Jump to content

WIP GTS 3-0


Yossarian22

Recommended Posts

Hi

 

I will use this Thread to show those, who are interested, some news about GTS 3.0 Process. We still in a early Stage. Our current Goal is, to turn the existing Worldspaces into full functional Towns and Trading Places. Beside that, there are much more things planed, but currently Amsterdam and Africa is under development. We always open for more suggestions.

 

Africa!

 

http://www.fallout3nexus.com/downloads/images/3157-1-1240429554.JPG

Link to comment
Share on other sites

Lookin' pretty good, bro. Glad to see you using some custom adobe huts, because the usual fo3 wooden shacks and crumbling office buildings wouldn't have fit Africa at all.

 

I don't know what direction you're taking Amsterdam in, but I think the classic zombie apocalypse standoff seems like a good idea. The whole place is already filled with decaying buildings and tons of zombies, so why not add a small group of survivors with the works; you know, fortified buildings with guard towers, steel gates, and barb-wired walls.

 

I really liked the Road warrior cameo with the scavenger, his dog, and his black car in Australia. Perhaps you could add a derelict refinery in the middle of the wasteland with some settlers. Around the outside could be some standard raiders. Obviously, we can't have them ride motorcycles, but maybe you could put a bunch of "parked" cars and bikes next to the raider camps. An alternate idea would be bartertown from the third mad max, but that would only be worth it because of the thunderdome... the rest of the setting sucked.

 

Moving on to India, I don't see any real civilization sprouting up there. But maybe we could do a LOST-themed stranded campsite look? I'm guessing the trader, named Ana-Lucia IIRC, is a reference, but maybe not.

 

I'm not so sure what you could do with the american site though. After all, it's basically the same setting as the capital wasteland. However, I would definitely like to see much less creatures running around so close to the compound (especially those dreaded mirelurks!)

 

Maybe those ideas are too grand and unrealistic, but hopefully I'm wrong about that! Keep up the good work.

Link to comment
Share on other sites

Hi

 

I will use this Thread to show those, who are interested, some news about GTS 3.0 Process. We still in a early Stage. Our current Goal is, to turn the existing Worldspaces into full functional Towns and Trading Places. Beside that, there are much more things planed, but currently Amsterdam and Africa is under development. We always open for more suggestions.

 

Africa!

 

http://www.fallout3nexus.com/downloads/images/3157-1-1240429554.JPG

 

 

Screenshot reminds me of a cross between AA (Village) and BF2 (Dalian Plant). Can't wait to see this stuff. I use your mod, it's good stuff. I live (my character at least) exclusively at Vehicle Fleet.

 

Keep it up, your efforts are appreciated.

Link to comment
Share on other sites

The whole place is already filled with decaying buildings and tons of zombies

mmh? lol... dunno when youve been in a-dam the last time but it is in pretty good shape actually including its inhabitants...

 

the buildings remind of BF2 or AA aswell lol... (tho village sucked imo)

 

the trees i know quite well ;) (pm me for some more clutter if you like... got a sonnenshirm, strandliege (english words suck for both) and surfboard now ready for deployment along the beaches of the world)

 

id do somin bout the ground textures tho... if the buildings would really stand in such a wavy sand theyd crumble... maybe take alook at some desert scenery photos to see how desert terrain works out... you often have a mix between hard sand and rocks... soft sand is mostly only appearant at beaches or some stretches of the sahara but mostly never inhabited

youd probably have a different type of ground around spots where trees and bushes grow aswell...

Link to comment
Share on other sites

I don't know what direction you're taking Amsterdam in, but I think the classic zombie apocalypse standoff seems like a good idea. The whole place is already filled with decaying buildings and tons of zombies, so why not add a small group of survivors with the works; you know, fortified buildings with guard towers, steel gates, and barb-wired walls.

 

I really liked the Road warrior cameo with the scavenger, his dog, and his black car in Australia. Perhaps you could add a derelict refinery in the middle of the wasteland with some settlers. Around the outside could be some standard raiders. Obviously, we can't have them ride motorcycles, but maybe you could put a bunch of "parked" cars and bikes next to the raider camps. An alternate idea would be bartertown from the third mad max, but that would only be worth it because of the thunderdome... the rest of the setting sucked.

 

Moving on to India, I don't see any real civilization sprouting up there. But maybe we could do a LOST-themed stranded campsite look? I'm guessing the trader, named Ana-Lucia IIRC, is a reference, but maybe not.

 

I'm not so sure what you could do with the american site though.

 

- Amsterdam is in a similar stage like Africa. It will be a chaotic town with no homogen structures. Some Interiors of the existing Buildings are used, together with Shacks, Containers, Busses. It should look like people grab everything they found in the ruins and build something like a town with it. In Amsterdam we mostly use vanilla objects.

 

- In India we will build up a Tribe Village. Simple Bamboo and reed houses, tents and canoes.

 

- American Seaport will not be changed much. For less Creatures download 2-6, I removed most of the Creature Spawnpoints in 2-6. Maybe you have to kill them once to get the change. Instead of changing the Seaport, we will add Hydroton as American Settlement along with another colonial plantage style caribbean island. Also we will add a Car/motorcycle Dealer, that offer more choices of vehicles to buy and use. You will find Merchants for common trade there too.

 

For Australia we still looking for ideas. Maybe your Idea about the refinery is worth a thought there. However, there are no plans for Bartertown right now. Its too much work to do it the right way. Thunderdome would be possible.

 

@Jaysus

 

The ground texture work is still very basic. I only used 2 textures right now. I will remind your thought about the ground around houses. I send you a PM for the Statics later. Sounds pretty cool. Surfboard... maybe a new Vehicle Option? Discover the world with your very own surfboard :biggrin:

 

Gretz

Link to comment
Share on other sites

Oh, in Tradition of GTS Updates, there will also be some nice improvements for the Vehicle Fleet. I will move it in its own Worldspace. You will be able to buy the Vehicle Fleet and could decide a unique Landscape Style. So your Fleet can be in a desert, jungle or barren area. Maybe also with some more build up functions. But mainly the new worldspace outside the Fleet is supposed to work alongside with RTS The Settler.
Link to comment
Share on other sites

I don't know what direction you're taking Amsterdam in, but I think the classic zombie apocalypse standoff seems like a good idea. The whole place is already filled with decaying buildings and tons of zombies, so why not add a small group of survivors with the works; you know, fortified buildings with guard towers, steel gates, and barb-wired walls.

 

I really liked the Road warrior cameo with the scavenger, his dog, and his black car in Australia. Perhaps you could add a derelict refinery in the middle of the wasteland with some settlers. Around the outside could be some standard raiders. Obviously, we can't have them ride motorcycles, but maybe you could put a bunch of "parked" cars and bikes next to the raider camps. An alternate idea would be bartertown from the third mad max, but that would only be worth it because of the thunderdome... the rest of the setting sucked.

 

Moving on to India, I don't see any real civilization sprouting up there. But maybe we could do a LOST-themed stranded campsite look? I'm guessing the trader, named Ana-Lucia IIRC, is a reference, but maybe not.

 

I'm not so sure what you could do with the american site though.

 

- Amsterdam is in a similar stage like Africa. It will be a chaotic town with no homogen structures. Some Interiors of the existing Buildings are used, together with Shacks, Containers, Busses. It should look like people grab everything they found in the ruins and build something like a town with it. In Amsterdam we mostly use vanilla objects.

 

- In India we will build up a Tribe Village. Simple Bamboo and reed houses, tents and canoes.

 

- American Seaport will not be changed much. For less Creatures download 2-6, I removed most of the Creature Spawnpoints in 2-6. Maybe you have to kill them once to get the change. Instead of changing the Seaport, we will add Hydroton as American Settlement along with another colonial plantage style caribbean island. Also we will add a Car/motorcycle Dealer, that offer more choices of vehicles to buy and use. You will find Merchants for common trade there too.

 

For Australia we still looking for ideas. Maybe your Idea about the refinery is worth a thought there. However, there are no plans for Bartertown right now. Its too much work to do it the right way. Thunderdome would be possible.

 

@Jaysus

 

The ground texture work is still very basic. I only used 2 textures right now. I will remind your thought about the ground around houses. I send you a PM for the Statics later. Sounds pretty cool. Surfboard... maybe a new Vehicle Option? Discover the world with your very own surfboard :biggrin:

 

Gretz

 

 

Yeah, you're right about the latest 2.6 version. Thing is, I hadn't traveled there since before the update because of the problems I had there, and just used the boat in the vehicle fleet instead.

 

So is anything else besides the world spaces being changed? Is the actual travel system still pretty much the same? Also, are there going to be more random encounters? Maybe I haven't experienced them yet, but I'd like to see some of the standard vanilla encounters put in the GTS encounter zones. Instead of seeing giant free-for-alls (or bikini-clad gypsies, lol) maybe I could encounter a outcast patrol, a group of slavers hauling there wares, or a bunch of mercenaries looking for oasis.

 

Glad to see you're not going to put in bartertown, because I honestly hated the place. Resources for that stinking pile of methane-producing pig shit would definately be spent well elsewhere. Speaking of elsewhere, what's this about hydroton? Is that the waterworld place kristjin and you have been working on? If so, I'd love to see some pics of it. If not, I'd still like to see those screenies! :wink:

Link to comment
Share on other sites

  • 4 weeks later...
For the Australia worldspace, i would reccomend not making the factory, but instead as the GTS map marker is on the Nothern coastline of Australia, you should instead use the city of Darwin as the port as it is the largest city in Northern Australia. Even though its population is around 120,652 people, although it would make it easier to mod in terms of size it isnt very big, but it is the most modern city in Australia having being destroyed twice in the last 50 years. First by the Japanese bombing raids in ww2 and then by cyclone tracey on christmas eve 1974. Darwin is also located a fair bit more to the left of the coastline map marker in the GTS mod
Link to comment
Share on other sites

Here some new Infos:

 

1. I made GTS full compatible with Fallout Patch 1.5

2. I reworked and cleaned up all scripts.

3. I fixed the problems, that vehicles were inside ground or were flying. No more.

Also they are moveable now, so you can push them a bit around.

So, now, I would say 90% of all Wasteland Mapmarkers work fine with it,

without a Mapmarker ESP. This was proberbly the hardest fix at all.

Thanks to Malo, to help me a lot with that.

4. I created a BSA-Archive for GTS Files, so GTS is now very easy to install

and remove, because it mainly contains 3 Files at all. Just like Bethesda DLC

5. I made the Vehicle Scripts much more flexible, so its easy to add more Vehicles by time.

6. I designed a Ship-Interior with GTS Terminal and removed the Border Cave.

7. There are new options to leave Capital Wastelands. So, if you dont want, you dont need to

transit at the Border Cave. You can drive directly to 5 different Destinations.

Vehicle Fleet, Bordercell, Mickeys Motors, Old Seaport and Lost Valley. Also you can return

via menu directly to the Capital Wasteland from all Locations in America.

8. I made a major structure change. Modding with GTS is more simple now, coz

in the Modding.esm are only the Files, that are needed for Mod-Compatibility, and all other

Files are in a sepperated ESM.

So, this not only make it more easy for Modders to not get lost between GTS only Entries,

but also gives Modders the Ability to design their own Travel System, that uses GTS Maps,

but is independent from GTS. They can involve the ressource Files in their Mod and design

a own way to reach it, but keeping it inside the GTS Worldmaps. They can keep compatibility

without a need to download GTS. So, GTS Ressource is meant to be like CALIBR for Worldspaces.

 

---

 

So, this changes I made beside the Worldspace-Rework, and they really really are a hugh improvement.

And because these improvements are so good and important, I will release them very soon.

 

BUT, the changes to the Worldspaces itself arent done yet all.

You will find already over 150 new models and retextures, landscape textures and many more,

but I am not done with it in many parts and still will need some time for that. Nethertheless,

I will release it soon in a half-done stage, because I want players can already profit from the other

changes I did. Even the Interiors/NPCs/Dialogues arent done yet in many parts, the Worldspaces

are MUCH better now.

 

Release date will be I hope in 1-2 weeks.

 

Gretz

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...