devinpatterson Posted February 25, 2012 Author Share Posted February 25, 2012 femember that the gravity is different and the space bar will be quite different in effect... Actually I have been working on that, just forgot to mention it. It's a hidden perk called "rocket man". It decreases movement speed, increases jump height, increases carry weight etc. It won't be a perfect simulation, but I havn't found any way alter the havoc engine settings directly so.... Currently I'm experimenting with the actual value (38% of gravity), but as Kibblesticks mentions that may have to change depending on game mechanics. It's also a real pain because you have to go in and change all the critters as well, lot of data entry. But with some extra work, I think it will be do-able. We'll see if it's worthwhile..... Link to comment Share on other sites More sharing options...
devinpatterson Posted February 25, 2012 Author Share Posted February 25, 2012 I just thought it'd fit well with simple, geometric designs like the staple 50s sci-fi uniform. Like this. Can easily find a replacement though, That pic is ringing a bell for me, I think I'v seen a good base in the vanilla assets, wish I could remember what it was. I like the idea of all the lava tubes and such, adds the underground elements which allow for things like the Morlocks and the GECK cavern test/mutant GECK accident we talked about earlier in the thread. Also adds a good way for the GECK and FEV creatures to be getting into the domes if we do put the monorail underground, they simple come from connected passages that lead to different parts of the surface/the underground GECK site. Also allows for easy connection of areas cut off by devastation of the Chinese attack. I'd vote either way with the use of DLC content honestly, there are some really great things in the DLC's but if you want to make it available to all by recreating the stuff instead of using the DLC files I'm cool with it. I'v just come to realize that not everyone has the DLC's. Marryberry (one of our voice actress's) doesn't, I think Trooper said he doesn't have OWB (which BTW is well worth the price, probably my fav DLC). I'd just hate to leave peeps out in the cold. turns out I was confusing two different notes one on the supermutants and one on the Abominations..................As shown by the little girl in Zeta the aliens seem to be able to make humans immortal by stopping their aging so it is possible that some of the subjects were still alive deep within in a sealed portion of the ruins. No worries, I don't remember a lot of stuff from the game, I depend heavily on the Wiki. Yeah it's possible to have people in cryo, but not modern ones. The base should be before zeta which was 1600(?) or earlier, so were probably talking a few hundred before that, maybe medieval age on back to ??. If we go with it really being ancient it'd be interesting to have a cro-magnum (possibly a altered supermutant mesh, scaled and rigged to a human skeleton). But that's probably overreaching. I for one would vote for the Chinese crater/base definitely, .......A separate set of alien ruins that obviously wasn't Zeta alien in origin! Yeah I think the Chinese base could be a lot of fun. Make the top levels of the base completely vaporized, black crater with just some subterranean levels. I'd like to have a reinforced stealth suit too. Nothing insane, maybe just a 2 or 3 more DT and some slight visual tweaks. But I'd strongly reccomend, for the alien ruins we should really sticks with what we have. Two unique items/things is something of a paradox. Plus we have so much going on (I mean this mod is looking like an official DLC in scope) that anything more we add should probably be unique and tied directly to the storyline. OWB is the only one that I see as worthwhile, IMO.....the laser tripwire trap and script, plus all of the sci-fi elements would all work well with the concept. There are also growth crystals, IIRC. Yeah I do like OWB a lot, but I think the laser tripwire and scripts can be re-created pretty easy. The crystals are cool, esp for the lava tubes. But they are *really simple* models so I think we can re-create those without a problem. And through in some alpha transparancy to make them really seem like crystals. Maybe a a pulsing light would be cool, possibly alter the color (or not). There are plenty of smaller volcanoes in the Tharsis plateau, it's like a quarter of the planet, so craters, gashes etc. are there aplenty.The lava tube subway sounds like the way to go. Maybe the "elevated" train tracks from OWB can be lain across the tunnel interiors? Absolutely. Any of htem are good as long as the actual world area is nestled in a high walled crater. I initially preferred the poles as being the most inhospitable and having access to water. But your argument won me over (in re: to lava tubes), and it's probably better for the toxic jungle anyway since the poles get down to -225 F. So wherever you guys think is good as long as it doesn't have active volcanism, and can have a meteor impact to reveal part of the ruins. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted February 25, 2012 Share Posted February 25, 2012 I'v just come to realize that not everyone has the DLC's. Marryberry (one of our voice actress's) doesn't, I think Trooper said he doesn't have OWB (which BTW is well worth the price, probably my fav DLC). I'd just hate to leave peeps out in the cold. I have the first three, but I've only played through Dead Money; I haven't picked up Lonesome Road yet.OWB is great from what little I've seen, but I don't have any of my old saves ("trial run" on a bare-spec laptop with a fresh install) so I need build up my level to the point where I can actually survive it... No worries, I don't remember a lot of stuff from the game, I depend heavily on the Wiki. Yeah it's possible to have people in cryo, but not modern ones. The base should be before zeta which was 1600(?) or earlier, so were probably talking a few hundred before that, maybe medieval age on back to ??. If we go with it really being ancient it'd be interesting to have a cro-magnum (possibly a altered supermutant mesh, scaled and rigged to a human skeleton). But that's probably overreaching. Dang... I really need to play Zeta.I never play the last DLC. I guess it's because of the timing..? Yeah I think the Chinese base could be a lot of fun. Make the top levels of the base completely vaporized, black crater with just some subterranean levels. I'd like to have a reinforced stealth suit too. Nothing insane, maybe just a 2 or 3 more DT and some slight visual tweaks. actually, that Xera (?) assassin seems like a good fit with the Chinese; it also tidies up potential snafus with the "main" American conflict, and explains why no one else has ever bothered to go there.It could be a prequel/sequel of sorts to the main quest. But I'd strongly reccomend, for the alien ruins we should really sticks with what we have. Two unique items/things is something of a paradox. Plus we have so much going on (I mean this mod is looking like an official DLC in scope) that anything more we add should probably be unique and tied directly to the storyline. Yeah I do like OWB a lot, but I think the laser tripwire and scripts can be re-created pretty easy. The crystals are cool, esp for the lava tubes. But they are *really simple* models so I think we can re-create those without a problem. And through in some alpha transparancy to make them really seem like crystals. Maybe a a pulsing light would be cool, possibly alter the color (or not).Resources to use:skeleton? enemiesbrain botscrystalsrails (subway)cavescrystalssci-fi paraphernalia given the current workload (and the fact that we're gunning, as always, for DLC level content) requiring one highly engaging and relevant DLC isn't too much of a problem. It would also (presumably) simplify the resource sharing, as IIRC there were a few thorns in getting master files/models to share across several ESPS with the Sunset mod. Absolutely. Any of htem are good as long as the actual world area is nestled in a high walled crater. I initially preferred the poles as being the most inhospitable and having access to water. But your argument won me over (in re: to lava tubes), and it's probably better for the toxic jungle anyway since the poles get down to -225 F. So wherever you guys think is good as long as it doesn't have active volcanism, and can have a meteor impact to reveal part of the ruins.Meteor impact, tunnel collapse, even a caldera implosion/landslide. Sci fi or no, a meteor impact "exposing" the ruins would cause a lot of damage and cover it in dust and debris..that could be a good thing, though, as it would complicate the tech recovery and explain the digging. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 25, 2012 Author Share Posted February 25, 2012 OWB is great from what little I've seen, but I don't have any of my old saves ("trial run" on a bare-spec laptop with a fresh install) so I need build up my level to the point where I can actually survive it... Yeah it's a kick, my favorite. Dang... I really need to play Zeta. Yeah, it's fun(ish). I mean don't get me wrong I enjoyed it, but it really kneecapped lore, in my opinion. Plus if you go through it high level (and most probably do) the inertia suppression fields are set to a insane amount. 110% damage resistance if the player is level 30+, making combat fatiguing to say the least. But those caveats aside, you'll enjoy the adventure. actually, that Xera (?) assassin seems like a good fit with the Chinese; it also tidies up potential snafus with the "main" American conflict, and explains why no one else has ever bothered to go there.It could be a prequel/sequel of sorts to the main quest. Perhaps....so much of the backstory ties in with the US military. But what the hell, I'll run it by her and see what she thinks. Resources to use:........skeleton? enemies True, and many more like the new cyberdog skeleton (which I suspect has a new projectile node for their sonic blast), valences, the flicker script for holograms, probably a ton I'm forgetting. given the current workload (and the fact that we're gunning, as always, for DLC level content) requiring one highly engaging and relevant DLC isn't too much of a problem That is a persuasive argument, the workload is already daunting. Well we could include OWB and then *if* we have time we can go back and retrofit custom assets to most of it *if* we decide to go that way. Meteor impact, tunnel collapse, even a caldera implosion/landslide. Sci fi or no, a meteor impact "exposing" the ruins would cause a lot of damage and cover it in dust and debris..that could be a good thing, though, as it would complicate the tech recovery and explain the digging. Yep I think that would work to our advantage. Maybe find a little lost rover that fell into the ruins, once your deeper inside. Also be cool to have a inertia suppression field in the ruins as the ultimate armor (one of the smaller versions, like DR 50% or less. Maybe change it to DT since we're in FONV. Perhaps 25 or 30DT, as tough or tougher than the best power armor, but no weight or encumbrance. I can include the comfy clothes enchantment on it (I think it gives you +1 agility or something like htat). Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted February 25, 2012 Share Posted February 25, 2012 Caraunius Tholus is a rather interesting volcano.It's very steep- so steep, that it was initially thought to be a strato-volcano. Current consensus seems to be that erosion did it. http://img715.imageshack.us/img715/1065/mountainp.png It also has an "interesting" trio of canyons, which lead into an Impact crater to the north. http://img684.imageshack.us/img684/8053/withacanyon.png the search continues.... Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted February 25, 2012 Share Posted February 25, 2012 True, and many more like the new cyberdog skeleton (which I suspect has a new projectile node for their sonic blast), valences, the flicker script for holograms, probably a ton I'm forgetting.You've forgotten more than I can remember.Game time, definitely. I'll probably just cheat up to level 15 or so (that's entry level, right?) and play through it on vanilla. That is a persuasive argument, the workload is already daunting. Well we could include OWB and then *if* we have time we can go back and retrofit custom assets to most of it *if* we decide to go that way. Sounds like a plan. Yep I think that would work to our advantage. Maybe find a little lost rover that fell into the ruins, once your deeper inside. Also be cool to have a inertia suppression field in the ruins as the ultimate armor (one of the smaller versions, like DR 50% or less. Maybe change it to DT since we're in FONV. Perhaps 25 or 30DT, as tough or tougher than the best power armor, but no weight or encumbrance. I can include the comfy clothes enchantment on it (I think it gives you +1 agility or something like htat).Hmm... this sounds great, but what's the catch?Perhaps it would need constant recharging- i.e. it's "condition" depletes while you're wearing it, and you "repair" it with fission batteries/charge packs etc?Also an inertia field could explain how/why the ruins survived multi-kiloton kinetic impacts... Mars' atmosphere doesn't offer much resistance...Speaking of which, what sort of countermeasures would the base have in the event of an impending impact? Deflecting it off course while it's farther out seems like the best option, but unlike earth, even a smallish asteroid is deadly...actually, there could be (or have been) a system for artificially induced, BOMB style meteor-strikes on demand. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 26, 2012 Author Share Posted February 26, 2012 (edited) Also be cool to have a inertia suppression field in the ruins as the ultimate armor Hmm... this sounds great, but what's the catch?Perhaps it would need constant recharging- i.e. it's "condition" depletes while you're wearing it, and you "repair" it with fission batteries/charge packs etc?Also an inertia field could explain how/why the ruins survived multi-kiloton kinetic impacts... Mars' atmosphere doesn't offer much resistance... Yes it could require a powercell or fusion cell every # of minutes or be unequipped. Alternately if we can add a group of micro-fusion or power cells to the repair list that'd work (kinetic energy doesn't actually damage the sheild but does drain it). Balance it out so maybe 20 MF's or 40 energy cells, or a few fusion batteries (whatever the prices and rarity dictate). Anything that has juice. But it won't work if you can only ad a single item instead of a group to a repair list, that'd be ridiculous, because you'd be able to repair it 25 or 30% with a single power cell. Workbench recipes are a possible option. The downside with the workbench recipe is I think you'd have to get a fully recharged inertia field from the recipe each time. So say it takes 100 energy cells (just for example) to recharge the field. And your field is down to 80%. You'd only be able to use the full 100 cells. If your at 20% you'd use 100 cells as well. Ie. it doesn't scale. We'd have to make separate recipes to if we wanted different repair precentages for different numbers of cells and people probably won't appreciate us cluttering up their recipes with 5 or 10 entries. Plus more entries if we want to be able to rechage it with other power sources (fusion batteries, MF's etc). And the last option is no repair list, only vendors that repair, can fix ("recharge") it. A variation on all of these, that could work well, (but be very limiting) would be only using alien power cells. They are much rarer, but it makes a lot more sense. And since they are rarer we could bump up the DT some and still have game balance. It would be your ace in the hole. I noticed the aliens wore the inertia field over their normal clothes, it's possible you could even wear it over normal clothes like the aliens, which implies over armor. That would make a straight up additive bonus to whatever you wear normally.....but that's probably ridiculously powerful. Speaking of which, what sort of countermeasures would the base have in the event of an impending impact? Deflecting it off course while it's farther out seems like the best option, but unlike earth, even a smallish asteroid is deadly...actually, there could be (or have been) a system for artificially induced, BOMB style meteor-strikes on demand. Phobos moon station is a BOMB platform, remember, it's what shoots down the player (it has a malfunction shooting down the players incoming rocket and the player miraculously survives to crash land). It's probably what destroys the Chinese base as well, after US forces (commandos) disabled it's anti-missle system. That's why it's a target to take out whether directly (our Phobos adventure) or through the mainframe, so the player can return to earth. The main base will also have laser batteries and missile batteries (I'll muck around with the mesh and see if I can't cobble together something that looks like a 4 or 6 stack missle turret). But those are only for very small targets, not planet shakers. Edited February 26, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted February 26, 2012 Share Posted February 26, 2012 How about making the shield a rechargeable aid item a la the White Phial? IE it can be used every 8 hours or so. Perhaps the player can get a "dispenser" item which converts "energy" packs in the inventory into shield "charge" aid items, periodically giving out charge items up to a max of 5 or so... there could be different variations or upgrades, i.e. extra strength, additional bonuses (rad resistance, health regeneration) or extra charges/longer duration, kind of like how the shields in Borderlands gave different side effects.So the player needs three items in inventory to use it; an equipped shield, the charge pack, and a charge.Having a single MF cell repair only a small amount might be an option, too. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 26, 2012 Author Share Posted February 26, 2012 (edited) How about making the shield a rechargeable aid item a la the White Phial? IE it can be used every 8 hours or so. Yeah, don't think that'd be a problem. Perhaps the player can get a "dispenser" item which converts "energy" packs in the inventory into shield "charge" aid items, periodically giving out charge items up to a max of 5 or so... there could be different variations or upgrades, i.e. extra strength, additional bonuses (rad resistance, health regeneration) or extra charges/longer duration, kind of like how the shields in Borderlands gave different side effects. Probably, but you'd have to go a route that is like the sonic emitter. When you upgrade it, your actually getting a new item. If you go that direction than really any upgrade is possible. For instance you could have mixes of damage resistance (higher vs energy weapons for instance), "spell effects" like cause damage to enemies in melee with you etc. I don't recommend it though, partly because of game balance, but mostly because of lore. Your talking an item that is of very advanced alien tech and as alluring as it would be to make all kinds of goodies from it, it's unlikely the player is going to be able to alter it. I'd suggest we go with the unaltered inertia field (it's powerful enough as is), but just figure out a restriction related to charging it, that balances gameplay. Having a single MF cell repair only a small amount might be an option, too. That's actually the problem I was detailing above. I don't know of any way to repair smaller or larger portions through the repair menu. That's why I was hoping a group of items could be in a form list. That way a group of 20 or 30 MF's/EC's could be used for repair, but I don't think that's possible. It's no problem doing it that way through recipes though. EDIT: there is a player.setweaponhealthperc, which is the principle we're looking for, but it's only for hte weapon your holding. Still looking for a analogous command for the shield. Edited February 26, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted February 26, 2012 Share Posted February 26, 2012 The Backpack uses a linked weapon/armor item- they are "identical" i.e. losing one destroys the other; not sure how that would reflect on the shield, though. Link to comment Share on other sites More sharing options...
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