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Beckett Companion and Romance [WIP]


Markmid

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Sirens Call [WIP]

 

2 New Companions, Beckett a rough wastelander and Jade a playful rogue.

1 New Underground Settlement named SubCity

2 New Questlines, one for Subcity and one for the companions interacting with it.

 

The companions will be dialogue heavy, the male one will have a romance plot for female characters and both will have friendship arcs for any character.

 

Moderator Request - Could a moderator change my thread title to the new mod title please, as the mod has evolved somewhat.

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Please contact me if your modding Bigtown, I would appreciate it!

 

I have put Becketts house door up in one of the abandoned shells on its outskirts, the location of his house door is currently in Bigtown SW.

 

This is better than modding all the wasteland navmesh to place a shack, which I was attempting to do but its cleaner this way and I am all in favor of less is more, when modifying existing content, 99% of my content will be new and not alter core game files.

 

 

SubCity is located underground and unlikely to conflict with anything but if your modding the metro anywhere please let me know!

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Progress:

V0.4 Pre-Alpha

 

Current Dialogue Depth -

 

Beckett - 125 Lines of New Dialogue. (A personal aim of mine is 1000 for Beckett)

SubCity - 61 Lines of New City Dialogue

Jade - 23 Lines of New Dialogue.

Becketts Introduction, Random Greeting Dialogues, Megaton, BigTown Dialogue to a reasonable level, Random Banter done for Paradise Falls, Rivet City, SubCity, Underworld, 2 Rare Banters (rare banters are minor quests eventually) for Beckett done. Some SubCity Residents have a few lines now and the initial introduction for Jade is up and being tested.

 

Becketts Home - 80% Done

Interactive Objects and Navmesh Done

The decor looks reasonable but I'm still working on it.

 

AI Packages/Interaction - Becketts Wait, Follow and Home Packages are all working fine. He is interacting with the world on wait and home packages. Beckett can trade and share, he is not overbalanced in anyway equipment wise nor is his house.

Sub Cities Residents are moving about well and appear alive, the guards and shop keepers have duty schedules that are working.

 

SubCity - A new fortified location underground

Layout 99% Done, Navemesh up and all upper level rooms done.

NPCs 50% Done, Basic schedules done for all first level NPCs

Detail - Food Levels are more stable in the city now, with three respawning food containers I have labeled R, so players know the contents respawn and not to store stuff in them. Also the NPCs carry food so players might get to see some of the table layouts I arranged to make the dining area look more full, before the table food was all immediately gobbled down by hungry NPCs!

Clutter - 60% done. It looks better than the first screenshots but I am still adding things.

 

Feral Ghoul attacks have increased on the central gate of SubCity, modeled by ghoul patrols! In response SubCity now have begun to send out their own patrols to try and push out from their compound. Its up to you how this conflict goes, they need supplies and help to survive, as sometimes the ghoul patrols reach the gate!

 

Beckett's Diary Entries: Only 1 Entry so Far! Finding the whole diary is part of his character development, you'll get clues to where pieces are as you complete the mods quests, speak to him and read the existing pieces you have found.

 

Minor Things:

Fixing Random Conversation lines, so the same response isn't always expected. - Done

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SubCity

 

SubCity is now part of the Beckett and Jade quest line, if anyone has any minor ideas on what you would add to the underground city let me know and I might put them in. Minor ideas are very welcome, more major additions I probably won't get to for sometime, if at all. I have just finished the layout and I am putting in NPCs so this is the best time for me to ask.

 

SubCity was originally built when the bombs fell, it was a makeshift shelter. In that terrible time, most of the people were too panicked to act but a small group who were in the metro stations when the bombs fell, kept their heads and sheltered underground. A construction crew carved out SubCity to shelter from the elements. Its located in the metro stations, cut out of the earth from an old tunnel system, its a long collection of aged furnished corridors, with makeshift rooms reinforced as best they can be.

 

Subcities history is in the game, I won't spoil it past that teaser. Suffice to say its now occupied by some hired goons who used to belong to another in game organization, its fate might well be influenced by the player, it might eventually be free or become deserving of the name underworld ;).

 

Currently SubCity has an entrance guarded around the clock by four rotating guards, with two on duty at any time. They are well armed and have a lot of cover at the gate. After that the tunnels inside also have makeshift cover at set points, if anyone comes in shooting they will be in for an uphill battle.

 

NB Also calling it a city is a bit over the top for now, I do want to extend it if I get time but (by fallout 3's standards) it will be between the size of the smaller settlements and the bigger ones, with about 15 NPCs at the moment, until I do subcities sub level 2!

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Some initial screenshots of subcity, i'm not fully happy with the light yet but its better than it was.

 

The entrance first. There is more cover behind us and a medium sized entrance hall with wrecks and junk to hide behind if you want to try your luck in a shoot out :) There are some clipping errors I am working on all over the map but they are minor ones now.

 

http://i44.tinypic.com/2zntizn.jpg

 

The Administrators Room, if you look really closely you might see the uniform she is wearing, I left out some of detail here on purpose ;) They interact with the equipment on occasion and the administrator is well guarded :) around the clock, she is currently in the most secure location I have.

 

You have to fight through two tunnels, that have several points of cover and probably a dozen or so well armed guards to get to her but I might increase it further to make it a real challenge for anyone playing the aggressive role or wanting a good shootout.

 

http://i39.tinypic.com/ipbp11.jpg

 

The common room is quite large when you get to the lower floor, it has dining on the bottom floor and beds on the top one. I want an entertainment room too, so if anyone has any dancing or card playing mods I can use I would appreciate it, for now they just have the pool table which has money, booze etc on it.

 

http://i40.tinypic.com/2j3mp9x.jpg

 

 

Apart from these rooms there is a shop/workshop, a medical room, 3 hallways and a small guard barracks, all with plenty of interactive objects to keep the place alive, the guards and engineers have long wander routes so they get about and keep the place busy.

 

Like I say its not a huge settlement but probably the right size for me to keep detailed and interesting with dialogue, a few quests etc. I will put a few pics of Becketts house up too tomorrow possibly.

 

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Could a mod change my thread title please as the mod has evolved somewhat.

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It does look good you are just need the Lighting and little Clutter here and there and it will be Nice. :thumbsup:

 

Thank you :), the clutter I enjoy doing but the light has me stumped, Becketts house has this light as it makes sense for being in a run down shack out in the dry wastes. SubCity is underground though and goes deeper underground the further you travel. I could go for a darker look but it would be annoying to have to spend too long in a dark setting.

 

I might go for a lighter look than this, with a slight brownish tint, though less noticeable, just enough so its still easy on the eyes but still looks like its not a normal surface area. If I did I would explain why in the mod, I try and explain everything to add to the atmosphere, like why they have access to some purified water or why exactly this place became a settlement.

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In response to increasing feral ghoul attacks on the gate, like any worthy faction in the wasteland, SubCity now has its own patrols! :). They start when you first visit subcity.

 

http://i44.tinypic.com/1nye6b.jpg

Its just the one to start with in a couple of areas, unless you advance their questline and help them out, then they might have the resources to extend their reach further. If you choose to annihilate Subcities residents, the patrols will die out too

 

I am thinking about sending trading caravans out, diplomats, scouts etc, rather than just the basic patrols.

 

A snapshot of part of Beckett's shack, its not much of a life but it defines part of his character :D. I was going for the sandy look here.

http://i42.tinypic.com/2cy5mc9.jpg

 

In SubCity itself, I have refurnished a few rooms and altered the light, its more tolerable now while still having a brown tint, it removes much of the glare that I was experiencing in some areas.

 

http://i39.tinypic.com/vrsrbq.jpg

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I could do with maybe one or two testers to help me find clipping errors in subcity, any other errors such as dialogue errors can wait. It would also be comforting to get the mod on someone elses machine, I have it backed up but it wouldn't hurt :).

 

That is all I am looking for though, basic clipping errors, there are some bugs or rather incomplete features I will PM you about that I already know about. I might have a more stable version either tomorrow or the next day.

 

NB The only requirement is you can keep tight lipped about quest details etc.

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