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Star Craft Mod


Justin11111

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A few months ago i put a topic thread on the fallout 3 nexus forum about making a starcraft total conversion (aka DC gone mar sara substituted), but i dropped it because in a few weeks i was shipping off to navy bootcamp. well i am out now and want to try it again on the new vegas platform. right now i have all the time in the world since i am not allowed off base so i am going to start this up again. I want to know the communities opinion about this before i go wasting the VERY limited hours i have on a mod going nowhere.

EDIT by LHammonds: Terms of Service clearly state that this is an English-only site.

Edited by Justin11111
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If you are just viewing this topic feel free to post your opinion.

 

i forgot to put down what i was planning on changing so here goes.

 

map: (can make the new height map but cant make meshes or textures for flora)

i am planning to create a whole new map with texturing and new flora, plus having it larger than NV map.

(think flat badlands with small hills, no mountains)

Fauna: (cant make at the moment)

add new "badlands" creatures.

 

NPCs: (can easily make diologue and new npcs)

add all new NPCs.

most npcs wont talk to you.

 

Cities: (this is the easiest to do)

add one big city and four smaller villages.

(Once i get blender up and running again i can do some very simple prefab shelters for the villages will need help for the one established city)

 

Armor: (willing to try but will need help)

Anything lighter than marine armor can be donned at any time.

marine armor requires a special facility that only a few factions have.

hopefully one ghost armor set for both male and female characters.

 

Weapons: (willing to try but will need help)

low end weapons would be high caliber redneck rifles and some "duct tape and car batteries" type gauss rifles.

middle level weapons would be first brood war military surplus weapons.

high end weapons would be state of the art weapons like those found in the newest starcraft game.

NO ENERGY WEAPONS unless i can find some in the starcraft lore.

definitly a nuke targeting laser for the advanced factions (Only two) :nuke:

 

Clothing: (willing to try but will need help)

no damage protection

 

ammo: (easy to do)

there will only be one type of ammo for standard marine issue gauss rifles

a few grenade types for a ghost gun if i make it

normal and explosive shot for low end redneck weapons

 

Zerg: (i have a guy that made some of these)

hydralisks

zerglings

maybe some infested (probably not)

no queen of blades

a few ultralisks

and maybe some mutalisks if i can find out how those ravens fly in normal vegas. :blink:

 

Factions and quests for factions: (easy compared to the rest)

Militia: defend city and villages against zerg

raynors raiders (no raynor): fight mengsks loyalists

Mengsks loyalists: fight raynors raiders

Zerg (no you wont get to play as zerg): kill the squirrels, the peasants, the marines, each other, the air and practically everything that moves.

bandits: will have low and middle end weapons, will generally not bother you at higher levels unless you attack their encampment.

civilians: their there to give you low level missions and to get killed in the crossfire between the two major factions and the zerg.

 

main story:

none so far.

Edited by Justin11111
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  • 4 years later...
  • 2 years later...

Please I have been looking for one for fallout 3, new vegas, or skyrim I love starcraft and think fallout universe would be great for it like have a hive deep in the wasteland that the bombs awoke and have evolved to be immune to the radiation would be boss have like zerg research labs hidden around the mountain areas etc.

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Please note the date of the previous post, and see the Nexus "Terms of Service" about not resurrecting old threads. The primary reason is that the original thread participants are seldom still around.

 

Ambitious projects like this seldom get off the ground without someone dedicated to developing it themself. Attracting help to a project usually requires having demonstrated your own dedication by publishing mods yourself. (Ideas and "project managers" are literally "a penny a dozen".) Hoping someone else will pick up on a "complete overhaul" idea and put in the YEARS of work is unrealistic. That this idea has languished for 7 years should have told you that.

 

Nothing is stopping you from learning how to create this vision yourself. But there is a big learning curve to any single part of creating a mod, and that alone takes years. Just take a quick look at the wiki "Getting started creating mods using GECK" article to get an idea of the scope of skills required.

-Dubious-

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