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[WIP] Friendly New Neighbors a quest mod


sesom

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I have Fallout 3 and would like to test the modification to see how well it performs. In addition my local college has a dramatics department I could forward on text files for the lines to them.

 

If you would like my help with testing your modification "sesom" ([WIP] Friendly New Neighbors a quest mod) then can you please PM me and send me a link to an uploaded copy of your modification.

 

I have access to all of the DLC for Fallout 3 - this may increase potential for conflicts (but however also gives an increased amount of resources and the chance to take into account more of the DLC). I also use the companion modifications known as "Jessi", "Kelsey" & "Milka The Gypsy". I am using the Canterbury Commons modification (by the owners of - http://www.pckarma.com).

 

By the way sinisterchipmunk & TheCollector know how to fix the issues revolving around the slave's ai packages and the respawning characters.

 

I suspect that Sesom has run into unexpected difficulties with the mod or RL.

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I am back and with good news! Sorry that it took longer then i thought. There were some real life issues (Do we realy have to work for living? ;) ) and it was harder to make my token system 1.5 compatible.

 

But now it is available for testers! The first Alpha of "Friendly New Neighbours Part One". I am still looking for testers! PMs are out! If the PM system is glitchy again and you didnt get the link, please post again in this thread. I am still looking for more testers. Thans for your support again.

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The alpha test showed me a few things i made definitly to hard to understand and a few little bugs. Thanks to all testers you are a great help. Today i am bughunting and look over my horrible spelling in the mod.

 

I made a new video to show how slavery works in Friendly New Neighbours. It is written from the perspective of a player who choose to become a slaver in my mod. Have fun with it.

 

http://www.youtube.com/watch?v=Ai22HJrEINs

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The alpha test showed me a few things i made definitly to hard to understand and a few little bugs. Thanks to all testers you are a great help. Today i am bughunting and look over my horrible spelling in the mod.

 

I made a new video to show how slavery works in Friendly New Neighbours. It is written from the perspective of a player who choose to become a slaver in my mod. Have fun with it.

 

http://www.youtube.com/watch?v=Ai22HJrEINs

 

The videos are a lot of fun.Witty, clever, intelligent.

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Some progress report:

I changed after the first alpha test the quest structure and the dialogue so it is now easier to get the story. I know i have tendency to hide important things. Thats now all cleared up in the first Act.

 

I am now in the middle of Act II and made maybe the most memorable scene of this mod. Its heavy i am still shivering! I dont want to spoil it! Sorry! Be prepared for hard moral decisions. Slavery is a dirty business.

 

One important thing: I include several ways to solve the story and it isnt necersary to play it linear (thats the reason why it take so long to make this thing). My concept is that every player can get an different outcome depending on his/her actions.

 

I think i take a little break from Act II now and begin with Act III which is much more humorous.

 

Thanks again for the friendly welcome and feedback.

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The last few days i nearly completed Act II (should be ready this weekend, then it is time for a new alpha test). I had encredible fun to make the part were !!! Spoiler: !!!

the player itself, is enslaved

. At first i thought that i use the same principle as Bethseda in the Vault 87 scene. To make it as dramatic as possible.

Then i tried my own basic principles for NPCs on the player and it worked (i am still excited about this engine and the posibilities)! Its not cinematic at all but it fits in perfectly. Fast, dirty, sudden and with hard consequences.

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The last few days i nearly completed Act II (should be ready this weekend, then it is time for a new alpha test). I had encredible fun to make the part were !!! Spoiler: !!!

the player itself, is enslaved

. At first i thought that i use the same principle as Bethseda in the Vault 87 scene. To make it as dramatic as possible.

Then i tried my own basic principles for NPCs on the player and it worked (i am still excited about this engine and the posibilities)! Its not cinematic at all but it fits in perfectly. Fast, dirty, sudden and with hard consequences.

 

 

Looking forward to it.

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I decieded today to complete one of the three main branches for the next Alpha. While playtesting the first time this possible outcome (1st, 2nd and 3rd act of the short, so called "good" solution) of FNN Part 1 and was surprised, realy suprised.

 

In the first part of FNN i use only a few new locations. I didnt placed tons of raiders or supermutants. I played only with with the principles of the game designing this mod, but i didnt changed any of the basic parameters.

 

While playing it felt fresh, new and i struggled to survive. I had a realy hard fight at the end (which i didnt planned but fits in perfectly) and ended up with the feeling that the wasteland is a harsh and horrible place. I saw the game from the perspective of a common wastelander and not the superhero from vault 101. I am definitly on the right track.

 

The pure "evil" way to solve the story in the first part is surely easier, but be warned it has a price.

 

I am still bughunting and expanding so sorry no date for the next alpha. It is a complex thingie because all elements of the story need another. But i promise to work this whole weekend on the quest. Watch this place for updates.

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I feel realy sorry, for one of my characters in my mod. He has to live through terrible times ;) with my evil ideas.

While playtesting the 1st good solution this weekend, i got a new idea for the second one and made it straight ahead.

 

Warning! Story Spoiler:

 

 

At first i had planed to enslave the good player and let him find a way out of his prison. Not an easy task promised.

 

But then i thought why not sell the player to a customer with absolutly the same principle, as the player do with his slaves, if he choose the evil way in my mod. I tried it out and it works.

 

I am pretty sure, Dickie the main evil character in my mod, hates me and the player, for what he has to going through to protect his precious Vault Dweller Slave. ;)

 

 

It is fun to play gives a total different perspective of the Fallout 3 world and it was an idea which was worth to invest the additional development time. But now i have decreed a feature stop to myself.

 

I am bughunting now to get the next alpha ready.

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I have good and bad news!

 

At first the bad one: Sorry, there will be no more alpha version of Friendly New Neighbours! I had to restructure the quest completly. Now its not a unhandable single quest anymore. I splitted every act of part one and a few optional tasks in single quests. Now it is much easier to work with and gives the desired effect to complete the quests in different orders. I am still converting the main quest.

 

And now to the good news: The next version is Beta not Alpha! I completed all Acts and all possible outcomes of the story of part one. All scripting (except of quest handling), all npcs, all locations, all new equipment and features are done and working. Now i only have to make some additional dialogue and the splitting up of my monsterquest. I am considering a public beta but i am not sure yet, because i need heavy spellchecking, maybe a closed Beta.

 

Be warned the "Friendly" new neigbours are soon in town. ;)

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