellarTitleBanner-002.png

 

 

First off, let me say thanks for your interest!

 

Goodsprings Schoolhouse Cellar is a mod for Fallout: New Vegas which adds, among other things, a smallish to medium-sized subterranean basement to the schoolhouse in Goodsprings.

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/GSSchoolhouseCellarFilmStrip01.png

 

I know that there are quite a few mods which add player housing and locations to this general vicinity, so I wanted to do something a little different and hopefully distinctive, with an emphasis on things like lighting & shadow. Atmosphere is a large part of what I look for in interesting cells, a lived-in feeling if you will, and I've tried to invest this mod with as much of that element as I could. Hopefully the supplied screenshots will help to adequately convey this.

 

Some of the gear laying about could [emphasis on] possibly be considered a little bit advanced for Couriers just starting out in the Mojave, but there are also a few traps to dissuade those who don't possess the skills needed to deal with them, so there's that element of balance considered.

 

 

Features:

  • All the basic amenities ('Well Rested' sleeping, loads of safe storage, benches, radio, etc.)
  • Campfire crafting (oven)
  • Infirmary and laboratory
  • Switchable lighting (with a few intentional exceptions)
  • Terminal with an accompanying story that aims to place the cellar within the bounds of lore and location
  • Companion-friendly (fully navmeshed, idles, beds, etc.)
  • Short ownership quest to reward full functionality

... and more.

 

 

Also included today at no additional cost is a completely rebuilt-for-FO:NV and, for the first time, fully-functioning version of my Cap-Sure Tranquilizer Rifle mod, originally for Fallout 3.

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/CapSurePosterSM01.png

 

This beauty is 100% guaranteed to instantly pacify the wasteland's worst denizens*, ensuring safe pacifist runs, copious mischief, and hilarious HavokTM pratfalls and punchline antics.

 

 

Cap-Sure features:

  • Unique models (rifle, ammo, projectiles, impact data)
  • A new craftable chem (Tranquilizer Sedative)
  • 5 distinct craftable ammo types (1 tranquilizer, 4 poison)
  • A find-able schematic that allows all related crafting
  • A new accompanying Challenge ("Darted!") & reward Perk ("Needle in a Haystack")
  • New Pip-Boy icons for rifle, ammo & Perk

 

*Robots no longer included (thanks Jojash!)

 

 

[/line]

 

 

Regarding release, I'd like to have Goodsprings Schoolhouse Cellar available publicly here at the Nexus no later than the 1st of July, 2013. - Still on target, as of 06/29/2013 It's out now!

 

However, while this is not the first mod I've released, this is the first mod that I've released for Fallout: New Vegas and I'd like to try something different in honor of that. While I don't really know any of you personally, I'd like to think that most all of you are pretty cool folks, and many of you are awfully damned talented. Thus, I'd like to ask a favor of you: if you are a fellow modder, or even a knowledgeable mod user (for example, you are familiar with examining plugins for conflicts using FNVEdit), and you have some spare time and curiosity, would you consider helping me beta test Goodsprings Schoolhouse Cellar?

 

I'd like for at least two or three individuals to take spin around the cellar, play with the Cap-Sure rifle a little, and please relay any bugs/errors/conflicts to me so that I can patch 'em up before releasing in any wide sense. If you think you'd be qualified and/or interested in lending a hand, let me know and I'll shoot you a PM here on the forum with a link to the beta download.

 

Thanks for all the help!

 

I will update this post with additional details and information as they arise.

 

Update 6/21/2013: Big thanks to gunslinger6792 for all his input!

 

Courtesy of his having selflessly volunteered his time & effort, we were able to catch some pretty serious blunders on my part (blank .esp for .esm .bsa redirection, anyone?) as well as make some tweaks here and there that have definitely improved the overall quality of this mod.

 

If anyone else would like to have a chance to help me cover my own @ss and get some well-deserved credit in the process, please don't hesitate to comment here or via PM.

 

The last-minute scramble is on!

 

Update 6/26/2013: Images updated to most recent. Changes include tweaks and polish throughout, a completely rebuilt Cap-Sure rifle mesh.

 

Update 6/29/2013: Features & functions updated to newest and likely final revision.

 

Update 6/30/2013: Squashing bugs with help from ArekkusuStorm! Big thanks!

 

Update 7/01/2013: Features and images updated one last time pre-release.

 

Update 7/02/2013: Updated for release!

 

 

Screenshots:

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/004.jpg

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/002.jpg

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/009.jpg

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/010.jpg

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/002-2.jpg

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/0013.jpg

 

http://i1257.photobucket.com/albums/ii509/ThePowderKegNV/Goodsprings%20Schoolhouse%20Cellar/0014.jpg

 

 

One last thing: I'm also including with the download a replacement mesh and textures for the static object clock01.nif.

 

In my game, I noticed some odd graphical issues with this mesh after having used it in my cellar, and after extensive playtesting, I found the problem to apparently be related to an environmental mask texture, which I omitted. While I was at it, I tweaked the textures (very slightly) and saved them under more appropriate DDS compression settings.

 

This may just be on my end, though, so this is an optional replacer (not a requirement). It should be installed separately and manually, and only if you find yourself experiencing similar issues with this one mesh.

 

 

Thanks again for taking the time to check this out!

 

With any luck, I'll have made something worthwhile to share with you very soon.

Edited by FiendishGhoul
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The original post has been updated with new features and information courtesy of 1st round testing, thanks to gunslinger6792.

 

(I apologize in advance if this is seen by any as "bumping" my own crap, but I genuinely feel this is relevant info.)

Edited by FiendishGhoul
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I can't do any testing for you but I wanted to say that it looks very nice. The attention that you paid to the lighting paid off very well.

 

 

Hey, thanks for just taking a look and paying a compliment!

 

I'll be releasing this soon, so hopefully you'll be able to check it out then if you want to.

 

Thanks again!

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The original post has been updated with the newest information and images. A changelog would be fairly exhaustive; Let's just say that while everything looks pretty much similar, almost every aspect has been changed, tweaked, or polished.

 

Most notably, the Cap-Sure rifle mesh has been completely re-rebuilt from the ground up, bringing it more in line with what I originally had in mind from google'd reference images.

 

Gunslinger has the most recent (and hopefully, semi-final) build and, aside from some minor quirky variability, it seems to be within sight of release on schedule.

 

If anyone else would be interested in giving it a try now that it's for the most part finalized, drop a comment and I will PM you a link.

 

As always, thanks for reading.

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Not quite sure how close you are to release, but I wouldn't mind trying it out.

 

Hi! Sorry I missed this and didn't respond sooner! PM sent.

 

Also, the original post has been updated with all newest changes, likely the last to be made before release.

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