Blacksage81 Posted May 24, 2016 Share Posted May 24, 2016 (edited) After the past few months planning, modeling, and writing, I am pleased to announce my first published mod, Return of the Moon Race. Assumptions: None the Nerve Faction will be allies with the Minutemen and Neutral with both the Institute and the BOS. Features:Save Rooms. I plan to balance the difficulty of encounters at Survival level, or at the very least Very Hard, because of this there will be save rooms(at least two per dungeon), many seperated by a load door to provide a moment of respite and a chance to grab a few essentials.The Nerve FactionA "Danger Room" New items by Episode1: 9 chems (Long term buffs tailored to four popular play styles. Ranged, Melee, Sniper, and Stealth), Two legendary weapons with customized effects: Shatterpoint and Wrath of Saint Elmo1: (Custom meshes) Sniper Rifle, Smg, Short Sword, Light Armor.2: (Custom Meshes) Pistol, Shotgun, Scimitar, Warhammer, Medium Armor. Heavy weapon(Cannon) Heavy Armor, two melee weapons(tentative)3: (Custom Meshes) Five sets of power armor(the Base mesh is almost set up, took time off to flesh out earlier episodes) "In the year 1947 the Semiconductor was invented by Alphonse L. Raymond, his invention would have been a revolution in technological architecture, had he not been assassinated, for failing to agree to suppress his discovery. Alphonse was the de-facto leader of an independent international group of Tech companies, research laboratories, and financiers. His friends and family did not take his death laying down. Publicly they danced to the tune played by the powers that be, yet secretly they began to set in motion a grand scheme that would forever free them of their shackles... Fast forward 200 years. After investigating a previously undiscovered pre-war Chem lab belonging to a covert branch of the Government, N.E.R.V.E(National Emergency Recovery and Rescue Vanguard Ensemble), and an impassable door(Episode 1) The Sole Survivor encounters a mysterious man named Malachi Frost. Malachi intends to uncover the secrets within the base designated Nerve ending 01, however the base is sealed behind a vault door, and he needs someone with a connection to the mysterious organization..." Episode 1: Man from the MoonAid Leon Seyhak, Knight-Guardian of the Moon Race track down his quarry, and rebuild Nerve for the sake of a better tomorrow.Status 45%Primary Roadblock: Having trouble with getting my quest to fire. Quests: (1)You've got some N.E.R.V.E. Primary objective: Clear the Chem lab and secure the Recipe Holo-tape. (2) Aggressive Defense Neutralize the escaped prisoners. (3) Knight's Quarry Primary Objective: Apprehend the fugitive. (4) Blank's Mission Primary Objective: Classified. (5) N.E.R.V.E, First class Assist the enigmatic Ms. Mystery in rescuing the first recruitsUpdate: Contraband Chemicals will introduce players to the Nerve faction and a snapshot into the final moments of its Director Code name: Machete.Chems: First up you have the Flasks, 2 hour buffs that increase pertinent special stats and other buffs ie movement speed, increased damage, or damage reduction. There are no negative effects on any of the Chems offered by my mod. However, the flasks will be quite expensive to craft, but there is a benefit as the materials will yield 5 flasksSecond, there are Vials, or bootleg flasks, these are 50% as effective as the Flasks, but are much less expensive to craft. Each set of materials will yield 3 vials.Third, There is one special chem that does not have a bootlegged version, nor will it last for 2 hours. It's called Blue Bomber, and it is designed to turn the tide of almost any situation that you may find yourself in. Episode 2: Living Legends Classified. Episode 3: The War Effort Classified. Edited July 16, 2016 by black sage Link to comment Share on other sites More sharing options...
Blacksage81 Posted June 9, 2016 Author Share Posted June 9, 2016 Here is a demo Walk-through of Contraband chemicals Link to comment Share on other sites More sharing options...
yzerman19 Posted June 10, 2016 Share Posted June 10, 2016 This sounds like it will be a great mod! Link to comment Share on other sites More sharing options...
Blacksage81 Posted June 10, 2016 Author Share Posted June 10, 2016 (edited) Late Night update: Episode 0 or Contraband Chems has two overlapping quests which work so far. Contraband Chemicals which loads on start and puts a note into your inventory, which guides you to the location, and tells you to kill the raiders. I forgot to put them all in the same faction... good times. The second quest started... but forgot to tell me about it. Keycard access is still broken, elevators are less broken than in my video, but they still don't move. And I think I may have painted Lorelei(first boss) as a bit creepy(in a stalkery sort of way). June 12 Update:Big Story News, I am merging Episodes 0-1 and Episodes 2-3. (This will allow me to advance the story at a faster pace) However I am still releaseing Episode 0 as a beta, and after any possible bug fixed and balance issue have been addressed I will release the "Final" product as episode 1. Structure News: Due to the episodic merging certain locale may be moved, removed or gameplay elements shifted.(The story will still send the player to Pennsylvania, its just what will happen there will be different) Chem Test update: My chems are not game breaking enough. Although they are affected by Chemist. Blue Bomber lasts for 3 mins at Chemist 3... scary.What Blue Bomber currently does:Increases all Special stats by 10Restores 10K healthRestores 1K AP (still over 15sec)75% damage increase75 DR Tested Blue Bomber, Stalker, Sniper EliteBlue Bomber: insane healing effect works, testing buffed duration from 15 to 90 sec. Need more damage output, like a lot.Stalker: Stealth field works, but need to increase the stealth effectiveness. Other than that it works great... maybe a higher sneak attack bonus.Sniper Elite: It works, but its terrible. Need to rework it. Weapon Update:Shatterpoint: It's unfair. My level 150 Deathclaw test subject could not touch me. 3-5 shots cripple both legs. The base legendary effect is kneecapper :smile:, but that's not all it does.Wrath of St. Elmo: Also unfair, potentially more so than Shatterpoint. Each round knocks my Deathclaw down. The Nerf bat cometh. Still need to make the fire Blue.(Note: May buff and release as standalone for giggles) NPC: Interaction update:Lorelei: Still kills her team, its Ironic as she actually hates them. She may be too tough, she shreds my level 50 test dummy.The rest of her team die before I can kill them. Well, Scumbag managed to get a gun before he was one shot... Doors n' Terminal links:The Security Chiefs terminal actually opens the gate to the train station now. ( As my Guild Leader used to say "Progression!")Machete's Terminal still does squat, Damn job keeping me away from modding. They're lucky I need electricity and Internet...Data Vault Terminal: SquatCard readers: Squat Episode 2 Update: I finished sketching the layout of Nerve center, and decided on a few of its features. So after scanning the commonwealth I found the perfect building. So I went a head and copied it, and the entire cell that it sits on, and the 3 interior cells linked to it. Currently in the process of cleaning it up and removing duplicates of unique ref's, actors etc. Once that is completed I'll set new statics to completely change the feel of the room. June 18 Update: I've been modeling the shotgun that will be added in episode 1(things got shifted up again)Fleshing out the second quest of the Chem Lab. (It really inst a dungeon, more like a facility that you haven't secured yet.)Tore the elevator out and added a dizzying descent.Key card access works, though it is a very "hammer" solution. Feature removed Key card will still be necessary though.Lights! Videos: Wrath of Saint Elmo works, as intended but not as envisioned... progression. Now on to finishing the lights, please note that the lighting featured in my second walk through is the cleared lights layer. The lab will be on lockdown as you enter, so just know that there will be danger in the dark. Took some time off from the esp, as trying to get my lights working the way I want them to is frustrating...I picked up a side project (https://forums.nexusmods.com/index.php?/topic/4612270-gewnpool-a-work-in-progress/)in the hope that I finally get an armor out of blender. Apparently Nif's still kick my ass.. sigh... Edited June 30, 2016 by black sage Link to comment Share on other sites More sharing options...
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