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Forced Fable Program


amullinix

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First, a quick description of my knowledge level:

 

Over the past year or so, I have done the GECK wiki tutorial several times (to a point now where I can make the exact Vault74 model they have without looking at their images). I know the basics of NavMesh and Clutter... basically the first few steps of the tutorial as those are the ones I remember. I have previous knowledge of coding (JAVA based) and HTML, but both of those knowledges are roughly seven years old. My job does not give way to proper use of time management, when it comes to things like modding. So suffice it to say that while I may have general knowledge of what I'm doing, the specifics (particularly in what I want to come from this mod), are lost on me; for the time being.

 

Now, into my idea:

 

Architecture- I decided to stay with a solid structure that I was comfortable with. For that, the decision stopped at the Vault74 created by the GECK wiki. However, to keep with the story line, instead of the rusted version of the vault, I wen't with the clean, sterile version. From there, I have added a third floor below the galley, and instead of a cave based outer entryway, I went with Enclave Big Hallways, and assorted big/small clutter that fits the story line.

 

Projected Architecture- Going off of that initial base, it should be relatively easy to build the others cell I want. This will include several areas attached to the vault portion (through loading zones) and an outside 'entry way' that will have it's own type of overall (again, keeping with the story). A few of the other areas will include, but are not limited to: barracks, chow hall, PT room, common area, lower basement, science department, officers quarters, dependents quarters (and anything else I can think that fit my story line).

 

Clutter Structure- At the moment, I only have the outer entry-way completed as far as clutter is concerned (at least enough to lay NavMesh down). I do have a specific theme as far as placement, look and feel and so-on; even been able to combine certain objects together to make another object (for instance: using two different industrial machines together to make a new one that, as far as I can tell, doesn't look like crap).

 

Projected Scripting/NPC Data- This is where my knowledge drops off the deep-end. What I would like to do, is have my own recordings/dialog completed, more for holo-tapes and, specifically, two seperate NPCs (one of which you never see, and another you eventually see). My exact needs on this will get fleshed out once I finish writing certain specifics of my story-line. That brings up the last part...

 

Storyline- This is the story about the Vault 101 that almost was. The first iteration of this vault was meant to be the one vault holding the newest technology: an Advanced AI, model number St-ACE (Stationary Advanced Computer Entity), or as the engineers and programmers lovingly called her, Stacey. Stacey's purpose was to provide the support a human could not provide, in order to run what would essentially become a colony for the world that would be created as a result of the war. Where most other vaults were created for one experiment or another, this one would be the definitive structure for populace survival. Meant to support a small military, along with the compliment of civilians attached, this was -essentially- the vault of vaults. A culmination of technology that would put to shame those that created the simplistic 'Tranquility Lane' (satirically called the 'Ball Park' amongst Stacey's creators), and the ego-filled 'Operation Anchorage' laughing stalk that was nearly canned. Stacey, running water/electricity/data flow/transmission regulations, would provide the support a human was not capable of on such a grand scale, while the Overseer would run the day-to-day operations of the human populace (population control, rule of law, and general governance). This was to be one of the greatest achievements in recent history. Those that believed it was a waste of money that could be diverted to the creation of other vaults, labeled it 'The Fable'. The project leaders embraced such a name, claiming it was a fable that would be forced into fruition, and thus the history books. From then on, it was called 'The Forced Fable Program'.

 

195 years later, a general in the Enclave by the name of Charles Foreman, happens upon a very small settlement nestled in the Capitol Wasteland. After he and his group investigate, they happen upon one of the greatest finds: A completely empty, though slightly rusted out, vault. Void of any and all signs of life with only a trickle of power running through it. The biggest find however, lay inside: A very helpful, albeit strange, pre-war artificial intelligence who calls herself: Stacey.

 

Many years later, our lone-wandered manages to find this same small settlement. What is found? A perfectly cleaned, furnished, running vault void of life. With a very helpful, albeit strange voice echoing from the intercom. She calls herself: Stacey.

 

Why I am telling this- I know someone on here can steal this, and create it themselves; I'm gambling on, instead, someone reading through this, and offering suggestions, or ideas, that may fit the story-line, and the creation process. I want to actually finish this idea. I tend to have many ideas that never seem to come to fruition. This one will allow me to practice my writing abilities, and allow me to stretch my creative wings a bit, using a game I enjoy. The end goal: create something that you will also enjoy, even if the first version seems sophomoric at best.

 

Give me your thoughts guys. Would this even be interesting enough for you to play it? There are thousands of mods out there already- does something like this exist? Do you have your own ways, as far as scripting, recording, or anything outside of a basic mod, that you feel I would benefit from by knowing? If you have read this far, please give your thoughts up. I honestly want to read/hear them.

Edited by amullinix
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I'm at work right now, so I wont be able to try anyone's answers until tomorrow morning (it's 1933 over here); still, I wanted to ask a few questions as the night goes on.

 

Here is the first:

 

I use the FOOK2 overhaul mod. As you know, it changes a lot of the original graphical representations of items in the vanilla game. For instance: the purified water.

My first question is in regards to the use of the FOOK2 files while modding. At the moment, I have ONLY the fallout.esm selected as I create my own mod. I do this, with the hopes that it allows full compatibility (when I connect the interior to the outside world, I'll be locating a spot that does not conflict with the overhaul mod, and any other mod I use, just to be safe). I placed a few items within my mod, that have the FOOK2 textures, though I do NOT use the actual FOOK2 file. Is this normal? Will it interfere with the creation process, or is it something I do not have to worry about? Remember, I am new to this aspect of moddification, so please bear with me.

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Alright, your story sounds great to me. I'll give you more feedback tomorrow, then I'll have enough time to work through your plot.

 

To awnser your question: I always prefer to only use the Fallout.esm. But, if you consider it necessary to use FOOK2, then do so. You just have to inform the people about it, so that they know that your mod needs FOOK2 to run.

 

And about your texture "problem": As far as I understood your GECK displays certain items with the FOOK2 texture, although you didn't even select the FOOK2 data, right?

That is no problem at all. The game picks the texture available at the location it should be, if a different player has a different texture for the vanilla object, the game will display the object with his texture instead of the FOOK2 texture. Or if a player doesn't have any texture mods at all, well then the game will display the objects with the vanilla texture.

 

This only works with vanilla objects, of course. If you use meshes from FOOK2, then you'll have to ensure that all players of your mod have these textures, otherwise it'll give them errors.

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Alright, your story sounds great to me. I'll give you more feedback tomorrow, then I'll have enough time to work through your plot.

 

I look forward to your thoughts. To give a little more insight: Writing is something I enjoy. I am currently going through classes to obtain a degree in Creative Writing (for the job aspect) for the purpose of eventually writing for video games. I also plan on trying to write novels, though that will be later on down the line. I am also currently in the setup process for video game reviews (with a couple people) in order to expand my writing base. As a new writer, I encourage and look forward to anyone's thought on pieces I have written/plan on writing.

 

To awnser your question: I always prefer to only use the Fallout.esm. But, if you consider it necessary to use FOOK2, then do so. You just have to inform the people about it, so that they know that your mod needs FOOK2 to run.

 

I honestly do not believe it should be necessary to use an overhaul mod such as FOOK2. While I personally use it, I don't want to force someone else to use it. My mod will use only the fallout.esm, so that anyone can use it.

 

And about your texture "problem": As far as I understood your GECK displays certain items with the FOOK2 texture, although you didn't even select the FOOK2 data, right?

That is no problem at all. The game picks the texture available at the location it should be, if a different player has a different texture for the vanilla object, the game will display the object with his texture instead of the FOOK2 texture. Or if a player doesn't have any texture mods at all, well then the game will display the objects with the vanilla texture.

 

This worried me when I first saw it display in my GECK. I am aware of how the game, and mods in general, replace textures (when called for); seeing it happen when it wasn't called for was troublesome. But, I will take your word for it. >:D

 

This only works with vanilla objects, of course. If you use meshes from FOOK2, then you'll have to ensure that all players of your mod have these textures, otherwise it'll give them errors.

 

I figured as much, which is why I will not be using meshes from anything other than vanilla F3. As I said previously, I don't want to bottleneck people into using specific things, when the vanilla offers more than enough to create the idea I have.

 

Thanks for the feedback, and I await your thoughts on the story-line. Feel free to ask specific questions; I have been working out the specifics of the story line since the start of the idea, and have a more solid base now.

Edited by amullinix
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Hi,

I've read your story again and I find that it has great potential. When I imagine Stacey, the mysterious mainframe of the Vault, the Red Queen comes to my mind. That's the mainframe of the Hive in Resident Evil (the movie).

Other than one might believe in the beginning of the movie, the Red Queen is not hostile. She just wanted to ensure that the virus would never spread throughout the world, thus killing the inhabitants of the Hive and sealing the doors shut.

 

Well, Stacey does not face the problem of a spreading T-Virus or anything, but she still is in charge of the vault, right?

 

I find it scary to enter a vault, deep underground, where an unpredictable AI is in control and able to bury you alive forever. To be quite honest, this scenario of an empty vault with only the intercom to speak to will make you paranoid and watch out for dangers all the time. It's going to be fun!

So, your setup is great.

 

Alright, then there's only one question left: What is the player's task?

 

Is it just exploring? Or is there something more specific (like leading an expedition of scientists into the vault)? I always like stories, where your actions determine the result. More precisely, if there were two groups of NPCs, one group is maybe an Enclave Taskforce and they just want the weaponry and technology to use it in their war against the BoS and the other group wants to explore the vault, trying to figure out what happened down there and what's the deal with Stacey. The player might support either group...

 

Do you have an idea on what the player's specific task is?

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Alright, then there's only one question left: What is the player's task?

 

Is it just exploring? Or is there something more specific (like leading an expedition of scientists into the vault)? I always like stories, where your actions determine the result. More precisely, if there were two groups of NPCs, one group is maybe an Enclave Taskforce and they just want the weaponry and technology to use it in their war against the BoS and the other group wants to explore the vault, trying to figure out what happened down there and what's the deal with Stacey. The player might support either group...

 

Do you have an idea on what the player's specific task is?

 

>:D

 

Yes. Yes I do. It is kind of based on the Real Time Settlers mod, though there is a large amount of twists that will separate the two.

 

in RTS, you have the option of creating a settlement, then recruiting others to join. I liked the idea, but not the setting. F3 is large enough that having an in-game GECK (thats basically what it is, from the way I understood it), doesnt fit too well. I didn't see a way it fit into a storyline either (which is my mainstay).

 

Lore time :)

 

Stacey was created pre-war, to allow humans to concentrate more on creating life after the war. Her protocols did not extend past power regulation, water regulation, security, scientific processing power (ability to run tests and such at speeds and accuracy that humans are not capable of). Her main goal, was that of a supporter. She was to work side-by-side with the Overseer of this grand, extravagant vault, that was meant to be, basically, a City. Where all the other vaults were used as scientific studies, this was to be the actual human re-growth area; nearly city size that could eventually be expanded past the confines of the ground, and used to re-populate the world (or, at least, the east coast).

 

Then... a whole bunch of things happen that I don't want to write out in the forum yet because I don't want to ruin it >:D

 

About 195 or so years later, an Enclave expedition searches the wasteland. Their goals eventually change from 'find something to kill BoS' to 'find something to help us create an economy, a life, a force truly capable of expanding, pushing the BoS out, and becoming the new government (basically, after dredging up what was left of notes found from the pre-war times, they decide to take the mantle of their predecessors and create this 'City' the vault was originally intended for). President Eden decides it is always safe to have a backup plan, just in case the F.E.V. idea doesnt work, thus sanctioning a CO to take charge of the program keeping the pre-war name of 'Forced Fable'.

 

Many years later, the lone wanderer comes up on the same area the Enclave did. They venture in to be greeted by Stacey. According to her, this place needs an Overseer. She lays out plans to bring everything up and running again, so the player can then run it the way it was meant to be ran.

 

Stacey's Notes:

First, she needs a steadier flow of power. The generators work just fine, but the powerhouses outside that help run the generators in the Engineers area arent functioning to their fullest potential. The player should probably check those out.

 

Second, she needs the defense grid back online. This place has been here for so long, who knows what is still lurking around (oh, and by the way, and this isn't a big deal at all or anything but if you could, you know when you have free time, if you could check around the maintenance shafts (my eyes cant see those areas, isnt that silly? how am I supposed to support something I can't see?)... theres something that's been running around there causing all kinds of a mess, thanks!)

 

Third, she needs the observation center back up and running. No telling what experiments will give when testing on the new animals that have sprung up since the war (arent there a lot of bad people around too? I bet they survived with a lot of knowledge on guns and crude medical experience... you could test on them and gain that knowledge for yourself! Wouldnt that be fun?! Im EXCITED TOO!)

 

There are other things that arent working like water distribution and food distribution and other things that arent really that important so you probably shouldnt worry about it.

 

End Lore Time :)

 

The end game is this: the player will get to choose how to repopulate the vault. I don't want to dive too much into it right now, because I don't want to spoil it. But yes, my hopes are that people playing this will constantly be looking for something to go wrong, with only Stacey's voice echoing around the place (and yes, I have a female 'voice actor', someone close to me, who is all the more willing to voice act as the AI).

 

This is a very ambitious project; possibly too big for my first one. My hopes, are that enough people will be enticed by it (those with scripting knowledge, NPC knowledge, Perk creation knowledge, mission creation konwledge) that they will want to help. I can do architecture; creating a world, for me, is simple. This is one that I want to be story-driven, and something that the player will be able to connect to in some fashion shape or form.

 

I'm having a blast just writing the story itself. Making a physical world out of it, is almost too much... Almost. >:D

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Wow!

Alright, now I understand the whole thing. Sounds great to me!

 

Well, I guess you can have so many quests with bringing the vault's systems back online!

Really, if you have the time to do it, then complete this mod. Unfortunately I switched to NV a while ago, so I'm not in the position to really participate in any F3 mods.

 

But, if you need certain scripts for certain situations, give me a hint and I'll try to help you out. If you have any questions concerning one of the topics (scripting, npc, perk, missions) you mentioned, PM me. I might be able to help you! Anyway, your story does sound like a great plot and I really hope that you don't loose interest in the project soon.

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FF Program: Story and Architecture Update

 

Story: I have decided, in order to keep with the original reasoning behind the '101 that could have been' of becoming a city level area, each new 'addition' to the vault will have living areas for families (not for security team families), common areas (each one will differ per 'district area') and a series of other unrelated, misc rooms. That way, it holds true to the purpose of the vault. The first big addition I am working on lore-wise, is that of an observation district. After looking through the GECK for different Enclave pieces to use, I found the observation room pieces. This brought on an idea for a district that was dedicated to scientific study. The resulting study will, hopefully, create perks that the player can choose after completing the research. The perks, as I see them, will be what I call 'mini-perks'; not game breakers, but ones that ONLY help, in small amounts, in certain areas.

 

Architecture: Here is the layout I wish to have...

 

Engineers Entrance: This is what people will see when they first arrive. The General did this on purpose, so that those coming in to decide if they want to live there can see how clean and orderly the Enclave keep a busy, working area. After that, is the initial security post. This is where the 'badge' process will be (still not clear if I want to make that an actual process). Once through this area, the 'galley' and subsequent 'overseer' office, will be a receptionist area. The overseer will actually turn into the enlistment/re-enlistment, civilian enlistment, quarters complaints office.

 

At the moment, I have in mind three other distinct areas.

 

Observation District: explained above.

Rural District: This is where the school will be, and where the enlisted families and soldiers live. This can be looked at as the common folk area.

Officers District: Anyone in the military can relate to this: The officers are always separated. Since the Enclave are attempting (on the outside at least) to match the government/military structure of the US, I felt this would be appropriate. Here, a private school and separate social areas will exist.

 

At the moment, I am contemplating adding in two more districts:

Maintenance District: This one will be separated amongst the others, with probable connections between each separate maintenance area. (Read as: ventilation shafts)

Downtown: This... might be more than I am willing to add to this. It kind of takes away from the lore a bit, though I am more than capable of twisting the story enough, without taking things away. This area will include bars, shops, POSSIBLY custom armors and weapons and such (depending on if someone wants to help in creating them)... things a regular market district (maybe even a garden area type place) would give you.

 

This is all in the contemplative stage, save for the first couple of areas. I am literally writing out my entire concept for each room, and how it ties into the overall story. It's tedious, and takes more time than initially planned. It's worth it.

 

If you read my lengthy posts, then I applaud you. I dont mean to 'tl;dr' you to death, but I feel it is more beneficial to give a 'Dev Diary' of sorts, so that you can comment during the entire process.

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I do read your posts and I usually read them twice.

 

Not much to add right now, sounds great to me.

 

 

This is where the 'badge' process will be (still not clear if I want to make that an actual process).

 

Would you mind to explain this one a little further?

 

 

Downtown: This... might be more than I am willing to add to this. It kind of takes away from the lore a bit, though I am more than capable of twisting the story enough, without taking things away. This area will include bars, shops, POSSIBLY custom armors and weapons and such (depending on if someone wants to help in creating them)... things a regular market district (maybe even a garden area type place) would give you.

 

 

I think you should at least include some shops. Whether it's a complete market area or just some little shops here and there. Also don't forget the blackmarket, in each and every population there is people who sell the things you shouldn't be selling (e.g. chems).

 

Maybe if the player doesn't assign enough guards, people will start selling drugs and weaponry, which decreases the vaults efficiency. As soon as that the player assigns more guards they get the situation under control and drug dealers vanish. Now it's the players choice whether he wants a "bad population" or a "good population". To be quite honest, if I was the lone wanderer and I had a vault to populate, I'd manage it Paradise Falls style! ;)

 

I don't expect you to include a whole "bad karma"-storyline, but I would like to have the choice to be evil sometimes (and I am sure so do many around here!).

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I do read your posts and I usually read them twice.

 

Not much to add right now, sounds great to me.

 

I'm glad there is at least some feedback :D

 

This is where the 'badge' process will be (still not clear if I want to make that an actual process).

 

Would you mind to explain this one a little further?

 

The best way to explain this, is by using two examples of similar instances:

Tranquility Lane: In order to access this part of the main story line, you have to wear the proper clothing for the vault, as given by the robot in the beginning.

Operation Anchorage: In order to start the main story line of this quest, you have to wear the proper suit so as to access the virtual interface.

 

The badge process (IF this even gets included) would require the player, and probably the individuals living in the different districts, to wear some sort of clothing article (if anything, it would just be some sort of item that doesnt weight anything, in the 'misc' or 'aid' lists), that signifies either general access, maintenance access, officer access, or defense access. I haven't fleshed this out, but decided to mention it because it was an idea that might carry legitimacy to the over-arching story.

 

I think you should at least include some shops. Whether it's a complete market area or just some little shops here and there. Also don't forget the blackmarket, in each and every population there is people who sell the things you shouldn't be selling (e.g. chems).

 

Maybe if the player doesn't assign enough guards, people will start selling drugs and weaponry, which decreases the vaults efficiency. As soon as that the player assigns more guards they get the situation under control and drug dealers vanish. Now it's the players choice whether he wants a "bad population" or a "good population". To be quite honest, if I was the lone wanderer and I had a vault to populate, I'd manage it Paradise Falls style! ;)

 

I don't expect you to include a whole "bad karma"-storyline, but I would like to have the choice to be evil sometimes (and I am sure so do many around here!).

 

Shops will definitely be included; no worries there :D

 

My thought process on this mainly dealt with making the area feel more alive. Adding something like a black market, while it makes sense, for right now would take away from the mod overall (and, honestly, beyond my abilities as it is :()

 

I am continuously writing this up, and receiving input NOT just from you or others on here, but from family members that have read some of my previous work. The more I write, the more excited I get about this entire thing. I know there are other mods out there that do some of the same things I am doing here. But hopefully, what I intend to create will allow a different flavor that might appeal to those individuals that didn't enjoy the other mods as much. Presentation is really what I am going for.

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