FuturistTeletex Posted June 12, 2012 Author Share Posted June 12, 2012 Some wicked simple early shots that makes use of some of the existing area outside of Nellis & adds some mountains so the player cant explore the infinite void..just shows some of my very very early progress.. Start Quest?Some Boomer youngins have left the safety of Nellis and have traveled against Mother Pearls wishes heading north'ish.... a boomer finds you.. or sends you a note/broadcast or you over hear a broadcast thats being sent out to the boomers that left Nellis..( not sure yet.. ) & so you start off trying to track down the Young Boomers who took off.. and then everything goes to hell.. well eventually.. You discover a part of broken fence at Nellis where the boomers took off against Pearl's will & so your quest begins!http://househeadstudios.files.wordpress.com/2012/06/leavingvegas2.png http://househeadstudios.files.wordpress.com/2012/06/leavingvegas4.pngA bit of a trek a head of you to connect with the I-15 further up.. http://househeadstudios.files.wordpress.com/2012/06/leavingvegas6.png Small area with added mountains & rocks around a busted down electrical tower.. (i am going to put some evidence here of where the boomers headed) Link to comment Share on other sites More sharing options...
FuturistTeletex Posted June 12, 2012 Author Share Posted June 12, 2012 bah bah bah.. running into LOD problems.. figured it might happen.. oh well! looks like the player will be asked with the question do you want to leave vegas if they try to go up the ramp out of nellis.. and then a new world area will be loaded as if the courier had magically traveled some distance up to I-15.. fine with me.. kinda stinks since I wanted the player to actually be able to just walk out of nellis & out into the wastes.. but.. so it goes! Link to comment Share on other sites More sharing options...
rjhelms84 Posted June 12, 2012 Share Posted June 12, 2012 Yeah, if you look at how the end of Lonesome Road is set up, I think they pull off the changeover between worldspaces quite well, with the new area beyond the Mojave Outpost Gate. Link to comment Share on other sites More sharing options...
FuturistTeletex Posted June 13, 2012 Author Share Posted June 13, 2012 Yeah, if you look at how the end of Lonesome Road is set up, I think they pull off the changeover between worldspaces quite well, with the new area beyond the Mojave Outpost Gate. Yeah.. woo! set it up.. even managed to get a script and message to work.. haha.. So now.. the player goes to Nellis finds a boomer who sets up the quest/mod... then you click an opening in the fence (like a door, but there is no door..) & then a nice message goes "blah blah are you ready to leave new vegas?" and has some other info like the expansions do.. you know like.. you should be whatever level before continuing blah blah... and then if you click yes you are transported to the I-15.. if not.. you stay in New Vegas.. It's funny how excited I am over something so simple! haha.. but i am definitely not one for scripting.. so being a newb to fallout scripting i nearly shat myself when I actually got it to work! haha.. that was really one of the biggest issues i figured i would have at least starting the mod up.. how the heck to do a door that has a message that links to a new area.. All is well in the world of Ouroboros development so far! Link to comment Share on other sites More sharing options...
FuturistTeletex Posted June 13, 2012 Author Share Posted June 13, 2012 Now i can really get cracking on the new area since the transition is all set up now for the most part.. What do you think??are people going to be annoyed if i don't dismiss companions via script & they have to do it on there own? since the message when leaving vegas says "You must dismiss companions before starting your journey" but... i dunno i dont want to be held responsible for any conflicts if people don't dismiss companions.. know what i mean? hmm.. I was also thinking of doing a weight limit of a hundred pounds.. but thinking of making it optional & not through a script since.. i dunno i guess i found it annoying in honest hearts personally.. but was thinking it could be cool for Ouroboros since I want part of the journey to be about having to survive on your own by making cactus water and actually having to find food instead of having tons of food/water on you if you are playing in hardcore.. which i am recommending people do play it on hardcore & with a high survival skill for the best experience.. Also.. RJ... kinda a silly question.. When I set up a new world.. is it a bad idea to make two new world spaces..? as in one for the I-15/I-70 and another separate one for Nursery & Ouroboros? or should I put them both in one world space even though you wont be able to travel back & forth between them.. since once the mod is finished you will be fast traveling straight back to vegas and not back down the I-15/I-70... I figure one world space is enough though if i make mountains & such that the player cant travel beyond once they reach Nursery/Ouroboros so they cant get back to the area of I-70.. Thanks!.- FuturistTeletex Link to comment Share on other sites More sharing options...
rjhelms84 Posted June 13, 2012 Share Posted June 13, 2012 My thought on companions is you need a good reason why they are dismissed, plot-wise. Why would the player be forced to dismiss them in these circumstances? Also, if you want, I can provide a script for the companions to be dismissed, if you want that, which you could just add to your door script. As for having two worldspaces, I would highly recommend using two, or even more, as necessary. As having multiple world-spaces is always better than having one big one, especially where LOD generation is concerned. Also, if you had one big worldspace, but separate the two locations like you said, you will have issues with quest markers later, as quest markers won't point to the door to the next area, it will point directly to the location, even if it's through mountains, if you get what I mean. Link to comment Share on other sites More sharing options...
looloolooigotsomeapples Posted June 15, 2012 Share Posted June 15, 2012 (edited) My thought on companions is you need a good reason why they are dismissed, plot-wise. Why would the player be forced to dismiss them in these circumstances? Also, if you want, I can provide a script for the companions to be dismissed, if you want that, which you could just add to your door script. As for having two worldspaces, I would highly recommend using two, or even more, as necessary. As having multiple world-spaces is always better than having one big one, especially where LOD generation is concerned. Also, if you had one big worldspace, but separate the two locations like you said, you will have issues with quest markers later, as quest markers won't point to the door to the next area, it will point directly to the location, even if it's through mountains, if you get what I mean. I agree about having some sort of reason, because with many of the vanilla DLCs with the exception of Honest Hearts, I tend to make one up. Depending on how big you intend your mod to be, it'd be cool, and I'd imagine more optimal, to have each location in their own worldspace. That way, if you want to have the player travel from somewhere in Arches to Moab on foot, for example, it could take a realistic amount of time. You can also focus on fleshing out each location with detail instead of having to worry about the wasteland space in between. Sort of like the originals. Also, your intention is to transition the player to the I-15/I-70 junction, right? With Honest Hearts, the journey to Zion on foot is 2 weeks, a pretty accurate number. Walking from the Mojave to that junction would be somewhat longer. As for having NCR troopers patrolling that area of I-15, I don't think that would be the case. Honest Hearts doesn't mention it, and they're spread thin in the Mojave as it is. They aren't going to care about barren, resourceless areas that have a heavy tribal raider presence until they settle things in the Mojave. Instead, I would suggest perhaps using a detachment of the 80s on that junction. They've only been mentioned thus far, it would be cool to see them. I don't have much GECK experience that could be used, but I am familiar with the area you want to portray. Feel free to ask me questions whenever you'd like. EDIT: Hear are some real-world suggestions for some of the locations: - Green River, Utah, as Ouroboros. As of now, it's a tiny town with the fertile Green River flowing through it, along I-70. Considerably closer than Arches, but still very far away. IMO, a bit more in scope for the base NV. An excellent husk for a tribal settlement after nuclear war. - Some place in the San Rafael Swell, for Burham Springs. An area with many mines some 30-40 miles west of Green River. Easily accessible from I-70. Some of the mines are actually radioactive today.- There are plenty of canyons in the area. Black Box Canyon, in a Northern part of the swell could house the Nursery. As for why the Courier is headed that way, they are a courier. Why not have them deliver a package to someone/something in the area? A heavy risk task, but high-paying. Probably better to keep it simple. Edited June 15, 2012 by looloolooigotsomeapples Link to comment Share on other sites More sharing options...
Recommended Posts