devinpatterson Posted August 17, 2012 Author Share Posted August 17, 2012 (was trying to put together a Fallout style campaign for Gamma World recently) I want this ^^^Check the end of my post it bugged me in the Fallout games that there weren't mutations like that, Couldn't agree more Might have to script the FEV hazard from scratch though, probably with stages of effects, something like the levels of rad poisoning (I'd suggest Charisma/Intelligence damage along with the mutation chances, with a increased chance of mutation for each level of FEV infection). Makes sense, FEV mutants aren't know for their good looks, and I remember reading (I think under the fev experiments in vault 87) it drastically increased strength and size, while drastically decreasing intelligence. So I think your solid on lore there. I wonder how hard it would be to make some custom races and change the players race. Get a big enough dose and maybe you start to look a little green and warty like our friends the super mutant. Add a set scale to increase size and we'd have a pretty good visual indicator of the mutations progress. If I can figure out the change race thing and it's not too unwieldy, it will also be good for the general mutations (ie the perks, both positive and negative) we've been discussing. Everything from sores, scaly skin, albinism, 3rd eye etc. Lot you can do with textures. Shader effects could give you a glowing one's glow. I need to find that out for a blood mod (if you'v ever played the old pc game blood, or blood II, that's what it is) I'm working with the author to produce fixes for anyway so I'll try to look into that over the weekend. I'd say for mutation I think all of those are do-able, in fact I have a pretty good idea how to do the shroom on your shoulder, and possibly even extra (non functional) arm(s) and maybe a extra head. There's a body distortion mod on nexus. Maybe that could be used to give a giant noggin along with some psi powers or something similar. Well maybe not the giant head, since you'll need a helmet to complete the mod. But maybe over-sized arms = greater strength. I'll see if I can track it down. Re: the mutations I was going to allow them to be removed via specialized autodocs, so you could pick the ones to leave. That should keep players from going ballistic if there head grows a couples sized too big or their hair falls out. But it won't be for free. The specialized autodocs will be expensive to operate, or require parts to repair or some other work on the players part. I wonder if we will get mutation whores? People that push the bounds of rads and FEV in hopes of collecting mutations until they get a good one, then curing the bad ones. Sooooooooooo...........gama world. First thing I never played it, I picked up a s-load of rpg's, heavy metal mags and other fantasy stuff at a garage sale. I read through them like normal books. So I'm not going to claim any deep knowledge of the subject. But I would love a non-canon mod like that. Don't get me wrong, I like the challenge of trying to work the storyline into a canon setting. But I'd like to do a mod that allowed complete freedom to start it's own lore/history etc. I was going to float an idea for a mod, not related per se to Gamma world, but a mashup of all kinds of sci-fi that's in a similar vein. And I think Gamma world would fit right in. I don't have much in the form of ideas/plots just visual images I'm trying to portray. But here is a few I thought of, based off of current FONV resources; A giant domed city that walks on mechanical legs. I'v been playing with this idea for a while and it's actually what got me interested in a non canon mod. I originally thought of using it in the mars mod as a mobile research lab (and still may), but I want to do one that is a gigantic scale. I'd use the anchorage spider mines skeleton and the OWB WW walking eye meshes. Then add a clear dome and a city. It will have to use very detailed textures since it's going to be scaled up to ridiculous proportions, and a very detailed texture can hide a low polygon mesh. It won't be the size of a real city, but it will be friggin huge. Even from afar each step will cause the players screen to shake. I'm not sure if the citizens are one of the last bastions of pre-war tech, or isolated elitists or ???? The 2nd is a great brain either in the ocean (old animated sci fi flick) or in a bio jungle that pulses when it speak telepathically. In the flick (can't remember the name) it started out the result of a scientific experiment gone wrong, but wasn't initially evil. Later over 10's or 100's of years it became corrupted, senile and evil. Don't know if I'll follow that storyline, just a possibility. What would you say to a new thread based on a mishmash of favorite sci-fi ideas, adsorbed without shame, from whatever is appealing. Starting a whole new world. I'd probably just be story boarding for quite a while (most likely months), since we have a lot of projects going. But that would let us make a really rich lore for this game world before we even make the first model. Worth taking a shot at? Link to comment Share on other sites More sharing options...
greenknightfury Posted August 17, 2012 Share Posted August 17, 2012 Your race idea should work great as race/sex/size can all be modified with console commands. (forget what they are but I'm sure we could find them somewhere if we tried) As for the grabbag scifi world: Excellent! I'm sure many would love such a (basically total conversion) mod! For your walking city I see a few options: 1.) Peopled by purist elitist prewar remnants they look down upon anyone that has the slightest mutation as less than human and are a scourge on any non "pure" settlements they come across (basically walking city of the worst of the Enclave). 2.) City full of the mutated degenerate descendants of the original citizens that have fallen from the heights of their ancestors to a tribal or bestial existence (feral ghouls or a grab bag of mutant tribal raiders) that descend like a swarm of ravenous beasts on any settlement the wandering "sightseeing" path the city was set on by their ancestors take them, seen as a horrid curse upon them by the "Ancient Ones" by any settlement in that path. 3.) A walking Utopia that travels bringing trade in much needed things across vast harsh wastes, this city is both admired and/or despised by all who know of it. Shining beacon of all the wonders of the past it lets only the select few inside it's hallowed halls. Will the player be one such? And if so...what dark secrets might this wandering Eden hold? Link to comment Share on other sites More sharing options...
devinpatterson Posted August 22, 2012 Author Share Posted August 22, 2012 (edited) Your race idea should work great as race/sex/size can all be modified with console commands. (forget what they are but I'm sure we could find them somewhere if we tried) I'm hoping they will, but we have to use script commands. Console commands are (unfortunately) unavailable to us as mod authors (to the best of my knowledge) 1.) Peopled by purist elitist prewar remnants they look down upon anyone that has the slightest mutation as less than human and are a scourge on any non "pure" settlements they come across (basically walking city of the worst of the Enclave). That would be a good one to pair with a complete isolation, culturally speaking. Have them caught up in social activities/climbing in their own, tightly bound world. Anything outside teh city has less than 0 significance. Their city tramples a town, steps on a hive race queen brain, collapses a a canyon city with it's footsteps, etc etc.....and it doesn't mean a thing to the citizens. The only thing that is important is social standing within the city, the world for them stops at teh glass dome. Those that are on top have luxuries only dreamed about post apocalypse, those on teh bottom are worse than slaves. EDIT: or have them addicted to a VR life (or other vice like sex, drugs, etc and having become completely decadent. Like the court of Versailles) and completely oblivious to the outside world. 2.) City full of the mutated degenerate descendants of the original citizens that have fallen from the heights of their ancestors to a tribal or bestial existence (feral ghouls or a grab bag of mutant tribal raiders) that descend like a swarm of ravenous beasts on any settlement the wandering "sightseeing" path the city was set on by their ancestors take them, seen as a horrid curse upon them by the "Ancient Ones" by any settlement in that path. I like the contrast. Beautiful architecture, idyllic little parks etc along with snarling man-beast mutants. 3.) A walking Utopia that travels bringing trade in much needed things across vast harsh wastes, this city is both admired and/or despised by all who know of it. Shining beacon of all the wonders of the past it lets only the select few inside it's hallowed halls. Will the player be one such? And if so...what dark secrets might this wandering Eden hold? Hmmmm it's dark secret should prey upon the innocent in some way, so the player can be drawn into the conflict. Taking some vital life essence or organs (or whole wastelanders), clandestinely, to provide continual youth for select citizens of the city. But portraying themselves as benefactors of the wretches in the wasteland, drawing them in with beads and trinkets. I should probably split this off into it's own thread. Edited August 22, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
devinpatterson Posted August 22, 2012 Author Share Posted August 22, 2012 So there is this script effect of a "pushback" and with Mars gravity at only about a 1/3 of earths, I was thinking that all criticals (both by the pc and against him/her) could have a pushback effect. I think it along with the high jumping and slowed movement might make a decent illusion of low gravity. What do you guys thing? Worthwhile? Link to comment Share on other sites More sharing options...
greenknightfury Posted August 22, 2012 Share Posted August 22, 2012 Definitely, as long as we can be sure it isn't going to be as much as some weapons ingame can cause on a crit, don't want to find yourself falling for the last bit of damage to kill you just because something smacked you and you sailed 25 yards to go over a cliff. Link to comment Share on other sites More sharing options...
VaultPi Posted August 22, 2012 Share Posted August 22, 2012 curiosity in a boss fight? Link to comment Share on other sites More sharing options...
greenknightfury Posted August 24, 2012 Share Posted August 24, 2012 curiosity in a boss fight? Well from what we've discussed so far, there could be a number of "boss fights", even if it is just a named, advanced version of whatever creature. Link to comment Share on other sites More sharing options...
VaultPi Posted August 24, 2012 Share Posted August 24, 2012 curiosity Rover, fallout style, with mega laser, nuclear fuel source that explodes when curiosity dies (or if you target fuel source in vats and get really good crits), six wheels, scoop sampler, ovens, etc. Link to comment Share on other sites More sharing options...
greenknightfury Posted August 24, 2012 Share Posted August 24, 2012 curiosity Rover, fallout style, with mega laser, nuclear fuel source that explodes when curiosity dies (or if you target fuel source in vats and get really good crits), six wheels, scoop sampler, ovens, etc. Along with that I'd suggest you give it a sonic/laser drill for breaking things up to examine samples (this is Fallout destroying something to study it is practically the basis of their entire science *chuckles*), which also gives it more than smacking you with the collection arm or charging as an attack. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 24, 2012 Author Share Posted August 24, 2012 (edited) curiosity Rover, fallout style, with mega laser, nuclear fuel source that explodes when curiosity dies (or if you target fuel source in vats and get really good crits), six wheels, scoop sampler, ovens, etc. Along with that I'd suggest you give it a sonic/laser drill for breaking things up to examine samples (this is Fallout destroying something to study it is practically the basis of their entire science *chuckles*), which also gives it more than smacking you with the collection arm or charging as an attack. Hey guys, so I did put together a little rover, but it was a ways back and it's easy for it to get burried with a thread this size. I went in a different direction with my pitch (but it's not written in stone). It's a little involved so bear with me. To recap (and you can find more detail in my previous post, but I can't remember which number it was); One of the last surviving rovers (if not the last, there might be others, disabled and lost long ago) that landed over a decade (maybe two) before the mars project even began. This particular probe was named curiosity, after a probe sent over 50 years earlier (the counterpart to our curiosity) at the beginning of the century. I was also playing with the idea of having named after independence (you'll see why in a sec). This is the probe that discovered the alien entrance. It sent a special encrypted signal home "objective found" and the whole project shifted to high security and went dark to all the scientists (and anyone else following the signal) involved in teh mission. Only heavily encrypted signals were were transmitted from this point on and all records are lost in a highly secure military archive. To make a long story short, Curiosity entered the alien complex and during it's exploration provided ample evidence of extraterrestrial technology, where upon the mars project was born. A space race erupted, (although China didn't realize until later what was at stake), that the US won and established the mars base. They gathered up all the rovers (so that they couldn't be used to compromise the missions secrecy by any Chinese manned or unmanned landings) but were unable to locate Curiosity. This is where Curiosity's story takes an unusual twist. While exploring the alien complex it is compromised by a alien viri or prion that was developed for human alien hybrid experiments by the zeta race (the FEV pre-cursor that is rampant in teh mars project). This caused a mutation increasing it's intelligence (not sure if it's a dog, chimp or human brain) and also allowing it to break it's CODE programming. It became much more sentient/self-conscious than it was just a few days ago. It was even able to put together/reason what the general recall signal for all probes implied. A few days ago it wouldn't had mattered if Curiosity knew it was going to be disabled, but now things had changed and it did not abide the general recall, nor the self-destruct signal sent shortly after all the probes had gathered together. Curiosity was on the run for it's newly realized life, and understood the only way it could survive would be to hide from both the Americans and the Chinese (who would gladly dissect for the information it contains). So in essence that's the back story and I see Curiosity as the players ace in the hole. This little guy has been surviving for over two centuries, under the radar, and it knows things about teh project that even the mainframe and Presper don't. Secret entrances, bits of history etc. He's a invaluable companion. I made up a little model of him too. I need to re-do it, but this is a good demo of what he will look like. I'll also include the laser drill you'v mentioned above, the oven (so you can craft fire/hotplate recipes), etc. As you can tell, I have a soft spot for Curiosity and I see his involvement with the player during the mission just as deep as ED-E was during lonesome road (and he'll suffer ED-E's fate as well :( http://www.youtube.com/watch?v=IKZyERD9JLo&feature=plcp Edited August 24, 2012 by devinpatterson Link to comment Share on other sites More sharing options...
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