aemo Posted December 12, 2008 Share Posted December 12, 2008 Wow.. GREAT idea! :D I'm a hardcore fallout fan and would love to see f3 cities reworked more in line with the original fallout series: Fairly densely populated towns, but far between them. Adding that wasteland feel of "group together or die".. Take Arefu for instance. It would barely survive a pack of wild dogs let alone anything else.. Now how likely is it that they've survived this long in the wasteland without more protection/population/trade and so on? Not at all I'd say. Link to comment Share on other sites More sharing options...
Guest Posted December 12, 2008 Share Posted December 12, 2008 I was trekking around Dupot recently and I was just wondering whether that could use some structures. I mean primarily it is a Raider and SM infested area but there is a trader nearby so I was thinking why not have some more. btw, Love all the other ideas, I didn't even realize that Rivet had an upper deck. Link to comment Share on other sites More sharing options...
Doedel Posted December 12, 2008 Author Share Posted December 12, 2008 Nice, have you thought about adding quest npcs to it? The underneath finishes the town off. Yup! Nothing too spectacular (for the moment), but I figured I'd at the very least have a small quest connected to the returning shopkeeper/barman(woman), wherein they ask the Player to help them gather some wares, food and drinks to sell (similar to the "bring me scrap" or "bring me sugar bombs" quests; simply an open-ended "I'll give you x caps for every y item you bring me"). I was also thinking of having a similarly simplistic quest where one of the returning residents asks the player to retrieve some item of theirs they lost in the wastelands. Perhaps somebody's favorite hunting rifle that they dropped near some area, or somebody's favorite cap. I may even utilize one of the unique/custom weapons being modded in the community -- I really like the idea of a scoped hunting rifle (less accurate and powerful than a sniper rifle, but moreso than an ordinary hunting rifle), which'll give the player the option of returning the rifle for caps and karma or keeping it for themselves. Nothing too groundbreaking or more importantly game-breaking, but just something a little interesting to do. Link to comment Share on other sites More sharing options...
Doedel Posted December 13, 2008 Author Share Posted December 13, 2008 Some more screenshots added: http://img.photobucket.com/albums/v478/SpikedHelmet/ArefuWIP10.jpgA new Arefu resident enjoying the view. http://img.photobucket.com/albums/v478/SpikedHelmet/ArefuWIP8.jpgThe Common room. http://img.photobucket.com/albums/v478/SpikedHelmet/ArefuWIP9.jpgA resident practicing her shot. Link to comment Share on other sites More sharing options...
DDigit Posted December 13, 2008 Share Posted December 13, 2008 Looking great! The supports to the new walkway look a little flimsy though, I dunno if I'd try my luck going up there like that ;). I dont think ive seen a wall of stacked tires anywhere before. I believe that unlike sandbags, theyre havok objects so explosions and impact would blow a wall of 'em apart, might be a fun idea? I'm figuring out the Geck atm doing the whole vault tutorial (its not very hard but it's pretty damn big!). It looks like there are lots of handy and fun options for creating good raiding parties, guards and defense set-ups so i'm excited! Better not get ahead of myself though, nothing is for certain just yet. I'd love to "synchronize" these projects but first we need to get a few basic things going. So like you said, let's get some independent versions working first and then see about a bundled release. The modification ideas you've posted so far don't really conflict with what i'll be working on so I don't think there should be too many problems when we get there. The only thing I'd request is that in the design of the smaller settlements that load in external cells (like big town and arefu) you'd take into consideration the defenses required against say 5-7 raiders (without rocket launchers/miniguns/fat-man). This could involve placing some sandbags or junk fortifications in strategic positicns and perhaps keeping some empty space for turrets/mines. No need to overdo it. For example, a guard tower in Arefu that has a view of both the ramps up would be pretty logical and would provide a strong defensive position, especially with some mines slowing down attackers. Put a skilled guard with a sniper rifle up there and he could hold off quite a few raiders all by himself! It's really a lot of fun to see your town under attack and to see how the defense plays out, i'd definately recommend spawning a few raiders nearby and checking it out for yourself. I'll keep checking up on your project, Good luck! Link to comment Share on other sites More sharing options...
FrankManic Posted December 13, 2008 Share Posted December 13, 2008 I'm keen on the idea. I plan to spend a lot of time working with the GECK in December and January. If I get up to snuff with it I would be happy to pitch in. I did some work with Oblivion trying to get the roads to feel more used in line with the idea that Cyrodil was experiencing civil unrest and other problems. I also did a couple of re-texture mods, some house mods, and I screwed around with the level lists and tweaked OOO extensively. Not much deep level stuff like scripting or real modelling/texturing, but It sounds like you're interested more in getting a framework for better cities right now, so I think I could probably help. If you'll excuse me, I'm going to go nance around in the editor a bit. Link to comment Share on other sites More sharing options...
thewaronandrew Posted December 13, 2008 Share Posted December 13, 2008 I am thrilled to find out about this. If you don't mind, I would like to attempt Canterbury Commons. It should be no trouble at all since the buildings are already there, it is simply a matter of replacing boarded up doors with usable doors. I also like the idea about town defenses and attacks. But I'll leave that to your separate mod. Link to comment Share on other sites More sharing options...
ZableBlaze Posted December 13, 2008 Share Posted December 13, 2008 Man, that looks -amazing-. Very good job. This mod is going to go great with my overhaul. Can the NPCs pathfind correctly? Will they walk off the ramp and fall to their death? Or walk on it? Also, I have a suggestion - I've just managed to get my Companion Share & Recruit mod working, and it'd be great if each major city had.. Mercenaries for hire? You see Mercenaries around all the time, but no way to hire them. Anyway, very good job and I wish you the best of luck. Link to comment Share on other sites More sharing options...
thewaronandrew Posted December 13, 2008 Share Posted December 13, 2008 The mercenaries for hire idea would be great implemented into a separate file so it could be optional. Maybe combine it with the town defenses mod. Each town could have a different type of mercenary, too. Link to comment Share on other sites More sharing options...
Khet Posted December 13, 2008 Share Posted December 13, 2008 Hey, I don't know if this has been mentioned yet or not but I'll go ahead and say it anyway. For Greyditch (I don't know if you played the quest there) Everyone was killed by those fire ants there, the annoying kid is the only survivor so I was thinking that after the quest maybe it'd be a good idea for you to have other folks move in. I mean, with the setting of Fallout it wouldn't make sense for people to 'shun' Greyditch and not live there due to it's previous problems. That's something to keep in mind, eh? Link to comment Share on other sites More sharing options...
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