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Post FO3 Events Mod


Mechwarrior94

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Hello everyone!

 

Finally got everything working as it should, so no problem there! Finally can start working on making my own mod. I am starting from a CLEAN FO3 data folder, so no contamination of other mods in the process!. Also after some self training I been starting with the G.E.C.K. with my very own mod. Due to my Asperger Syndrome I like to make it myself harder to get even a better result, so I am pushing myself big time with a huge mod that changes a lot! Admins, this topic will be linked directly to the mod itself. So hope it will be possible to keep it open for that :thumbsup: )

 

* WARNING! THIS MAY SHOW SPOILERS! IF YOU DO NOT WANT TO READ ANY POTENTIAL SPOILERS, PLEASE DO NOT FURTHER! *

 

The goal:

 

- Populating the world -

The first thing to do is populate the world a bit more, but not too much.

The idea is to add more NPC's to key areas but also to the wasteland itself when possible!

 

- Adding NEW merchants

The populate project includes NEW merchants on key areas, for example Megaton and Rivit City

 

- Adding more BoS and other factions

This is something I really wanted to do after seeing the huge empty spaces unused so far.

For example, adding BoS troops in key areas and giving Reily's Rangers more troops to guard their

own HQ as example. But also more baddies need to be added.

 

- Adding modifications of the world itself

I like to try modifiying excisting places like Rivit City, Megaton, and many other spots to see what

kind of enhancements can be made for each area. Rivit City could use for example more areas

to explore or external modifications to make it look even better. Megaton for example could use

a patrol ring for the walls ( like castles would have, guards on the walls). But loads of other places

could use changes in some form to make sure it all looks even better.

 

 

Requirements (so far):

 

- Fall Out 3

- Mothership Zeta

- This mod (duhh)

 

So far nothing from the other official parts added (perhaps this will be done later in the project)

 

Changes so far:

 

Version: 0.01

 

Rivet City is for the most part cleaned from litter and other junk, also added a few new things. Mostly just cleaned for the next version (all tested and working)

 

- Marketplace: 4 new merchants (soon to come, their locations have been cleared already)

- Marketplace: I found 2 rooms that were blocked by junk and removed the locks from the doors, I plan to have these rooms for later purposes.

- Middle Deck: The Capitol Preservation is cleaned out of most junk (removed the rubble and placed a pillar upright)

- Middle Deck: Angela Diego's room has no longer the gassy clouds hanging around. (will be re-decorated later)

- Middle Deck: Paulies Stash moved to the hallway, room it was in is now a player room!

- Middle Deck: All barricade blocks are removed, also other objects that were in the way. Clear hallways!

 

- Aft Deck: All areas: cleaned up some litter

- Staircase: Cleared out everything except for 1 usable couch, this last one has moved a little.

- Tower: Moved and and removed some misc items

- Tower: Armory is cleaned and redone, turret is placed more to the middle of the armory

- Bow: Cleaned up some litter and moved a few things around. Only in Pinkerton's home and lab areas!

 

- Upper Deck (Middle): Moved and deleted some things

- Upper Deck (Middle): Several rooms have received either slight changes or complete make overs

- Upper Deck (Middle): Player Rental room redecorated (moved things to make it more logical)

- Upper Deck (Middle): Clinic + Preston's + Young rooms are slightly changed

- Upper Deck (Middle): Vera Weatherly room slightly redecorated

 

Megaton is pretty much the same for now, just started on this part! (untested so far)

- Player home: In both the bedroom as the small room next to it I removed everything to do a overhaul

- Player home: Old bedroom is now a armory with loads of Enclave crates for your stuff!

- Player home: The small room upstairs is now bedroom, holding 2 bunk beds + 2 lockers and a push up animation.

- Player home: 2 Chairs and a table are added center second floor

 

- Megaton town: Sewer entrance placed next to player home (locked door. Idea is to create a player owned vault)

- Megaton town: Small sandbag bunker ontop of the sewer entrance (2 chairs inside, 1 next to the sewer entrance)

 

Citadel has some nice changes, besides cleaning up i added a few things.

- Courtyard: Some rubble cleared for future ideas

- Courtyard: 5 push up markers for initiates (were 3)

- Courtyard: Lots of new BoS knights (guards) and 2 initiates added

- Courtyard: Cleared out a tower from rubble and added a double door (inaccessible)

- Courtyard: Some sandbags and other obstacles added

 

- Lab: Cleaned it up a bit (WIP)

- A Ring: Cleaned it up a bit (WIP)

- A Ring: Replaced a few things

- B Ring: Cleaned it up a bit (WIP)

- B Ring: Cleaned a room that was covered in debris. This is now a player room! You will also see the BoS NPC's walk in and out your room! They also use the chairs (confirmed), they might possibly use the other animations as well (not confirmed). Room has: New lighting, New working door, bed, 10 Lockers (Enclave crates as wall panels), Jukebox (GNR Radio with on/off switch), Lab Set, Workbench, Infirmary, 2 Alien Chairs, BB Gun display case with BB Gun (100%), Alien console with NPC animations, Armor hanging above the bed (copy of the one you see at Moira's shop), A few items you can pick up (see for yourself to find out more) (NO, just 1 of each thing in lockers. NO CHEAT QUANTITIES!).

 

GNR has only a minor change

- Roof: 2 BoS guards added

 

 

Anyways, As you can see, I am working hard to get things done fast and get the first release up asap. Although I do not know when it will be released, I sure will try to get it done at least within a month. First release will hold mostly clean ups for some areas and player home make overs (both player homes!). I will try to get that working first after that as I been planning, but other things will follow after it! This mod will not be a small one in the end, it will have loads of changes! When ever it gets released, make sure you do not have any other mods installed and working. Due to the size of this project a lot of mods will get messed up in some way. I hope I can upload it soon so you all can test it out!

 

Just started on version 0.02, planing to add a player owned vault. But that takes time to complete.

For further future changes I am planning:

- BoS presence/increase at Rivet City, Megaton, Spring Vale, Oasis (outside), Arlington Library (outside), Vault Tec HQ, Washington Monument

- Citadel Market, this is suposed to be between the big outside door and the door to the courtyard (or else just outside the gates)

- Raven Rock, a new base just outside the main entrance

- Essential Merchants + Essential Merchant Guards

- Tenpenny Tower guard increase + Tenpenny Tower changes

- Arafu Redecoration (more info later)

- Car dealership Enclave outpost

- Increase of NPC's (mostly Wastelanders)

- Making the Wasteland greener

 

 

PS: sorry for the other topic being posted at the wrong place, must have overlooked something there...

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Secure Tec Vault add on

 

As my previous post already was telling, a vault is being constructed. The idea is to use a clone of Vault 112 and modify it, removing all things and keeping the vault it self. Ideas for the rooms are listed below, a lot is already there due to the size of Vault 112 itself. But a lot needs to be created still which will be the worst part. The idea is to get the basics installed and then add any new things that may come up.

 

- Entrance

- Armory

- Medical/Clinic

- Overseer Office

- Overseer Room

- Barracks

- Atarium

- Robot Facility

- Hall Ways

- Library

- Storage

- Workshop

- Power Plant

- Bathroom 1

- Bathroom 2

- Equipment Room

 

 

First Tasks

 

- Cleaning up Vault 112 items

- Getting the lighting just right

- Fixing any possible problems

- Adding in the new furniture, decoration, etc.

 

 

Done so far

 

- Cleaned the entire vault

- Unlocked doors and/or replaced them with new ones

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Picture time! Working on a existing house in Grayditch, the exterior is used but there was no interior. So I been working on this a bit, still work in progress but it will eventually be follower friendly (I hope at least...). The idea is to make Grayditch a city again, besides a player home you will see BoS troops, raider attacks, lots of other Grayditch NPC's and both changes in exterior and interiors! 1 of the abandonned houses has been turned into a BoS Outpost! Also BoS occupied more houses between their outpost and the metro.

 

Grayditch Player Home in G.E.C.K. (WIP)

 

As this mod is playing after ALL official parts, you will see a lot more changes. the Citadel is buffed up more, Megaton Player House has some changes, Megaton has a new sewer entrance, BoS troops in Megaton, Outside Megaton, Outside Vault 101 (shows occasional battles with the Outcasts) and Springvale. Idea is to add lots more Rivet City security as well. All merchants, their guards and their Brahmin are Essential now as well.

 

Several existing NPC's have now minor changes, Harden Simms has for example a BB gun now and his father's housekey and hat, Moira can repair 100% now and has a gun now as well, Squire Maxson carries a pistol now.

 

More updates pending :thumbsup:

 

 

Please do respond and give me ideas, I can see what I can do with them then. Also give me your opinion about my work! And please, be honest! It might be my first FO3 work, but I am learning very quickly as you may have noticed on the picture! :sweat:

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hehe, thanks! I have a lot more ideas but due to mosquito's that keep bugging me, i am more squishing them then having the time to get it all working.

 

Anyways, the Secure Tec Vault I am planning will be hard to get, same for the Grayditch house and several other things.

 

Plot Idea:

 

You will find a holotape somewhere in the wasteland (no location picked yet), this gives a quest-like sequence of things to find and the player needs to follow it's clues. When you finally get the key to the sewer entrance (Next to Player House in Megaton), you will need to enter the sewer where you find lots of enemies (with luck even bosses) while searching for the next key. The second key will open a door leading towards the vault entrance, however this is a NEW map, so cheaters can not just use a cheat code to skip that key!

 

When in this next sewer area you will be searching for the vault and another key, the vault door is opened with that 3th key. A few BoS guards are near the vault entrance, and allowing you passage to the vault. Before getting to the vault door you need to pass trough the last normal door (loads vault entrance map). When in the vault you will need to find keys to unlock several areas of the vault and finding more holotapes to find out the "how, why, when" stuff about the vault. And for those needing more guidance and forgetting to read the readme files that will be included, holotape versions of each file is also in the vault!

 

Now for the other sewer exits, for example to the basement of the Graydtich player house. The key for this door is found inside the vault! I will not tell the location, takes away the fun of finding it yourself :thumbsup: But more exits will be added, like the Citadel tower that is currently buried in rubble (when entering, first tower on the left if i'm not mistaken). This tower is also part of C-Ring which will be added.

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Awesome!

 

I don't know if you are any good with blender or the such, (I certainly am not) but I was wondering if you are going to change the models of all the buildings, in order to give them a bit less of a weathered look. Sort of like what operation clean is doing.

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Well, the idea is to clean up a lot but I personally didn't even think about modding existing buildings. Not planning on doing it later either, but can always change if i can have some aid in that! Cleaning in my mod is mostly cleaning up the papers and other junk on the floor of buildings that you visit most often. Metro's and the wasteland itself will not be cleaned unless there is a good reason to do so.
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  • 4 weeks later...

I like the concept, but I hasten to remind you that the point of riley's rangers is that they are a small, four-person squad that works together, which is why they aren't mutant chow. If you add more troops, it ceases to make any sense.

I've also always thought that the wasteland was underpopulated. 200 years with no birth control, nothing to do, and (It appears) no sterility, it should be HIGHER than it was before, if anything.

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I like the concept, but I hasten to remind you that the point of riley's rangers is that they are a small, four-person squad that works together, which is why they aren't mutant chow. If you add more troops, it ceases to make any sense.

I've also always thought that the wasteland was underpopulated. 200 years with no birth control, nothing to do, and (It appears) no sterility, it should be HIGHER than it was before, if anything.

 

I see your point about Raily's Rangers Indeed, and yes population is indeed not much in the original game. Let me explain why I try to chance this.

 

Population increase: This is simply because the time advances, since this mod is AFTER ALL the work you had to do in all 5 parts of FO3. So you would at least espect more people in the wasteland. So yes, increase of population is one of the goals of this mod.

 

Reily's Rangers: In this case I was merely having the idea of some guards at their compound and some new trainees. Also RR will need to advance in time, so a few students may be nice to have in and around their base. And no, I will not add a lot. I was thinking about 4 guards on the outside and 2 or 3 trainees. The outside of the compound will change a little as well for extra protection and giving you a tiny bit more to loot.

 

Wasteland Clean up: This does NOT mean I will kill all junk or anything, this simply is clearing a few usable buildings so these can be used for new content and living space. But also getting you even more to see and loot!

 

Next in the project list is the sewer leading to the new vault. This is NOT started at this time, but will be started today. Ideas I have for example is making the player search for keys in the sewers, but this is not as simple as it may sound! All kinds of dangers lurking down there! Once you acquired the vault, you will gain more keys to the Grayditch Player home for example (currently free to enter) will need a key for it's basement and for the main door and player room other keys. All keys are acquired trough either the vault or inside the player home. This to make it harder for the player and not to make it some kind of 'godmode' style mod. Also a path from the sewer to the Citadel will be made, I already made some space for some previously buried and closed doors in the citadel to be used as C-Ring and having the space for you to exit the sewers. The citadel is only accessible trough a key you can find INSIDE C-Ring and so not available until you have been allowed into the Citadel! A few minor ideas of the complete picture.

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