Deleted2746547User Posted July 5, 2011 Share Posted July 5, 2011 (edited) STILL A WIP... IN THE PROCESS OF CORRECTING A FEW ISSUES - WAIT TO DOWNLOAD HELP IS ALWAYS NEEDED if you'd like to lend a hand! This mod will completely change the way you play the game. This mod intertwines game lore with a rich, expansive and detailed alternate history leading to the introduction of a more benevolent and humane US survivor faction (the plot still retains all story lines related to game lore including Enclave). A faction that has, over 200 years begun to crawl its way back out of the hole of armageddon and is determined to restore control and order over the Territories. This will allow the player a wide range of options, opportunities and unlimited re-playability as the complex web of missions will change the world as you know it. You will, in the process of playing... establish a base of operations, begin re-establishing control over surrounding communities, train militias, recruit regional guardsmen, intimidate/smash and eliminate some opponents while coercing or charming others. You can follow through the patriotic duty to extend order and society to the Territories or you can attempt to stage your own revolt and claim things for yourself... RTS/Wasteland Defense like elements will truly make this a realistic and engaging experience. ##################################################################################################### I've begun work on a fairly extensive and somewhat complex (at least scripting wise) mod that presents a fairly lore-friendly alternative game history to present the player with a "realistic" and challenging game. I've already written a fairly detailed plot that brings remnants of an official US government/survivor back into the story and intertwined the player with it at game's start. I've also steadily reworked a couple locations (esp. NCRCF) to go along with the storyline. I still have work to do (writing) other missions following the beginning...but the operations and player progression/options are fairly mapped out. There are a couple of issues that I desperately need help with though... primarily scripting... I am fairly good with the graphics, and the writing.. but it has been slow going with the scripting. If anyone would like to help... or serve as a source of feedback, that would help immensely. Of course, anyone that would like to collaborate on any aspect o it would be welcomed. If you want more information or would like to help... pm or leave a comment here.... Feedback and people just to test the mod are always welcome too... thanks! Edited July 9, 2011 by Guest Link to comment Share on other sites More sharing options...
SmileyCat Posted July 5, 2011 Share Posted July 5, 2011 I am a very good scripter and I can do this, contact me my a personal conversation if you want to talk further. Link to comment Share on other sites More sharing options...
Deleted2746547User Posted July 6, 2011 Author Share Posted July 6, 2011 Will do... thanks for responding... :) Link to comment Share on other sites More sharing options...
Deleted2746547User Posted July 7, 2011 Author Share Posted July 7, 2011 Ok, well ...here goes. First though, I realize that some things might not be able to be done, or done easily. So, I will just give you an overall outline and you can say, from your perspective what is practical, not and something to do way down the road. The mod is technically designed for a player starting a new game (though technically I guess you could start with a game already in progress.)The mod puts the player in the role as a member of a new faction called the Federation of American States (FAS)... (If you want I'd be happy to email you the very detailed outline I wrote detailing the back story, history, plot ... which also ties together game lore in a fairly "plausible" way. That is, it creates the faction in a way that is believable and still retains the game's use of Enclave, etc. However, it pretty much destroys in most cases the games missions because, by advancing along the game's storyline/missions... you will in most cases break or violate the games'. Anyway, the player is still set in the role of the courier at game start..but discovers (from a companion) after leaving Doc Mitchell's his true identity and why he is actually there. So, here's an overview of the game progression... (not necessarily a "script" requst list :))1.****Create the New Faction... (I'm still trying to figure the changes you have to make for it to wok in-game with other factions.)2. The player will initially find a new companion and safe house/bunker after leaving Doc. Mitchell's (easy enough)3. The player will learn his overall mission/brief game history (immersion purposes), contacts & companions (NPC), etc., receive an initial weapon, armament supply, etc. (and possibly a Laptop/terminal... or maybe a plugin to Pipboy)4. Player given first mission.5. The Player will complete several missions that will add to the immersion and to build strengths, attributes, "contacts" in the game, etc. along the premise of completing the overall "mission" given to him at the beginning.6. At some point, the "covert" nature of his missions will change to include more "overt" methods. This means that the recognition of his FACTION and its relation to other factions will begin to increase.7. Once his mission becomes more 'overt", he will be given a mission of capturing a location to establish a more permanent base (to assist in the furtherance of the mod's storyline. This location will be NCRCF... which will be occupied by a more dangerous Powder Gang contingent.8. Once the facility is captured by the player and his companion (joins him from the beginning), the player will then receive (if not at the game beginning) a laptop/terminal that will serve as his control of the facility and access to additional options. (and i can send you graphic of the "flow" of the access menus... if you want as a point of reference.)9. The player will be given additional missions to gradually "build" the base up.... sandbags around the roofs, electrified fencing, snipers in guard towers, a few canine/guard patrols, and A POWER SYSTEM (I've already got a rough working script -THX TO TUNAISAFISH- for this that may work as a starting point.) All of these items will have already been put in the geck/mod but will not be placed into the game until they are activated via the Terminal. (The power system is to me, the most interesting/realistic part of it.... the player has to fix the generators in the facility, once that is done he can place flamer fuel in the Fuel Tanks... from there, he can access the power grid through the Terminal...turning off /on different grids - perimeter lighting, security fence, indoor power, etc. And so, each user of power (radios, spotlights, terminals, etc.) draws a different amount of energy (created by the Generators)... Each power user has benefits... visibility,etc. and the indoor lighting energy use while enabled in the terminal can be "changed" by turning off/on individual indoor lights, oven use, radios, etc. Anyway, I just love this concept for some reason. Better than the "magical" power lines reaching from Hoover Dam that have been down for 200 years :)10. Anyway, the player can also learn to make "fuel" from alcohol, moonshine, etc. And at some point, will be given a mission to steal a "energy converter" (takes fission batteries, power cells, etc. and converts them into "energy units". These equal more energy units than regular fuel (ex. 1 fission,etc. unit = 20 fuel units.) The down side is that the player would have to have a high science/repair skill to utilize this.11. Also, an important feature would be... the player will gain access to command facilities (tents) that once accessed and activated via terminal would 'appear" pre designated spots in the square in the NCRCF. These would be a medical tent, a quartermaster tent, command tent, barracks, etc. Each would "spawn" a player aligned NPC accordingly.. Medic, Quartermaster/merchant, etc. giving the player access to other features and benefits.12. As the player "adds" NPC's to the facility (the pre-designated, snipers, etc. in geck ) posters, flags, etc. would appear in the barracks, etc. for immersion purposes.13. More missions aimed (AND SCRIPTING) at expanding the Player factions' control over surrounding communities (giving the player access to "taxes", supply levies, etc. and increased "intelligence" on "enemy" activities...) And which will continue increasing the hostility of some factions or coercing others to "join" his (THE PURPOSE/STORYLINE of the game is for the Player to help restore US control over lost territories (not in an evil/totalitarian Enclave like way).....14. At some point the player will be given the 'fork" in the road... he can either continue in his patriotic quest to reclaim the lands for the US or he can rebel and tr to use the base, and what he's created already to start his own "faction" or tribe. Anyway, wow.. sorry for all that. There is more to it but that's an overall snapshot/direction of the mod. I know a lot would be difficult to do... and even if possible, require a lot of scripting. I had also wanted to make this more like RTS or Wasteland Defense with the ability to move facilities (tents, etc.) and dynamically set guard patrols, etc. but realize that would require a lot more work than I'm even envisioning here and would by the use of additional mods,script extenders limit the ability of others to play the mod. ****I've done a lot of work on the graphics (posters, official flags, weapons, etc.), storyline or the game already. Any and all help is appreciated! Thanks! Link to comment Share on other sites More sharing options...
KenshinX12 Posted July 7, 2011 Share Posted July 7, 2011 (edited) I can whip together a simple faction for you. I've figured out how those work, just a heads up though, I've yet to find a way to make faction disguises run JUST LIKE the vanilla game, because I am not good at dialogue stuff. I just use a simple GameMode block, to check every so often, if the factiondisguise "quest"(they use a quest to store this information) is activate, then they will attack(I'm talking about guards, because they are supposed to notice your disguise). Other then that, I'm busy thinking of mods on my own, but I'm always willing to help. That or since, you seem to wish to do it yourself(which is good :D), I can show you how.If you know Dialogue stuff better then me, you could get faction disguises to work like vanilla, although my way is basically the sameas theirs, they just don't run up to you and say "Hey!" or something to get your attention before blowing your brains out. Edited July 7, 2011 by KenshinX12 Link to comment Share on other sites More sharing options...
Deleted2746547User Posted July 7, 2011 Author Share Posted July 7, 2011 @kenshin... any help would be appreciated. I actually would like as much help/collaboration as i can get :) this is going to be an immense project and I have a horrible time with scripting....... thank you! Link to comment Share on other sites More sharing options...
Deleted2746547User Posted July 7, 2011 Author Share Posted July 7, 2011 (edited) Sample Material (Flags, symbols) - me Federation of American States Official Flaghttp://i1206.photobucket.com/albums/bb458/NamaskarFAS/FAS-National-Flag.png Restoration Movement Flaghttp://i1206.photobucket.com/albums/bb458/NamaskarFAS/REMFlagcircaXXXX.png Great Seal of the FAShttp://i1206.photobucket.com/albums/bb458/NamaskarFAS/FAS-SEAL.png Edited July 7, 2011 by Guest Link to comment Share on other sites More sharing options...
KenshinX12 Posted July 7, 2011 Share Posted July 7, 2011 (edited) Holy Flip, just due to your logo designs, I'm almost willing to drop my entire faction mod, to help you out...lol @Your Post Below: I can see it fine. Edited July 7, 2011 by KenshinX12 Link to comment Share on other sites More sharing options...
Deleted2746547User Posted July 7, 2011 Author Share Posted July 7, 2011 (edited) FAS War Departmenthttp://i1206.photobucket.com/albums/bb458/NamaskarFAS/WARDEPT-Logo.png FAS Black Eagle Logohttp://i1206.photobucket.com/albums/bb458/NamaskarFAS/FAS-Eagle-Black.png FAS Office of Survivor Affairshttp://i1206.photobucket.com/albums/bb458/NamaskarFAS/OSA-Logo.png I have a lot more work on other symbols, logos, posters, "clutter", etc. and will post asap Edited July 7, 2011 by Guest Link to comment Share on other sites More sharing options...
Deleted2746547User Posted July 7, 2011 Author Share Posted July 7, 2011 (edited) @kenshin :) thank you... there's a lot more i wish i could do :) i get by though... yes, help help help... the faction (i got your pm and will reply)... is one the player will belong to.... and is primarily important as the game progresses... the "guards" at his eventual "base" will need to remember to NEVER shoot or stop him... until as a possible consequence as a player decision later in the game .. :) And also because as the storyline progresses, his Faction's influence will factor in "taking over" settlements.... etc. i will be pm you with the info shortly. thx again.! PS If you saw the overview above, I'm in the process of editing a very detailed player/guide game history (of course, constantly filling in gaps) I wrote to go a long with the mod that explains the faction, its history, its tie in with game lore, etc. I'd be happy to send you a copy if you'd be interested in proofing it.... Edited July 7, 2011 by Guest Link to comment Share on other sites More sharing options...
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