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Anyone for a trip to mars?


devinpatterson

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Well devin if you wanna do some recolor/retexturing of the alien stuff it would make sense even with their tech changing little (BTW I'd think the theory of the aliens being very long lived is right on the money, heck they made a human little girl stop aging 200 years ago, who knows what they did to themselves?), since we envision this as a separatist group of aliens from the Zeta race. They may have separate design principles (for whatever social or theological reasons they separated), and could have changed something like the color scheme intentionally to differentiate themselves, like the Outcasts painting their armor red and black.

 

 

I think what he was getting at with the Bill posse type encounters was boss-fight style encounters, the biggest baddest guys of the Chinese crater getting their hands on the armor and using it (figure most of the people of the base were killed or ghoulified but some small population of normal people could have survived) probably mostly ghouls, either of the original strike team he mentions or Chinese ghouls.

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So if you really want it to be a very controlled item for everyone it either needs to run off something harder to overpower (like my AP suggestion) or make unique powercells with a charger of some type, or perhaps the device itself would just build charges over time, like the chem duplicating implants.

 

I don't really see any evidence of a AP related link in the aliens/lore, it doesn't affect their movement. With or without the shield the aliens still act like epileptics on a killing spree. Plus some people never use AP (I never go into vats) so I don't think it would be a penalty per se for those peeps.

 

But in re: to other mods making alien power cells we have to go as the game is set up. There will always be opportunities for modders to add items (whether balanced or not). Heck most players can add as much of anything as they want through the console. I guess that all depends on their choice of play. I suspect I'll focus on just getting the shield working (it has 3 DR entries, instead of 1, and a few other small peculiarities) and leave the question of balance open for the moment. But if I was a gambling man I'd probably bet we go with option 2 (ie a little better than top end power armor), because players will always find a way to optimize the rules. So sticking with armor that's in league with it's peers is safer.

 

 

Well devin if you wanna do some recolor/retexturing of the alien stuff it would make sense even with their tech changing little (BTW I'd think the theory of the aliens being very long lived is right on the money, heck they made a human little girl stop aging 200 years ago, who knows what they did to themselves?),

 

True, plus super mutants seem to be very long lived as well, which ties in with our 4 strand dna story/timeline. I agree their abilities in genetics are off the charts compared to humans. So the long lived theory could very well be right on the money. As you pointed out Sally seems to support that, since she's "been here a while, a long while." All of which fits our storyline well.

 

So I think I'v got a lot of junk to work on, and I know Kibblesticks is gonna be swamped with models. But we have Bloomfield to make back on earth and I was wondering if you and/or Trooper wanted to start on that? I don't know how comfortable you guys are in the geck, but the storyline is pretty well laid out in the wiki. I can whip up a child wasteland worldspace for you guys, and help with the repair scripts in the storyline if you guys are ready to get your hands dirty.

 

We need to clarify some of the Mars sub-plots as well, but I think we're close to starting work on the mars worldspace pretty soon too.

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Bloomfield seems to be in Legion territory....

 

As for the Boss fights, I meant that Xera and her squad would be Americans in a Chinese base, and that her squad mates are unique posse-like boss fights; possibly like metroid Prime 3, where some genetic/cybernetic upgrade (an experimental FEV strain?) made them go insane and you need to put them down like rabid dogs.

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Well devin if you wanna do some recolor/retexturing of the alien stuff it would make sense even with their tech changing little

I'd like to try my hand at texturing. I'm familiar with GIMP, but I've never worked with texturing before... anything that I could jump in with?

 

[qBut we have Bloomfield to make back on earth and I was wondering if you and/or Trooper wanted to start on that? I don't know how comfortable you guys are in the geck, but the storyline is pretty well laid out in the wiki. I can whip up a child wasteland worldspace for you guys, and help with the repair scripts in the storyline if you guys are ready to get your hands dirty.We need to clarify some of the Mars sub-plots as well, but I think we're close to starting work on the mars worldspace pretty soon too.

I can't make any promises GECK-wise, but, I'll mess around a bit.

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Bloomfield seems to be in Legion territory....

 

Woudn't sweat it, lots of NV is in legion territory. Or were you wondering if you should include htem? I think they'r "capital" is Flagstaff, so it's hard to say how active they are in south AZ. But your call if you want to throw them in.

 

As for the Boss fights, I meant that Xera and her squad would be Americans in a Chinese base, and that her squad mates are unique posse-like boss fights; possibly like metroid Prime 3, where some genetic/cybernetic upgrade (an experimental FEV strain?) made them go insane and you need to put them down like rabid dogs.

 

The thing I'd worry about in that scenario is they'd wipe out the Chinese ghouls, and I kinda would enjoy a base full of Red ghouls to slaughter. Then in addition the other black ops and Xera don't play well together (to put it mildly).

 

I'd like to try my hand at texturing. I'm familiar with GIMP, but I've never worked with texturing before... anything that I could jump in with?

 

Sure. All the assets (well most, at least the statics) are in the vanilla bsa's. Mess around with them and see what looks good. Some pointers;

 

Edit up your geck.ini to allow two gecks running simultaneously. That way you can have the FO3 geck loaded with zeta to guide you the models (the nif names). Virtually none of the zeta resources are listed in the NV geck (with a few exceptions), so your going to be extracting nif's and textures via FOMM. Ruadhan2300 did a huge public service by giving ref id's to all the assets here and if we end up using a lot of the zeta resources I'll ask him if we can merge his mod. But you may find it useful if you can't get a FO3 geck up and running (in fact I endorsed it, because he's saving people a lot of hassle). Let me know if you need additional details on the process.

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Unfortunately I can't dop anything on GECK something keeps eating files of it whenever I install it. All I can offer in actual work on the mod is I can definitely type up dialog or flavor text notes/computer entries, and I can try doing texture work with Gimp if needed. More than happy to help with those tasks of course, and with helping fill in the storylines.
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Unfortunately I can't dop anything on GECK something keeps eating files of it whenever I install it. All I can offer in actual work on the mod is I can definitely type up dialog or flavor text notes/computer entries, and I can try doing texture work with Gimp if needed. More than happy to help with those tasks of course, and with helping fill in the storylines.

 

No worries, just do what you want to try out.

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]Woudn't sweat it, lots of NV is in legion territory. Or were you wondering if you should include htem? I think they'r "capital" is Flagstaff, so it's hard to say how active they are in south AZ. But your call if you want to throw them in

TBH I'm not really clear on the plot and setup as it stands now. I get lost easily.

So, more shots in the dark.

Bloomfield is big, but bringing in a vanilla faction is probably overdoing it...

 

The thing I'd worry about in that scenario is they'd wipe out the Chinese ghouls, and I kinda would enjoy a base full of Red ghouls to slaughter. Then in addition the other black ops and Xera don't play well together (to put it mildly).

Are the squad mates defectors? Or perhaps one of the squad mates was a traitor, and none of them know which one, leaving them suspicious of each other's motives to this day... throw in 200 years of decay and post-war insanity, and it's no surprise they're at each other's throats.

Yeah, ghouls are great. A Feral horde + Nonferal red menace + deranged/"malfunctioning" base systems + black ops civil war mashup feels delicious.

Anyway, are the squad mates/enemy minibosses all in the same dome/station? They could be scattered (sleeper agents?) among the various stations. Possibly ties in to the player's exploration/impetus for traveling- hunting them down as a "side quest" of sorts...

 

 

Sure. All the assets (well most, at least the statics) are in the vanilla bsa's. Mess around with them and see what looks good. Some pointers;Edit up your geck.ini to allow two gecks running simultaneously. That way you can have the FO3 geck loaded with zeta to guide you the models (the nif names). Virtually none of the zeta resources are listed in the NV geck (with a few exceptions), so your going to be extracting nif's and textures via FOMM. Ruadhan2300 did a huge public service by giving ref id's to all the assets here and if we end up using a lot of the zeta resources I'll ask him if we can merge his mod. But you may find it useful if you can't get a FO3 geck up and running (in fact I endorsed it, because he's saving people a lot of hassle). Let me know if you need additional details on the process.

 

I just downloaded it, thanks for pointing it out.

:geek:

Geck time.

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Just so I'm not working on something that someone else is doing, is anyone making Bloomfield atm? If not I'd really like to be able to make that. I'd really like the chance to work from an official design document and try my hand at a large level, plus I can generate LOD and whatnot. I've already started with the basic blocking out of buildings and roads and I've created a few NPCs with dialouge as well. The Bloomfield Wikia entry has the story of Bloomfield 200 years ago. My thoughts are that Bloomfield is now under the control of Bear, who hasn't aged due to his supermutantness. In the past 20 years he has overthrown his master Kyle "the hook", and transformed Bloomfield into a thriving raider community. Though he is still a mercenary at heart, Bear's leadership is slowly guiding the Rusty Hooks towards a more civilized way of life. During his time as leader he has cleaned up the buildings, established a small farming area and tapped the power from BF's generators and other resources.

 

As for the NCR presence at the end of Van Buren, I figure we change the story a little bit to exclude the intervention of The Prisoner. Instead, we say that Dr.Victor Presper and his NCR troops reactivated the launch-pad's defences, took the rocket to the B.O.M.B 001 platform and never returned. We assume they died en-route and leave that storyline there. The rocket they left behind (Hermes XIV) has remained unmolested, protected by the launch-pad's defence system. The Rusty Hooks have neither the know-how nor the inclination to risk their lives trying to deactivate the automated robots and turrets. It can be suggested through notes that the NCR deemed Hermes XIV unfit for docking with B.O.M.B 001, as it had been heavily modified by the Enclave pre-war.

 

Been working on the thrusters for the rocket:

 

http://i1086.photobucket.com/albums/j454/kibblesticks/EngineUpClose.jpg

 

Size comparison:

 

http://i1086.photobucket.com/albums/j454/kibblesticks/RocketSizeShot.jpg

 

 

In GECK: They'll be bigger in the final version, I just like putting WIP stuff in the game :tongue:

 

http://i1086.photobucket.com/albums/j454/kibblesticks/ScreenShot294.jpg

 

 

Also, I've been messing with the domes, they work equally well in an open world as they do as closed Worldspaces. I think they definately look more visually impressive if you can see in and out. However I can imagine this creates a headache in terms of vacuums and LOD and such. One solution could be to put dummy buildings inside, so you get the illusion of seeing a city from the outside, but when you actually move inside it's a child worldspace like Megaton or DC. Just something to consider for quests and location creation :turned:

http://i1086.photobucket.com/albums/j454/kibblesticks/ScreenShot301.jpg

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