DigChrono Posted September 4, 2009 Share Posted September 4, 2009 don't make the ending TOO funny, don't want to lose the seriousness I was talking about a house on the curved bitshould put something there, maybe some sandbags/bunker when the people move inthat sounds good, though get the real specific details worked out before you do alot of work Link to comment Share on other sites More sharing options...
SpecialAgent1987 Posted October 7, 2009 Share Posted October 7, 2009 Quick question... How do I get this mod? Link to comment Share on other sites More sharing options...
sesom Posted October 7, 2009 Author Share Posted October 7, 2009 Quick question... How do I get this mod? It's a work in progress that means it's not ready yet for download. I completed almost episode one (needs a little more cluttering) and two (needs enslaving system). You can expect a public beta release of episode one soon. I am working in the moment on the enslaving system for episode 2. My goal is to be one episode ahead to make the waiting time shorter so I didnt release episode one yet. It has to wait till the enslaving system (the heart of episode two) is ready. Sorry for beeing silent such a long time. But normaly this is a good sign. It means I am busy modding and can't write on the forums. Link to comment Share on other sites More sharing options...
gsmanners Posted October 7, 2009 Share Posted October 7, 2009 I'm looking forward to this. I don't even get GotY version for another week, so I'm in no hurry. Link to comment Share on other sites More sharing options...
furtim Posted October 15, 2009 Share Posted October 15, 2009 Wow, this is a fantastic idea! I remember being disappointed when I finished The Pitt and I was left with nothing to do in this awesome new area apart from a stupid fetch quest to grind for gear. Having new areas and a new set of quests with a story that uses the cool Pitt zone as a basis is brilliant! Link to comment Share on other sites More sharing options...
SpecialAgent1987 Posted November 24, 2009 Share Posted November 24, 2009 So um... Any news with Bingham St.? Link to comment Share on other sites More sharing options...
sesom Posted November 24, 2009 Author Share Posted November 24, 2009 So um... Any news with Bingham St.? Sorry I know it's pretty quiet about Bingham St. in the moment. The reason is I needed a fully working enslaving system for Bingham St. Part II (Part I is mostly done) and I made it in the meantime (it's called "FNNCQ"). As soon as FNNCQ is fully stable I start to work on the quests again. Link to comment Share on other sites More sharing options...
Deleted771212User Posted November 26, 2009 Share Posted November 26, 2009 Oh I would love this. There just aren't enough mods for slavery or contract killing. Evil players need caps too! :D I'm using FNNCQ allready but the fact that it is not stable annoys me. FNNCQ first, this next! :) Link to comment Share on other sites More sharing options...
Deleted771212User Posted November 28, 2009 Share Posted November 28, 2009 Post progress please :D I'm really waiting for this mod! It would be a good idea in my opinion to add somekind of travelling trade caravans visiting the town, and dealing supplies. And also respawning attackers... Link to comment Share on other sites More sharing options...
SpecialAgent1987 Posted February 17, 2010 Share Posted February 17, 2010 I do not mean to sound impatient but is it possible to post as much as the mod as you have completed? Then release a version 2.0. :thanks: :thumbsup: Link to comment Share on other sites More sharing options...
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