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Fortress Fallout WIP


Anubis Zombie

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PChand screen recorfer is a good on but takes awhile to format video and Procast is another. Very impressed with your design

 

Thx for the info Honeybiscuit.

 

I tried making some video with Fraps and i didn't feel it was long enough, plus no narative.

 

Until I build an Combat package in GECK for bots who will be using the port holes there isn't much point. Once the bots can use the ports then it will justify a video. I think every1 here has enough time in game too know what it looks like dodging behind cover to fire. Worse comes to worse I'll replace most ports with respawning or repairable turrets in alcoves with only a few left over for the player to use. For now I just wanna get it atleast too the point where DantheGeek and Ignacy can do their work and I'll work out the mechanics of getting the bot to use the ports not just shoot at people in them latter.

 

I should have terraced the deck first and saved that as a modders resource for any1 wanting to build city on top of carrier, oh well.

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This is looking good :D

I dont know if this is possible, but maybe Raider Armies could attack? That way you would always have a challenge. I say this because in vanilla Fallout 3, and even with most mods, creatures arent overly aggressive and will not go looking for you. This way this could be something more than a player home mod (which it will already be, but even more so)

 

Good Luck :)

 

And BTW, I can edit movies so I could handle Youtube previews if you'd like.

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This is...AWESOME! I can't wait for this mod to be up and running, it looks so great. Kudos just for getting this far. Oh and I have an idea for the flamer traps and using them with the control room. Create a new creature that is either invisible or extremely difficult to notice when firing, set it up like a turret and give it a flamer (or version of it) as it's primary weapon. Then also set up an activator at the points where you want to have this trap sprung (ie: an activator that looks like the flamethrower apparatus when it's off) and when in the control room you flip a switch which causes the actual attack mechanism to spawn in game, if you set it up to the player faction and it's immovable and in a niche it should only fire in a straight line (or fairly straight) and at enemies. If you wanted it to fire a continuous stream as long as it was activated and regardless of who ran past it you could set it up so that if there were two flamethrowers set up opposite eachother they aim towards eachother's "dormant" activator and thus always fire at the same point, all the time, in a straight line. I batched the explanation of that a little but if you like the general concept lemme know and I'll try to be more specefic (or alternatively I could make that portion for you). Hope I was of some help in that department.
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This is looking good :D

I dont know if this is possible, but maybe Raider Armies could attack? That way you would always have a challenge. I say this because in vanilla Fallout 3, and even with most mods, creatures arent overly aggressive and will not go looking for you.

 

Thats the general idea General :) I'm hoping to make The first attack raider, then enclave, then maybe even brotherhood, and the finnally ZOMBIES :) Don't know how long it'll be for I can figure on how too make that happen. Probably gonna be awhile. I was thinkin if all else fails just make the attack a different .ESP and then you can load it up when you wanna siege and that would be the easiest way too have multiple kinds of attackers. The hard part is gonna be making the running battle back to the keep as the various layers fall so you have a chance too use all the layers. There is also gonna be a part where rebels take control and you havta take it back without getting all your people killed. I got the youtube, just don't have the vids yet, but thanks for the offer.

 

 

Zephyr Kronos I would have done it that way in the past with other games but with the way enemies spawn in this and aren't set characters like the NPC's Im not really comfortable with doing it that way. The invisible man housing will be too bulky. Especially since I keep having the enclave guys spawn way off from where I keep placing them during testing.

 

I was gonna look at the hanger things in Mothership Zeta and try to modify them into fire hose nosles and the effect into the incinirator effect from the Hellfire troopers. I haven't seen any functioning survalence systems in game so that's probably gonna be the bigger hurtle. The Tranquility House mod has some nice camera's but they're just dumbies. If you wanna give it a try and see if you can make something I'll use it if it gets the job done.

 

Imma break this down into several .ESP's I think. One for the fort, one for the NPC's, one for the enemies, and another for the automated defenses if they end up being creatures like your idea.

 

I'm messin with CRI right now and after seeing the vertibirds looks like there's gonna be a vertibird pad on the roof:)

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