chucksteel Posted November 19, 2016 Share Posted November 19, 2016 but they are a covert organization so maybe you can explain it with "Sleeper Cells" who whisked the player away under the cover of darkness. But that would only really make sense within Boston. Then again, that should balance the lack of Minutemen presence in Boston quite nicely. Also safe houses etc.I imagine it would involve stealth boys and/or smoke grenades for cover. But the real Underground Railroad had people from Alabama all the way to Canada working on it. many un-named heroes. We really don't know how big the organization really is. Edit: Ok I didn't fact check that statement but my point still stands even if it didn't go as deep into the south as Alabama. Link to comment Share on other sites More sharing options...
Athanasa Posted November 19, 2016 Author Share Posted November 19, 2016 (edited) but they are a covert organization so maybe you can explain it with "Sleeper Cells" who whisked the player away under the cover of darkness. But that would only really make sense within Boston. Then again, that should balance the lack of Minutemen presence in Boston quite nicely. Also safe houses etc.I imagine it would involve stealth boys and/or smoke grenades for cover. But the real Underground Railroad had people from Alabama all the way to Canada working on it. many un-named heroes. We really don't know how big the organization really is. Edit: Ok I didn't fact check that statement but my point still stands even if it didn't go as deep into the south as Alabama. Except that isn't OUR Railroad. I mean, the FO4 railroad is based on it, but... Maybe they were a big thing before the whole Switchboard disaster, but not so much now? Edit: Theoretically, any Railroad aligned NPCs wouldn't SHOW themselves as such. They'd be masquerading as one of the other factions. Maybe potentially (if killed by raiders) it'd show as one of the raiders helping you? Edited November 19, 2016 by Athanasa Link to comment Share on other sites More sharing options...
Athanasa Posted November 23, 2016 Author Share Posted November 23, 2016 (edited) The vanilla 'bleedout' animation is pretty boring (not to mention in first person mode you're stuck looking at the ground). Combine that with potentially having it happen every time you die, it gets pretty boring. The solution? More bleedout style animations! Ideally based around being first person animations (with events forcing you into first person?) like entering the Cryo-Pod in Vault 111. Edited November 23, 2016 by Athanasa Link to comment Share on other sites More sharing options...
greekrage Posted November 24, 2016 Share Posted November 24, 2016 Here are some more tips. Tip #1 Place an object in the render window, I'll use a wall tile for example, Hold Alt and scroll your mouse wheel. The form will then change to other forms in it's family. It wlll eventually change to another family of objects but many wall tiles have 12 or more related tiles for different damage and looks. Tip #2 Select the same wall tile and hold Alt + Shift and scroll the mouse wheel. The objects material swap will change and you can scroll through any the object has attached to it. Note: This obviously doesn't work for objects that don't have material swaps. Tip #3 when going to edit material swaps go to File/Preferences/render window and turn off the selected object color. The default green (or if you changed to another color) makes it a real pain to see the material changes. Hope this help. TIPS OF THE F...KIN MONTH !!! omg i didnt know those shortcuts existed!!! You have no idea how much this helps me...Thanks Chuck youre an angel... Link to comment Share on other sites More sharing options...
chucksteel Posted November 25, 2016 Share Posted November 25, 2016 TIPS OF THE F...KIN MONTH !!! omg i didnt know those shortcuts existed!!! You have no idea how much this helps me...Thanks Chuck youre an angel... I probably have more, I've been doing FO level design going all the way back to FO3 but, I don't think to list the tricks until someone asks or sounds frustrated with the ckit because to me they are second nature. (That's not intended to sound arrogant, I just assume everyone knows this stuff, that's probably a shortcoming on my part.) Edit: @GreekRage, sorry your wrong! just ask anyone I'm not an angel I'm a devil. :devil: Link to comment Share on other sites More sharing options...
Athanasa Posted November 25, 2016 Author Share Posted November 25, 2016 From the depths of my files I found something I edited out of Brotherhood soldier idle chatter. I present to you... The Brahmin Blood Saga. Link to comment Share on other sites More sharing options...
Athanasa Posted November 27, 2016 Author Share Posted November 27, 2016 (edited) Zipped around the game briefly today (barely covered ANY of the map) looking for good areas to set 'you died' scenes in, and decided to apply what I hope to be the resulting filters to the images. Area: http://i.imgur.com/NB0zZXd.png Event Version: http://i.imgur.com/6tjzihm.png Also, the Excel spreadsheet currently being used to work out the "background calculations" used for identifying what events are likely to happen to the player on death. It still lacks all variables, but it's being used as a balancing tool currently. Linky! Please note that Excel 2007+ is REQUIRED for full functionality. While the calculations still work on other programs they don't have access to the various form buttons and live updating graphs, requiring you to manually edit the numbers in different places rather than on a nice 'landing' page. Edited November 27, 2016 by Athanasa Link to comment Share on other sites More sharing options...
Flowerguy360 Posted December 3, 2016 Share Posted December 3, 2016 Full disclosure: I only read the first and last page here. Love the idea. Just wanted to suggest, if it has not been thrown out there already, that one consequence of dying could be the loss of a limb, with a follow-up quest to build a prosthetic. In the case of losing a limb that has already been lost, simply losing the prosthetic and having to build a new one would work. This could have all kinds of interesting repercussions, such as not being able to wield a weapon until you've crafted your prosthetic, to a significantly hampered movement rate while you lumber along on a crutch and one leg - until you've built your prosthetic. And that could offer fun new options, too, depending on how in-depth you chose to take the idea; ranging from a hook hand to a robotic arm ripped off a Gen 1 and plugged into your nervous system by Dr. Amari (or the Institute). Any way, just a (difficult to implement) thought. :p Link to comment Share on other sites More sharing options...
Athanasa Posted December 3, 2016 Author Share Posted December 3, 2016 Just wanted to suggest, if it has not been thrown out there already, that one consequence of dying could be the loss of a limb, with a follow-up quest to build a prosthetic. In the case of losing a limb that has already been lost, simply losing the prosthetic and having to build a new one would work. This could have all kinds of interesting repercussions, such as not being able to wield a weapon until you've crafted your prosthetic, to a significantly hampered movement rate while you lumber along on a crutch and one leg - until you've built your prosthetic. And that could offer fun new options, too, depending on how in-depth you chose to take the idea; ranging from a hook hand to a robotic arm ripped off a Gen 1 and plugged into your nervous system by Dr. Amari (or the Institute). That's something I'd love to see too. However, it's more something that would be implemented as an optional plugin if someone else made a mod with prosthetics. It'd need modelling and texturing and various wizardry. I'm hoping to make the mod also a framework type thing (is that the term?) so you can easily 'inject' your own variables and events into it. Say someone makes a mod that adds a new faction - they should be able to add it to the mod's "WSalv_Rescue_Factions" list easily. Keywords and all that jazz. Similar for companions, although that might be more complex... ANYWAY! The idea being that it's easy to tag / patch your mod's stuff into the overall mod. Link to comment Share on other sites More sharing options...
crawe1x Posted December 3, 2016 Share Posted December 3, 2016 This project sounds great. It sounds like the sort of thing that could become a key mod for a lot of players. I totally get where you're coming from in your opening description - there's something about dying in Bethesda games that really bothers me and feels very jarring, which is not so much the case in, say, an Assassin's Creed game. Link to comment Share on other sites More sharing options...
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