UndeadMartyr Posted October 14 Author Share Posted October 14 (edited) Sort a a loose todo list.. Right now I'm leaning towards Downtown, the northeast, and Waterfront, all of which require importing models. I've got a train locomotive mostly done and a rough cooling tower ready for import. I'd need to make a warehouse, passenger rail car, western wagon, sign, and officer building for CO State Park (possibly another building or two but vanilla stuff might work fine). Downtown needs a sign and a theater. I have existing models for both the theater and warehouse thanks to two now MIA teammates but I need textures for them and there may be issues with conversion, and I may want to make my own models instead. That leaves a wagon, officers building, two signs, and the passenger rail car, plus texturing and detailing for the locomotive. Chapter 1 main quest Req: Scripting, voice acting, new NPC enemies, B29 takeoff animations, slideshows, new enemies? Pros: straightforward, self contained, most assets easily obtainable or exactly good preview, opportunity to do quest work Cons: slideshows are wierd, compatibility issues, FPGE integration Northeast World (Laguna, Rio, V48, Proving Grounds) Req: ConTower, possible building assets for Vault 48 City, possibly BoS assets, new creatures, reskins, faction icon(s) Pros: mostly vanilla assets, massive map completion Cons: need to get model(s) from GECK to Blender, retextures, very time consuming VR Req: Western models, scripting, VR Room assets, new NPC/Companion/minibusses, possibly side quests Pros: many vanilla assets, some resource assets Cons: open ended, models required Arena Req: Exterior cell, scripting, reskinned abomination minibosses, possible chain weapon, scripted traps/interactables (AI?) Pros: Base cells largely complete, fun to play, major story milestone Cons: Models, animations, scripting Train Req: Train model details, textures, collision mesh, animation Passenger car Tank(?) as turret Scripted derailing w/ anim. Pros: Major setpiece, flashy, one model substantially complete, other models attainable Cons: Animation, scripting, exporting .nifs Southern WorldSpace (Bridge, Dome, college, Fortuna, White's Landing) Req: bridge asset, legion faction icon, time Pros: Vanilla assets (mostly), need for train, substantial map completion Cons: Boring, time consuming, frustrating Northwest Map (WH slums, Felicity, Araz, Hill, Algodones, Border) Pros: Interesting story potential, map completion progress, companion unlock, story relevant, smaller than other map expansions Cons: Possible space constraints, somewhat boring, time consuming, may want custom assets South side Req: Lots of buildings and roads, height editing, bomb craters &/or sinkholes Pros: map completion, some story Cons: empty, peripheral Downtown Req: Theater model, sign model, buildings, sidewalks, interiors Pros: Detail focused, mostly complete already Cons: Need to (make?) & import models, lots of interior work Waterfront Req: Models for buildings (warehouse, officer), sidewalk+stairs, water wall, model for wagon and passenger, PP exterior, train model, PP interior, companion, quest Pros: Major map completion, story relevant, largely complete, some models done Cons: Models need importing, interior work, little progress w/o buildings to anchor Prison Req: Interior, graveyard, scripting Pros: mostly done, story relevance, relatively quick Cons: Interior work, scripting sucks Edited October 14 by UndeadMartyr Link to comment Share on other sites More sharing options...
UndeadMartyr Posted October 15 Author Share Posted October 15 Mirror modifier is a bit tricky to use but still very useful. the car itself is still very blocky, I'll need to extrude the roof, add some windows and doors, and figure out the undercarriage. Link to comment Share on other sites More sharing options...
UndeadMartyr Posted October 22 Author Share Posted October 22 So activators npcs, and creatures are kind of annoying to work with sometimes. I've greatly expanded the MRE plant with the addition of new Fire Ant variants (unique to this particular area) and an npc that will be a companion, plus some robots that she placed around to guard. It's probably my favorite dungeon so far, both the interior and exterior feel unique and colorful. Industrial stuff is definitely my jam! It's not entirely clear to me where robots in pods are disabled. I tried to use an attached script... now that I think about it I may have used the wrong scope. Anchoring new and existing locations around story beats is really rekindling my enthusiasm- I feel more like I'm painting a canvas rather than measuring one. Link to comment Share on other sites More sharing options...
UndeadMartyr Posted October 23 Author Share Posted October 23 Strongly suspect I'm going to use mini worldspaces for areas at the map edge, like Laguna or Los Algodones. I like the scale in and around Yuma itself, but there's a whole lot of nothing between the other landmarks. Link to comment Share on other sites More sharing options...
UndeadMartyr Posted October 31 Author Share Posted October 31 (edited) I'm definitely going to use mini/derivative worldspaces. This might let me circumvent the size issues, and definitely deals with the wide open spaces. I made a flag and am finishing up a companion quest, with various interior and exterior cell work. Tentatively I would like to have a beta release next October- most of what remains involves quest and npc work, plus navmeshing, clutter & lighting, etc. The biggest outdoor cells in need of work are mostly along the periphery of the playable area, in the southwest and north. 300 hours in, plenty more to go! Edited October 31 by UndeadMartyr Link to comment Share on other sites More sharing options...
UndeadMartyr Posted November 4 Author Share Posted November 4 Winterhaven is coming along nicely. I'm at the point where I want to start adding the main story quest, probably within a month or two. There are a lot of areas not presently added that might be used in quests- but I'd probably add them in as part of the work on the quests rather than as just more locations. The discord server has screenshots and the like. Link to comment Share on other sites More sharing options...
UndeadMartyr Posted November 9 Author Share Posted November 9 Vault Alpha is getting close to completion- I've navmeshed two of the four cells, and added all the quest items- though I need to make a static in place of the quest Item as the box activator I'm using still let's you grab the item through the laser beams. I'm also having a consistent issue with turrets starting hostile to the player. I think I need to take a bit of a break though I'm hoping to get a quest preview up before the new year. Link to comment Share on other sites More sharing options...
UndeadMartyr Posted December 6 Author Share Posted December 6 Quest work is harder to make tangible than worldspace editing. I've done two full quests and parts of a third. I still need to finish the arena quest, scripting creature spawns and a dungeon for two quest items. There's four more segments to the main quest that I need to do which are somewhat vague, which is a problem of game design and plotting. Link to comment Share on other sites More sharing options...
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