Doedel Posted December 14, 2008 Author Share Posted December 14, 2008 Awesome, and yeah, getting stuff to fit together can be a pain. Staircases pretty much break using snap-to-grid for interiors. Can't wait to see what you've got! Link to comment Share on other sites More sharing options...
ZableBlaze Posted December 14, 2008 Share Posted December 14, 2008 I was just wondering - how come the player is the only person with a robo butler? You get a rusty old shack, but it comes with a robo butler. Maybe you could include a few residents with the butlers, the more "higher class" residents maybe. Link to comment Share on other sites More sharing options...
Deleted919650User Posted December 14, 2008 Share Posted December 14, 2008 Howdy, I'm a novice modder, but I'm quickly learning the ropes of GECK. I'm pleased at how easy it is, and am working on a project that would complement yours. Right now I'm just in the beginning stages of construction, and everything is still subject to change, but I've got a solid start. I'm currently working on building a large-ish underground city, complete with Tenpenny-esque apartment building, several stores, weapon shops, and a full cast of NPCs. The city will be accessable through a quest in which you have to convince a satirical Southern Gentlemen (trapped in a supercomputer's body) to allow you to populate the vault-city. He'll agree to open it up if you can convince three settlement leaders to move in as well. The construction I can do, voice acting I can help out with, but some of the more technical things I'm going to need a hand with. Things such as creating custom dialog menus with imported voice acting, the setting up of the quest, and some minor questions related to scripting and linking areas. I've only just started using the GECK, so I don't know how to do many things, but I can learn them rather quickly, assuming you folks would be willing to help me out. As I said earlier, building isn't a problem for me. I've already made a rather cool-looking building front. I've still got a long ways to go on construction, but it should move along quite smoothly as soon as I find all the parts I'm using. I'm kind of blending set pieces here. It sounds weird, but the end-result of it all is a very unique, cool-looking building. Link to comment Share on other sites More sharing options...
PrideAssassin Posted December 14, 2008 Share Posted December 14, 2008 Unlike Oblivion mods I think that Fallout mods should be as modular as possible. That way mods can be easily mixed and matched. I think managing compatibility in this game will be more difficult than previous games. Anyone who mods Rivet city should do something with the flight deck, you would think there would be people living or farming up there. You could have dirt farmers growing irradiated food in transplated dirt, and Brahmin herding, of course, until a quest from Dr. Li has you scavenge plans to perfect their hydroponics operation. Another freeform quest has you collecting (possibly an ungodly number) lead pipes and scrap metal to build the system. A month (They have a Council, why not a Union?) later, and Rivet City has rad-free veggies for high prices. You could make rivet city huge. Holy crap. Basically the same cell structure throughout most of the ship, with different NPCs.Have the lower classes living on the very bottom of the boat be ghouls, and with the submerged rooms at least, have anyone near a wall along the hull take 1 rad/second... Link to comment Share on other sites More sharing options...
Asrayl Posted December 15, 2008 Share Posted December 15, 2008 I'd be willing to help with an addition to tenpenny tower.I'm working on a three-stoory neoclassical interior that would fit in quite well. Has anyone else had a poo-ton of difficulty getting the stairsets to mesh properly between floors?I always seem to have either stairs that are too "thin" for the default floor size, or stairs that are abnormal heights. suggestions for area/ help would be appreciated, ill see what i can do for a pool. im willing to do something else too, but having just begun modding, iit could be a while till i start doing any decent work. ill get some pics up when i like what i see. You might try changing the scale of the steps and letting them hang below the floor or outside a wall if that's possible. If you toggle clipping and check out some interiors you'll see quite a few terrain objects that do. Also, perhaps a slight alteration to the height between floors? A little higher/lower? I haven't really toyed with interiors yet so I'm not sure if my ideas will be any help. Good luck! Tracking this topic, good to see the interest of the community and interwoven projects. Link to comment Share on other sites More sharing options...
NukAddict Posted December 15, 2008 Share Posted December 15, 2008 Oh thanks, I totally forgot that you could turn snap-to-grid off ~DOH!~ This should speed things up a fair bit, and maybe prevent further futile searches for the peice that fits "just right". Haha. Link to comment Share on other sites More sharing options...
NukAddict Posted December 16, 2008 Share Posted December 16, 2008 I'm done the atrium of the new tenpenny addition. I'm open for suggestions about how to get in there...obviously modding the tower itself would be a little awkward, so i was thinking of some-kind of underground entrance. maybe tenpenny could be oblivious to it?apparently he never leaves the penthouse.the ghouls could tunnel in maybe?anyways, i guess the plot is irrelevant until the level is down. heres the game plan: atrium---- hallway---->3-4 rooms (maintenance, curiosity shop, computer lab, library-ish area) L________>second floor----> bedrooms (middle-classed)--->elevator to 3rd foor pool/workout roomshootin' gallery (yeeha!)YOUR IDEAS HERE hopefully i can get some pictures up soon Link to comment Share on other sites More sharing options...
TheDivineWind Posted December 16, 2008 Share Posted December 16, 2008 Hi, old modder who hasn't done it in ages here. I've got an addition I'd like to see come to life, be it through me or simply with me contributing to some of the work. Basic Premise: You find another vault. Not just any vault, but one you can manipulate/grow/and expand. (new concept, wow! I know! >P ). The goal here though, is to have all the shinies, but make it as easy as possible to accomplish. Here are the goals of the new settlement I've got in mind. 1) You find an old abandoned vault. This triggers a quest to explore it. As you go in, you find the reactor is down, and the place is on lockdown and powered down (obviously). First quest is to grab one of Dr. Li's staff, or Moria and Wilson (Ghoul mechanic in underworld) to take a look at it. They give you another quest to bring parts. 2) You fix it, this opens up more of the vault. A series of quests expands it's capabilities and utilities. More and more security is added/more residents/more equipment scavanged from old vaults (all quests you may need to participate in to expand the vault's ability. 3) Once you have completed the initial quests, the vault continues to expand in small ways over time, accelerated if you complete repeatable scrap metal quests, or similar sorts of, "Get me stuff!" quests. 4) Addition of caravan stop to outside of the vault, as well as random raids, like those in megaton. May even make defending the vault a quest or two. The caravan could vastly increase population and item sales. 5) Good/neutral/evil sort of options. Allowing just humans to live there, or just ghouls, or both, or just raiders. (you could choose by recruiting Moria, Wilson, both, or someone from Paradise Falls to fix up the place, as an example~) How would this be done? 1) Smart layout for ease of getting around the vault. Moderate sized vault, not huge like some of them can be. All of the quests to expand equipment and services can be ran just like the furniture purchasing for your houses, red Xs add in more stuff with each quest. I've got a deal of the layout done, working with the goal to make it moderatly sized and easy to get around (so it doesn't take 3 minutes of running to get to any area. 2) Every detail I know of in this idea have been employed in the game already, the only difference is what each thing triggers. Which by the look of the average skill of upper level folk here, it's a lot of copy/pasting trigger ideas and just inserting your own cause/effect details, so not very hard to do for some of you folks. If needed, when you return from quests, someone could hand you an updated report on the ongoing work which would be the trigger for the new parts to be there (like the holodeck tag items are for the nuka-cola machine, and so-on) I've got a great deal of detail and concepts planned out for this, and it would evolve beyond player interaction based on time passed (I suppose one could just wait the in-game weeks or so it'd take for each auto-expansion of the vault, but hey~ /o/ It'd happen without the player's involvement). Maybe with a lack of involvement beyond getting the reactor going, it would develop on it's own over a large amount of time, and you would not receive any room/discounts/benifits from it. Simply making it a new city who may not like you much to making you the leader/honorary position of influence which grants you (you guessed it) your own room? So, I'm in? I'm no master of the GECK, I just have what I think is a viable idea and I'll be done with the total vault floorplan soon. I haven't learned triggers or NPC placement or anything like that yet. Still quite new to this complicated system (last modding program I used was for Half-life. The first one. o___o) I've got experience making things feasable, just no knowhow. Also looking for serious interest/skills for this. If it gets done, half-assing it will be a sad sad thing. Ideas, concepts, serious interest, happy thoughts and magnets? Link to comment Share on other sites More sharing options...
NukAddict Posted December 19, 2008 Share Posted December 19, 2008 http://i444.photobucket.com/albums/qq167/nukaddict/Lobby.jpg Work In Progress-Tenpenny "Add-In" (Onedime Condos) There's what i've been up to so far, I lost my large clutter/apartment rooms file due to the idiocy of boot camp, but it'll get done again.Suggestions? Link to comment Share on other sites More sharing options...
NukAddict Posted December 19, 2008 Share Posted December 19, 2008 Rescued the layout, here it is in ortho view. Kind-of looks like a robot. The "arms" go up to my next project, the pool area.http://i444.photobucket.com/albums/qq167/nukaddict/VerticalMainFloorDoneNoClutter.jpg Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.