soaren Posted June 19, 2011 Share Posted June 19, 2011 Synopsis of the mod:The Vault Seekers hail from a once thriving settlement, the Estate, whose main prospects were clean water, safety, convenient placement on a well used trade route, and a full deck of talent. Many people moved to the Estate settlement, as it was a tried and true place to live, retire, or stay short-term. There were many factories near the Estate, which gave prospectors a good income, and the wildlife was generally just a nuisance. Occasional raider problems (leading up until they left) where semi-common, but not very threatening, the brotherhood would generally assist them when it was nessecary.While prospecting an old vault-tec facility in his youth(ier) days, the town hacker found a pre-war holodisk with a very well schemed encryption protocol. It peaked his curiosity (most of the other villagers didn't care), and he spent years on and off trying to decrypt it, to prove to himself he still had the skills he developed in his early 20's working for the enclave as an ex-hacker.After spending years fiddling, he finally decrypted it. On the disk, he found a list of vaults. It was a very up-to-date list (compiled the day before the bombs fell), and one vault in particular (which is unnumbered) caught his attention. The Estate was a high-traffic (mini-city) and they heard all the stories. Stories from hundreds of miles away even. The hacker, or anyone in the village, had never heard of story of an unnumbered vault.Elder Cain sent ne of his best scouts to locate the vault and investigate. He never returned to verify the vault's existence, or whether or not it was even intact. After growing impatient with the scout the town hacker was able to hack into an old world satellite, and successfully located the SSID of the Vault's network, although the signal wasn't steady enough for him to try to hack into the vault itself. But from the fact the signal existed, they figured the vault must be real. So (after the town's well collapsed, the brotherhood's lack of protection, and the raiders constant harrassment, the citizens of the Estate set out to find the vault. !!!This is where the player comes in!!! The Vault Seekers are trapped next to a mountain near vault 19, which is where the player initially finds them, trapped by deathclaws with PG's breathing down their necks. This begins the Mother's Instinct questline, where the player is told by elder cain to wipe out the death claw nest nearby, and bring back the claw of the den mother in the cave. Once that's completed, the courier then filled in on the history leading up to the exodus, and the vault. The courier is then sent to locate the elder's son jesse, who was able to slip past the deathclaws and went to find the actual location of the vault door (the hacker was able to triangulate a basic idea of where the vault is located). When the player locates the entrance, he finds jesse right near the entrance, having killed a deathclaw, but having an identity crisis, afraid to die, but wanting to be bad-ass and kill them all. once the player shows up, he follows the player through the cave filled with deathclaws to the entrance of the vault.Once the player is within los of the vault door, Jesse tells the player to check the crates outside the vault, and the player finds some supplies, implying that the vault is indeed uninhabited. Since they can't get in (the door is locked by a computer terminal), they go back to camp to tell cain. during the conversation with cain, the camp is assaulted by the PG's. The player is then "locked in" the camp, while being constantly hit by occasional deathclaws and a lot of PG's, for five minutes. The player is then to escort the camp as they make their way to the cave entrance to the vault (which is near the Khans, it a good 10 minute escort), running into various critters and raiders on the way (the escort is going to take place in a sandstorm, so visibility is limited, there will be "respawn points" where monsters keep coming out of until the town reaches the end). Then they go through the cave (the long way, the short way is obscured by a rock which the player quests later to blow up) which is filled with deathclaws(not as much as before). While the player was searching for jesse, the hacker apparently hacked the network and got the password, but due to internet security measures, the network access code was changed due to "malicious access", although jesse labels it as "sloppy computer work".The player then has to hold off a moderate amount fo deathclaws for three minutes, back towards the vault door, until the vault door is finally unlocked, and the Vault Seekers and the player enter the vault, to find it, as anticipated, completely empty.After settling in, Cain give the player a stick of C4 to blow up the caved in section that is right next to the entrance. After reporting back, the vault freeform quests begin.Once those have been completed, the player goes on quests to turn the vault, inside and out, into a thriving town. (This is assuming we finish the vault free forms, the outer city is more of a shooting for the moon kinda thing.) I haven't bothered to write the whole synopsis, here's a summary of the rest: Vault X has many quarters (Science, Medical, Military, Farming, Housing, Merchant etc). Each vault free form will have a quest that:Upgrades the vault, or it's security.And gives the player access to really good (but not cheap) services. For example, I have planned a quest where you raid a Wes-Tek Facility, and steal a power armor assembly line and then escort back to base, and then the guards all have power armor, you get a free set, and a particular mod maker has given me access to an awesome 45d model mod from fallout 3 to use in this one. I have a good bunch of the quests you do AFTER this part in the works, overall, the mod needs: Level Designers~Attention to detail and willingness to tweak environments to make them as realistic and unique as possible.Artists:~Need two things: Super Mutants dressed in military-ish uniforms (edit the super mutant textures).~Need someone whose willing to make some wall textures (inside and out) that successfully replicate the vault houses in Vault City. (Assuming we reach the free forms).Maybe:~An advanced scripter to help with optimizing and tweaking the more advanced scripting in the mod (Most of the more advanced scripting is already fully functional)When the mod is nearer to completion:~Voice actors So far: All quests up till where the synopsis ends work, but they need some tweaking to make more "solid". I am working on the other areas right now, to get that going. I intend this mod to be "90%" lore friendly. I am being very professional about this mod. All characters have a storyboard written for them, the synopsis is 1 of 14 reasonably sized documents. I could probably finish this mod completely by myself, alas it would take some times (as it already has), and I'm hoping some people may be interested, maybe on a multi-mod basis. I am also confident I will be a good organizer and creative director of this mod, but I run things as a democracy, and anyone on the team will be taken seriously. Also, it would be nice if you had a voice you'd be willing to record for the mod. All applicants will be considered, having a mod on the nexus would be an easy plus. Personally, this would be my first mod (aside from tweaking other peoples mods to my taste), but I am VERY serious about this project, and would very much like it to reach completion. This mod has quite some potential, it just needs some TLC and a crew to make it a reality. Thanks soaren (Devlin S Healy) Willing to send a copy of the mod to potentially interested individuals, leave a post here or send me a message. Thanks a lot! =) Link to comment Share on other sites More sharing options...
soaren Posted June 19, 2011 Author Share Posted June 19, 2011 More specifics on progress: (Will list areas and what is/isn't done) ~No areas have portals, most really don't need them unless your running a PowerMac (lol), but I'd like to eventually get it done. (fyi)~For the most part, NPC's don't have a solid schedule, which means they are sitting around basically the whole time. Was planning on doing this last, as it's a purely "cosmetic" part of the mod. Camp:Finished, but need to tweak NPCS so they don't run away too far outside camp. Deathclaw Cave:Need to tweak navmesh, and plan to make the cave larger, although the quest itself works fine. Defend Quest:Works, but it's bland and in need of some script work. Escort:In the works (enemies are suppost to generate semi-randomly from the same spot while your near their part of the escort, but I'm having issues keeping the Vault Seekers in formation, Gonna need someheavy duty scripting for this), although you can complete the escort as it stands. Cave Quest (2nd escort through small cave):This is where I have stopped working on quests for now. Shouldn't be that hard at all, just gotta fill it with Deathclaws and tweak it. Finale (King of the Hill Style):Hold off deathclaws while vault terminal's password is hacked. ~Some of the vault areas may not be navmeshed, and/or I might need to do some of it over. It's not that big of a deal either way. ~~~VAULT~~~Vault Entrance:Finished Medical/Farming Quarter:Finished Science Quarter:Finished Merchant Quarter:Finished Living/Diner Quarter:May need a navmesh tune-up. Otherwise, finished Military Quarter:Need to add some stuff to terminal. Need to create securitron companion (probably gonna be a pain in the arse) in quarter. Otherwise, finished.~~~~~~ Medical Quarter Quest Area:Very close to finished Science Quarter Quest Area:In the works Merchant Quest:Doesn't have a dungeon Diner Quest:New Nuka Cola Recipe, another dungeon, pretty sure its in the works Military Quest:Dungeon almost finished, scripting hasn't started yet I also want to make it quite clear, I am willing as of right now to finish this entirely on my own, but more people would absolutely make this mod more of what it was destined to be. Thanks soaren (Devlin S Healy) Link to comment Share on other sites More sharing options...
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