AlexanderJVelicky Posted August 12, 2011 Share Posted August 12, 2011 Deimos is finally out! Here is the quote from the nexus page. You can view that page at: http://newvegasnexus.com/downloads/file.php?id=43411 You can also view the Bethsoft forums thread at: http://forums.bethsoft.com/index.php?/topic/1220274-release-deimos/#entry18320387 D.E.I.M.O.S. By Alexander J. Velicky The Story You stumble upon an old military bunker in the Mojave Wasteland. Inside the entrance, a mid-aged man resides. He mysteriously knows how to get inside, and invites you to take a look, being too scared to do it himself. You enter the bunker, and are pulled into a deep story that spans over 200 years! You are accidently sent back in time, and you must aid First Leuitenant Pierce Mitchell, while he fights to free his colleague from captivity, and save what is possibly America's only chance at winning the war. The Deimos. How to start it. At the Nipton Road Rest-Stop, South of Primm. There is a sewer grate in the middle of the parking lot. Enter that, and enjoy the mod. Requirements None! This mod only requires Fallout: New Vegas! No DLC, no NVSE, no AII. Just the base game. Features - 1.5 to 3 hours of gameplay.- Adds a brand new story to the Mojave Wasteland.- Fully voice acted!- 10 new interiors cells, and one exterior worldspace.- 1 new weapon. (Altered off the Tesla Cannon)- 1 new armor. (Altered off the Radiation Suit) Installation Extract all the files into the Fallout New Vegas/Data folder. Place D.E.I.M.O.S..esm anywhere in your load order with the other ESM's. Uninstallation Make sure in your savegame you are not within a cell added by D.E.I.M.O.S..esm then do the following. Within the Fallout New Vegas/Data folder, delete D.E.I.M.O.S..esm and the following folders: "Sound\Fx\Gunmaster95\D.E.I.M.O.S.", and "Sound\Voice\D.E.I.M.O.S..esm". Credits Story, Level Design, Quest Design, and Sound Editing Alexander J. Velicky Voices First Lt. Pierce Mitchell - Mick MizeDr. James Matthews - Mauri MajanojaThe System Voice - Irene WangJohnny Corde - Robert S. BenjaminCarly Mitchell - Tina Kim Quality Assurance Testing Paul LaneAllwin BabyR. J. HelmsChristian Buel Thank you to the boys and girls over at the Bethesda Softworks Forums for all your support! I wouldn't have been able to do it without you. Link to comment Share on other sites More sharing options...
Akallabeth Posted August 12, 2011 Share Posted August 12, 2011 Downloading now! I will rate it and post my opinions here when I complete it. :) + Kudos for the release. Link to comment Share on other sites More sharing options...
mnemnoch Posted August 12, 2011 Share Posted August 12, 2011 What level do you recommend to tackle your mod? Thanks for the release. Link to comment Share on other sites More sharing options...
AlexanderJVelicky Posted August 12, 2011 Author Share Posted August 12, 2011 What level do you recommend to tackle your mod? Thanks for the release.I tried level scaling it all, so any is fine really. Just make sure you have an ample amount of ammo with you. I may still need to do some tweaking there. :P Link to comment Share on other sites More sharing options...
Akallabeth Posted August 13, 2011 Share Posted August 13, 2011 (edited) This is my list of issues so far. The transition area to D.E.I.M.O.S is strangely placed in the middle of a parking lot and not as a high security military bunker entrance. Johnny Corde dialogue does not match what he says. First contamination door is bugged for a while I kept receiving the message "This door is activated elsewhere" Details and directions for quests could be elaborated upon, more quest updates and information on what to do. A PA system could be added to areas when the PA is used, perhaps a force greet so the player pays attention and the doors would not need to be locked. The intro video is located quite far in and broke immersion, perhaps puttiing it at the start or the end would be better. The creatures found outside seems to be mix and matched in past and present, some continuity and reasoning would be nice. The Deathclaw trapped in the small one door room was very odd. I suggest all past creature spawns should be smaller in size to differentiate the affects of the FEV over the years. Unfortunately we have no world map. The Keycard quest would not finish even though I collected the card. DC Journal on the chair can not be picked up due to proximity to the office table, I had to do TCL to get it. The past animals explode, it is an odd effect but I guess they really need removed, outside they could degrade in a green acid like effect matching the environment. Now the serious two problem, fighting the mass of teleportning robots, the fight itself was not bad, but the doctor needs to hide a little further back as I did accidentally kill him with a grenade at the entrance once. The part after the robots the doctor keeps getting killed because he runs around the base like an idiot attracting the attention of all the creatures and I can not protect him because I am meant to reboot the system. This is the bit I am currently stuck on as he dies either when I leave to reboot or when I come back and he runs around the base. Apart from those small issues the mod is as good as a DLC when it comes to quality and acting, I think the mod could do with a few custom created assets but even without it is fantastic. I will give my full opinion when I finish it, but as I said I am a little stuck at the moment. Edited August 13, 2011 by Akallabeth Link to comment Share on other sites More sharing options...
Glenstorm Posted August 13, 2011 Share Posted August 13, 2011 This is my list of issues so far. The transition area to D.E.I.M.O.S is strangely placed in the middle of a parking lot and not as a high security military bunker entrance. Johnny Corde dialogue does not match what he says. First contamination door is bugged for a while I kept receiving the message "This door is activated elsewhere" Details and directions for quests could be elaborated upon, more quest updates and information on what to do. A PA system could be added to areas when the PA is used, perhaps a force greet so the player pays attention and the doors would not need to be locked. The intro video is located quite far in and broke immersion, perhaps puttiing it at the start or the end would be better. The creatures found outside seems to be mix and matched in past and present, some continuity and reasoning would be nice. The Deathclaw trapped in the small one door room was very odd. I suggest all past creature spawns should be smaller in size to differentiate the affects of the FEV over the years. Unfortunately we have no world map. The Keycard quest would not finish even though I collected the card. DC Journal on the chair can not be picked up due to proximity to the office table, I had to do TCL to get it. The past animals explode, it is an odd effect but I guess they really need removed, outside they could degrade in a green acid like effect matching the environment. Now the serious two problem, fighting the mass of teleportning robots, the fight itself was not bad, but the doctor needs to hide a little further back as I did accidentally kill him with a grenade at the entrance once. The part after the robots the doctor keeps getting killed because he runs around the base like an idiot attracting the attention of all the creatures and I can not protect him because I am meant to reboot the system. This is the bit I am currently stuck on as he dies either when I leave to reboot or when I come back and he runs around the base. Apart from those small issues the mod is as good as a DLC when it comes to quality and acting, I think the mod could do with a few custom created assets but even without it is fantastic. I will give my full opinion when I finish it, but as I said I am a little stuck at the moment. "The door is activated elsewhere" thing pops up when another actor (NPC or creature) attempts to open the door to the airlock. You have companions with you? I had the same thing pop up but I had a dog with me. Or maybe it's the molerats. Intro video is kept far in? Wasn't that perfect placement? Right about the time everything went white and the story really started... IMO it couldn't get any better. Better than putting the intro video at the end anyway. Link to comment Share on other sites More sharing options...
Akallabeth Posted August 13, 2011 Share Posted August 13, 2011 (edited) No companions, I do not use any or take any with me. The video had a good effect in that location, but you do have to admit it does break immersion, perhaps a good way to solve that is to have a story based slideshow after the video, much like the DLC's. Edited August 13, 2011 by Akallabeth Link to comment Share on other sites More sharing options...
Akallabeth Posted August 13, 2011 Share Posted August 13, 2011 Just finished and my word was it great! First the remaining issues I had. A small continuity issue with the blue barrier, when the card is stuck in the slot (Which is a nice paradox by the way) one can continue to pass through the barrier to the containment thing without it. I suggest having a button that deactivates the barrier permananty when it is first used. Another issue was in the past it is more common to find caps than pre-war money, it is not major, but just a small continuity thing. The Lt. phone message to his wife is found by his body, which is odd considering what it is, should it not be on Johnny Corde from the start and given to the player as it was a message to be given to the Lt. descendants? The mod was also fairly quiet, no music perhaps some ambient music or a mini station would be nice. Not a bug but a small suggestion, a player reward a mini perk would be excellent, something to do with being a time traveller. Glenstorm, do you think Johnny Corde is causing the "This door is activated elsewhere" by his proximity to it? In my playthrough he is standing very close to the location. Also if anyone ever gets stuck like I did; Try closing all the doors after you, it helps stop the endless arrival of creatures and the death of the Doc. So my opinion on the mod; What a story! It was really engaging, nice level design, great voice acting, the scripting was well executed and scenes were often cinematic. I was heartbroken that Lt. and the Doc both died, but I had a bad feeling that they would be. Johnny Corde is obviously a descendant and I was hoping to get some closure from telling him what happened, but the only text I had was telling him the place exploded and all he effectively said was "Huh". The reward heavy weapon is impressive, not used it though as I prefer my guns to energy weapons, but it takes pride of place in my underground hideout. It was odd seeing the Deathclaws, made me panic a fair bit, as no doubt they were intended to do. In all the combat was not that hard but I am a high level, it was still satisfying though and not as repetitive like some mods. The Back to the Future quest reference was fantastic, I love that film. What is the next project? I really, really want to see more! Link to comment Share on other sites More sharing options...
AlexanderJVelicky Posted August 13, 2011 Author Share Posted August 13, 2011 Thanks everyone! I have been hard at work taking notes on your bug reports and suggestions. I am looking into the worldspace crashing, though so far I haven't any leads. I did, however, patch the mod! Version 1.01 is now up!! Here are the patch notes: - Made Dr. Matthews essential.- Moved DC Journal in storage area so you can now grab it.- Grabbing the Lvl 3 badge before triggering the objective now properly completes and displays the objective.- The animals now simply dissapear, instead of exploding as they do. It's more subtle. The animals need to disapear as they are dynamically spawned denfinitly, and their bodies would clutter the game, causing it to crash.- Gave the maintenance bot WAY more health.- Made the maintenance bots weapons far stronger.- Fixed faulty conditions that prevented two of Johnny Corde's dialog lines from showing up.- Temporarily disable spawns so Mitchell will talk to you after you escort the robot.- Flopped packages so now Matthews hides in the Deimos Room, while Mitchell defends it... Instead of the other way around... Alexander J. Velicky Link to comment Share on other sites More sharing options...
Akallabeth Posted August 13, 2011 Share Posted August 13, 2011 That will fix almost all my issues, downloading now. Keep up the great work AlexanderJVelicky, I will play the start and end bit, and see if I get Johnny's missing lines this time. :smile: I was so impressed with this I downloaded your old The Collector mod to see what that is like, I am about to play that now. Link to comment Share on other sites More sharing options...
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