devinpatterson Posted October 4, 2012 Author Share Posted October 4, 2012 Hey guys we have a new team member for the mars project, MattWith2Ts :thumbsup: You can see some of his work at mattcharette.carbonmade.com, he'll be able to help split the workload on models, textures etc. :biggrin: Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 4, 2012 Share Posted October 4, 2012 Wow, that's great news! Link to comment Share on other sites More sharing options...
greenknightfury Posted October 5, 2012 Share Posted October 5, 2012 Awesome news! Link to comment Share on other sites More sharing options...
RainsfordXY Posted October 28, 2012 Share Posted October 28, 2012 This seems like a pretty sweet and popular idea. If you ever need a voice for a character, or somebody to mix sounds, I'm part of a crew that can help you. Just hit me up. Link to comment Share on other sites More sharing options...
greenknightfury Posted January 6, 2013 Share Posted January 6, 2013 Sorry about my long absence guys, madness infected my life for a while there. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted March 27, 2013 Share Posted March 27, 2013 Madness known as "school" on my end. Well, "school" "reading, and "modding and/or playing other games, and some fallout mods to boot."Speaking of which, there's a really really nifty Colorado City worldspace mod, complete with quests, voices, etc. which I've been working on.Mutant cannibals, (temporarily) mind-controlled ghouls, a shadow-war between an unknown NCR death squad and an unusually humane rogue BoS chapter, over the fate (and proper way to react to) a seemingly incurable plague, which infested the "brain bank" dome containing lots of tech and the remnants (presumably) of preeminent pre-war scientists.Plus monkeys, which I haven't seen yet, unfortunately; they're probably in the Dome itself. Can't wait ;D .Lessons I've taken from it (some mild spoilers): one, lots of high clif faces are a no-no; well, at least they need to be used very carefully. More importantly, and especially with lots of canyons, world-space markers are an absolute requirement. I've encountered like three in the Colorado worldspace thus far. And I'm using a mod that prevents you from running without getting tired out; I actually had to cheat and mod up my endurance to like 9 or ten (I subtracted a bit from my other stats... the total is still higher than it should be but it was just too dang annoying having to walk the same path halfway across the map just because I went back to unload supplies or turn in a quest and then went right back around...).more recently, I came across a very interesting place. It's a military bunker, as part of a quest. There were awesome albino acid ants. Sounded like an utterly epic fight, especially given all the mods I have i.e. manual reload. One problem: they're invisible. I had to switch on god/demi-god mode, otherwise I'd get killed by swarms of killer acid-breathing poison ants, while dodging insta-kill (within a second or two) gas clouds looking for the switches for AC, and I couldn't even see them. I literally had to unload hundreds of K-9000 rounds using only the reticule and UI enemy dashes to guess where they were. Hence the god-mode. I cannot afford to lose my armor and ammo (not to mention health) in fights I cannot win, because the meshes didn't load correctly or something. Third: the microphones were kind of bad... the voices were somewhat tinny. I also thought (not to diminish the sheer effort of a huuggge mod) that it didn't have the same... punch.. that the DEIMOS mod, for example, did. I went straight from the latter to the former; and the latter definitely had better mikes and/or acting and/or dialogue. I dunno, things will probably pick up as I go along. All in all it's amazing, I really recommend it. Link to comment Share on other sites More sharing options...
greenknightfury Posted December 20, 2013 Share Posted December 20, 2013 Madness known as "school" on my end. Well, "school" "reading, and "modding and/or playing other games, and some fallout mods to boot."Speaking of which, there's a really really nifty Colorado City worldspace mod, complete with quests, voices, etc. which I've been working on.Mutant cannibals, (temporarily) mind-controlled ghouls, a shadow-war between an unknown NCR death squad and an unusually humane rogue BoS chapter, over the fate (and proper way to react to) a seemingly incurable plague, which infested the "brain bank" dome containing lots of tech and the remnants (presumably) of preeminent pre-war scientists.Plus monkeys, which I haven't seen yet, unfortunately; they're probably in the Dome itself. Can't wait :laugh: . Ohh yeah that's a great one! Playing through it (again) at the moment after just finishing all the official DLC. The apes are in their own facility though, not the Dome itself. *heh* With all our talk of ghoul opponents in this thread a very good thing to play through with the Death Squad guys. Put it in another thread but should here as well, The Project Nevada "faceplate/visor/eyepieces get visible damage" effect from the headpiece options would be great to use with the suits for this, and they seem to welcome folks to add patches to make their armor compatible to that. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted December 24, 2013 Share Posted December 24, 2013 Just want to clarify: are we going with the two settlements (Vault City and Scrap City) holding 98% of the non-hostile people (and 100% of the "people" e.g. humans), and/or the odd 3 man survivalist ghoul/robot/mutant band here or there, but most everything wants to kill you, including the morlock colony (?) underground...could lead to a twin civilization-wilderness dichotomy: above ground, we have the dome and the jungle; below ground, there's the vault city and the morlock things.I'd prefer the latter where everything is trying to kill you. I'd like the mars mod to be high level, where you have to be a badas* just to have a slim chance of surviving. I just don't see normal humans making it, it's too harsh an environment. Anything alive/functioning should be only because it's par for the course in toughness and sheer badas*ness. So I'm not partial to the scrap city per se. But the Sherrys/Carrys/Marys were sealed in a vault so they'r not a problem. If I remember right you guys were partial to it (scrap city) and in general more humans having survived thoughout the project. But I suspect what will actually happen, is the question your asking will be answered by the ideas we come up with for encounters. Ie. if you come up with great ideas for a scrap city it will be hard not to include it. Well, the humans can certainly be trying to kill you too, just more subtle about it. :tongue: After all the Sherry's probably wouldn't accept the player right off, now would they?What about having Terminator-esque cyborg survivors? Or maybe a few Enclave execs who ended up on the planet as a last-ditch scenario? Link to comment Share on other sites More sharing options...
greenknightfury Posted December 24, 2013 Share Posted December 24, 2013 One point for the two settlements also creates a wonderful idea for an optional ending for the Sherrys: Getting the two settlements to work and live together. Of course that would involve removing the generations built xenophobia and subconscious belief that anyone not one of them isn't a "real person", and probably convincing/destroying/reprogramming the mainframe. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted December 24, 2013 Share Posted December 24, 2013 One point for the two settlements also creates a wonderful idea for an optional ending for the Sherrys: Getting the two settlements to work and live together. Of course that would involve removing the generations built xenophobia and subconscious belief that anyone not one of them isn't a "real person", and probably convincing/destroying/reprogramming the mainframe. Or it could end up like Tenpenny tower. With the Sherrys killing everyone. :tongue:That was by far the best FO3 quest ending- just because you, the great PC, manage to finagle two groups into cooperating doesn't mean they'll stay that way... it really made the characters involved "come alive" and emphasized that no, you are not a god who can force people to change overnight. Link to comment Share on other sites More sharing options...
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