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[WIP] Friendly New Neighbors a quest mod


sesom

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OK, I think it's time now for my very own WIP Thread. The mod I am working on is called

 

"Friendly New Neighbors"

 

It is a story driven quest mod. The basic idea is to open up some formerly closed buildings, add new NPCs which are interwoven in the original quests of Fallout 3 (only dialogue on new npcs, no original quest changes) and add a much more visible form of slavery to the wastes.

 

The player has the choice to become a slaver or to destroy a new slavery organization, which is much more dangerous to the people of the Wasteland than our good old Eulogy.

 

Is the path of a slaver chosen you can learn this business from the scratch. You see the origins and original functions of the slave collar. How slaves react to their horrible fate and how to manage and survive this dangerous business.

 

If you chose the path of the hero you can meet many new interesting people in the wastes and find out about their fascinating back stories.

 

I´m working on this mod for 6 months now. At first it was intended as a small little addition (i hated the original function of the Mesmertron, it was to easy in my opinion) and now the mod has become a really big monster to manage. That is the reason why i will publish it in parts (three are planned in the moment).

 

The quest is done the only two things that are missing is spell checking (in progress) and voice acting. It stays in beta until it is fully complete. It is playable without any problems.

 

You can download the beta of part one here at nexus LINK

 

I made three little teasers.

 

Its one of the possible beginings. You can start this ques in different ways.

 

Gear

Shows some of the gear you get at the end.

 

advertisment

A advertisment in "prewar" fallout style, which shows the main "character" of my mod, ;)

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OK, I think it's time now for my very own WIP Thread. The mod I am working on is called

 

"Friendly New Neighbors"

 

It is a story driven quest mod. The basic idea is to open up some formerly closed buildings, add new NPCs which are interwoven in the original quests of Fallout 3 (only dialogue on new npcs, no original quest changes) and add a much more visible form of slavery to the wastes.

 

The player has the choice to become a slaver or to destroy a new slavery organization, which is much more dangerous to the people of the Wasteland than our good old Eulogy.

 

Is the path of a slaver chosen you can learn this business from the scratch. You see the origins and original functions of the slave collar. How slaves react to their horrible fate and how to manage and survive this dangerous business.

 

If you chose the path of the hero you can meet many new interesting people in the wastes and find out about their fascinating back stories.

 

I´m working on this mod for 4 months now and it grows bigger, on a daily basis. At first it was intended as a small little addition (i hated the original function of the Mesmertron, it was to easy in my opinion) and now the mod has become a really big monster to manage. That is the reason why i will publish it in parts (three are planned in the moment).

 

The concept, most of the interiors, navmeshes, back story and 2/3 of the main scripting of part one is done, I am working in the moment on the dialogue, character outfits and optical presentation. Voice acting is the last thing that will be added (maybe per community effort, cause i´m not a native speaker and my english is terrible).

 

I made a little teaser which shows the back story of the "main character" ;) of the mod.

 

http://www.youtube.com/watch?v=zVKPnHuH9ng

 

The video shows a little bit of the functional content of the mod, no real characters and no new locations. It is a little appetizer not more. I make another Video when the first part is done, to show a little bit more of the mod.

 

Excellent job on the video , hope the mod goes well for ya!

 

Cheers

 

CJ

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Thanks for the kudos!

 

It´s time for a little progress report.

 

At first a little explanation why it took 4 months to show someting of my work and little look behind the curtains. In the beginning i had no idea how the Geck worked, i never played Oblivion before. I had the idea of a good story which would fit perfectly to the wastes, but i knew this would take very hard scripting work. So i put my story aside and learned to script the functions that i needed for the story. Now i have made a system where you could enslave everyone in the wastes and use them as your tools, learn them things, care for them, monitor them and also set them free with their new abilities. I thought the hardest work is done. Then i made most of the new the actors and the locations (this was the easiest to achieve). And in the moment I´m working out the quest, with playtesting an balancing for me it is harder work then the scripting.

 

I playtested the last few days the beginning of the quest and realized it was pretty difficult. Here a few pictures from the start of the quest:

 

http://www.flickr.com/photos/sesom_07/3484346176/

The story begins with a strange message on your Pip-Boy.

 

http://www.flickr.com/photos/sesom_07/3483531993/

And if there werent enough troubles in that moment, shortly after that, you are encountered by a desperate Raider.

 

http://www.flickr.com/photos/sesom_07/3484346638/

Pawlak at work

 

http://www.flickr.com/photos/sesom_07/3483532197/

Meet General Atomics latest invention in controlling and motivation of working human labour.

 

http://www.flickr.com/photos/sesom_07/3484346406/

Did you know there was another Wellington at Tenpennys?

 

Sorry, no new locations yet, i´m still cluttering ;).

 

It was hard to survive not for me the player, but very hard for the guys i should protect in the quest. I dont wanted to change the stats of the NPCs because there are also original NPCs involved at later stages. So i thought pretty long for a solution and found one.

The conclusion is a little mod that comes very handy with "Friendly New Neighbours" and because it was so easy made (took one day to script) i choose to make a player version too.

 

It´s time for camping! ;)

 

http://www.fallout3nexus.com/downloads/file.php?id=6003

 

This little mod i made is only some camping gear for the player. It could be handy with the settler and is also a little cheat mod in this form. In "Friendly New Neighbours" is the bed not useable for the player, its originaly ment for your wards (companion is the wrong word here).

 

But now back to work. Paul (a npc of my mod) is calling!

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The camping gear looks like fun. :) I don't play slavery-related quests if I can avoid them because I'm uncomfortable with that, but more great quest mods are always a good thing and I applaud the idea.
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The camping gear looks like fun. :) I don't play slavery-related quests if I can avoid them because I'm uncomfortable with that, but more great quest mods are always a good thing and I applaud the idea.

 

I am also uncomfortable with slavery as a real person.

 

Thats the reason why it should be not an easy task to be a slaver in Fallout 3. Sorry Bethseda Fallout 3 is a wonderful game, but this Mesmertron thingie was horrible. One touch on a button and the victim is enslaved and one short fast travel and i got my reward. I am not from the NMA Faction but the older Fallout games made a much better solution here (you are tatooded as slaver and every faction nows who you are and mostly got angry). I think on a similar approach if the player reaches a higher level as Slaver.

 

But this quest has multiple solutions and pathes. There is the story of an Slaver Organisation right !!!and!!! there are the stories of their Victims and Customers. That is what i liked on that idea. You have the possibility to solve the quest without any slaveraction (except from freeing) from the player at all. That was an important design goal at the beginning for me. But be careful who you trust its an harsh world in the Wastes.

 

It is very hard for me to tell details about this quest because i dont want to spoil the story. That is the reason why choose to show things from the past in the actual and the next video which will be called "Better Days" (it is still in producton).

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Its time for a little progress report:

 

Scripting:

I reworked the last few days the control mechanism for the Slave´s completly. With this new method it is now much more easier for me to establish new commands for them.

 

Quest:

The balancing for the 1st act of part one is done. Only two more to go.... This particular balancing was done for my personal gaming needs. I surley need help with alpha and beta testers for real world balancing. I prefer to play fallout 3 in vanilla Normal and Hard mode. I think end of next week are most of the quest parts ready and i make a call for alpha testers.

 

Voice Acting and Effects:

The 1st Act is ready mostly voice acted by my myself. I think to chance this, because it gets a little to obvious that here is only one person speaking. Act 2 and 3 are in progress.

 

Locations:

I made most of the planned slavearena for Part II to test this horrible Patch 1.5. In the moment there are no problems with "Friendly New Neighbours" but we will see. If i get problems maybe i make an esm file.

 

Objects:

The new camping gear comes handy when i am travelling with my slaves ;). But i have a little request. Is there somebody who can help me to make a new object (NIF File and esp). Its an whistle. I have a free mesh of an whistle (low poly) and someother material to make the object, but im horrible at 3D work and texturing. It takes a lot of time which i want to use for the quest.

 

Thats it for the moment. My progress was a little slow the last few days. The scripting was the first priority because all other planned parts of this mod depend on this work. I cant change it later. If i do the player could loose the savegames by installing a new chapter.

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Hey sesom,

I pm'd you some examples and my contact info to help you out with your modeling request. Maybe I could get you to help me on something down the line in return, but that doesn't matter, either way i'm happy to help. Anyways, appart from the shameless bump, I forgot to mention that I've got an understanding of NIFscope and the GECK. If that helps.

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Hey sesom,

I pm'd you some examples and my contact info to help you out with your modeling request. Maybe I could get you to help me on something down the line in return, but that doesn't matter, either way i'm happy to help. Anyways, appart from the shameless bump, I forgot to mention that I've got an understanding of NIFscope and the GECK. If that helps.

 

@Kieran88: Thanks for the help!The PM System here at Nexus seems to be a little glitchy i have no PM in my Inbox. I asked a other user for permission for his mesh sometime ago here on Nexus and reached him only in the Bethseda forum. Please send me the PM again or email me at sesom (at) gmx (dot) net. I added you to my friends list.

NIFScope knowledge its just the thing that is needed. For me is NIFscope everytime a long trial and error process. In return i can help with scrippting.

 

Yesterday i tried my mod with the new 1.5 updates (Geck/Engine) and hunted for two little nasty bugs (1.5 unrelated) in the first act of part one. The newly scrippted slavery system worked perfectly as esm and esp, but most of my changes of the original Wasteland are affected by the new troubles. The esm & esp approach may help i have to test a little bit more. My goal is to make the mod as compatible as possible, because it was/is a lot of work and should run on every version of fallout without bloated savegames.

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Okay good stuff man, email coming your way. If you've got msn that'll help get things rolling, anyway check your emails in a sec.

 

Just so you know, i'm not pro in NIFscope, but I know my way about it enough to get objects ingame etc. depends on what you're looking for in that aspect. But I can 100% model, texture and normal map things for you and get them into the geck, just not sure if you're looking for custom animation. Anyway, more details in the email.

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